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Wasteland Venturers update December 2022

Tinuvia

Wasteland Venturers
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Update 1.5.0:

Adds 14 new plans:
  • 2 Western themed plans, a home and a General store (both 2x2)
  • 2 Eastern themed plans, Harman Kardon (2x2 residential) and Polarity Bar (3x3 Commercial)
  • 3x3 residential for 2 settlers - Seven's Home
  • 3x3 Brahmin farm
  • 3 new 2x2 Advanced Defenses Wall plots (Gate, Corner, Regular)
  • 2x2 Armored Wall Home - matching the Advanced Martial plots
  • 3x3 recreational - Pickle Rick's Saloon
  • 3 tiny plots, 1x1 Mobile home, 1x1 General Store and 1x1 Healing Station (with skin to remove the roof for interior use)
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Adds 5 duplicate plans for the new Municipal classes; Cemetery, Hospital and Sanitation. They look the same as their Recreational/Industrial counterparts but have the benefits of the new Municipal classes. We're adding them as duplicate versions so that we won't break the balance of any existing city plans with those plots in them.
  • for the Baron's Cemetery (2x2 Recreational), Field Hospital (Interior Industrial), Igor's Crematorium (Interior Recreational), the Soap Factory (2x2 Industrial) and the Shitter (2x2 Recreational).
  • adds themed skins to the Baron's Cemetery (both 2x2 Rec and 2x2 Muni) - CoA, Raider and Vanilla Extra
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Various bugfixes:
  • fixes the multi-assignment on the Shitter (2x2 Recreational END training) and MessHall (interior END training) - thank you, M0nd0Mage and ingeraskurai, for drawing our attention to it!
  • fixes z-fighting of the carpet in Pumping Iron (Interior Recreational)
  • changes the values for the conversion/production in the Battlefield Scavenger and Armory Production to better fit in with the re-balanced SS2 values.
  • sets the magazine in The Shitter to only spawn on level 3
  • fixes some oddly placed decorations in Airship Idaho
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Get the mod here:
Wasteland Venturers Sim Settlements 2

XBOX players
We're very sorry to say that we've realized that this update would cause the mod to become too big for you, since it comes in at 364MB and SS2 with chapter 2 is 1639MB. I'm posting it in the Work-In-Progress section under this link here, for any of you that decide to skip chapter 2.

WV3MobileHome.jpg

WV3Kiosk.jpg

WV3PolarityBar.jpg
WV3PickleRicks.jpg

WV3ArmoredWall.jpg
WV3HarmanKardon.jpg
WV3SevensHome.jpg
WV3Municipal.jpg

WV3WesternHomel.jpg
WV3GeneralStore.jpg
 
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Absolutely incredible! I love this mod, and this update is damn impressive! Thanks sooo much!
 
your work has always been incredible, but I'm a little nervous to reinstall this after this slow motion fiasco that killed off my past two games.

Can you elaborate a little on the reassignment fix? is there a possibility that fix corrected the runaway npc_rpgmanager forks? i'd love to reinstall this pack and get all these cool plots back into my cities if there is a chance your bugfixing efforts have killed off this dragon sleeping in my save files.
 
Can you elaborate a little on the reassignment fix? is there a possibility that fix corrected the runaway npc_rpgmanager forks? i'd love to reinstall this pack and get all these cool plots back into my cities if there is a chance your bugfixing efforts have killed off this dragon sleeping in my save files.
What? No, the multi-assignment fix is just me adding a number in the correct place in the SS2 script that sits on every building plan, ie to allow for recreational training plots to have more than one npc assigned as they level up. This is something that should have been there from the start but since it requires a manual motion I missed it.

The dragon sleeping in your saves have nothing to do with our mod, we do nothing particular regarding assignments or npcs. This is just a basic addon pack. The scripts we have are very specific, running during very specific times (eg to allow ice cream to freeze - so if you aren’t making ice cream, there are no scripts running).
 
ok, well, that's bad news then. removing Wasteland Ventures and Superstructures was the only way i could find to effect those forking rpgmanager scripts. removing both those packs changed the behavior from the script VM going to stack overflow in a few hours to a save that ran for a further month and 50 levels.

guess i'm still stuck without wasteland ventures for the near future.
 
I thought I'd check see what I could see in my logs, because Wasteland Venturers and Superstructures are mods I always use in games where I have more than the minimal mods installed for testing.
I haven't seen any Dogmeat reassignment lines in any of the RPGManager logs, really not sure why you would be getting those. I've tried dropping Dogmeat off in the settlement and playing a while, and usually run with Dogmeat as my companion.
 
I thought I'd check see what I could see in my logs, because Wasteland Venturers and Superstructures are mods I always use in games where I have more than the minimal mods installed for testing.
i guess it was a vain hope that it was something that had already been fixed.

as near as i can tell it's a low probability event that somehow connects Wasteland Ventures, Superstructures and the Sim Settlements RPG manager. i'm not sure the first game died to this, it just died to sudden script lag and other unrelated problems. the second save dying to this was what brought me to these forums, and the third is linked above. all three of my dead games ran for upwards of a month and beyond level 60. it was only on the last failure that i was able to catch it as it was starting, and removing superstructures and Wasteland Ventures stopped it from starting, but didn't fix a game where it was already spamming. i just ended that third game at level 117-ish because of an unrelated HQ glitch.

i'd rather no one else spend any time trying to troubleshoot it. it's rare enough that there are only two users who have ever reported it occurring, and my game runs just fine without (if slightly diminished for the lack of) Tinuvia excellent work.
 
Wasteland Venturers and Superstructures are among the addon packs with the most building plans, so I can see how that could cause lag in the building plan menus, but I just don’t see how either could have any effect on the the assignment. That is all SS2 code (or rather WSFW if I understand correctly). As usual, if you can replicate the issue on a load order with only these mods, that save might be more useful for troubleshooting.
 
@Cessori @Tinuvia I have also investigated the issue mentioned by SarahAda.
2.2.4 and Simsettlementsv2 quests npc_rpgmanager again

After looking through the relevant SS2 scripts, I did not find a smoking gun. I'm pretty sure this behavior is not caused by an Addon Pack unless that pack deliberately edits the SimPlot script. My best guess is the script on a plot was stuck in a weird state (infinite loop) through some unknown power of Todd. KG has been making changes to several core scripts over the last 4 patches or so.

Several patches ago, KG introduced a bug that caused an issue similar to the post above, but it affected more than just companions. That bug was later fixed (I can't remember if it was a hotfix or regular patch) prior to v2.2.4, so it should not be at play here.

The most glaring part is this issue only seemed to affect Dogmeat. Dogmeat should never be eligible for assignment in the first place. It would be weird for any mod to try and assign Dogmeat to a workshop object...

Maybe upgrading SS2 is causing some edge cases. It wouldn't surprise me as the Papyrus VM can be a fickle beast. I had a weird issue when I upgraded WSFW where using the auto wire feature would run a wire to the workshop workbench. No matter how hard I tried, I could not reproduce the issue in another profile.

tl;rd: I do not suspect Wasteland Ventures or Superstructures to be the cause of the issue mentioned by SarahAda.

Edit: Also, nice work on the update!
 
Several patches ago, KG introduced a bug that caused an issue similar to the post above, but it affected more than just companions. That bug was later fixed (I can't remember if it was a hotfix or regular patch) prior to v2.2.4, so it should not be at play here.
This is enough for me! it lines up to the timelines of the games, which were all started between 2.2.0 and 2.2.3a and is close enough to auto-forking behavior i was seeing to believe this remained in my save after upgrading to 2.2.4. i'll cross post into the other thread.

i'm (gratefully) reinstalling Wasteland Ventures! Thanks to Msalaba for looking into this. Thanks to Tinuvia for the incredible work!
 
I've noticed some of the new stuff. It's awesome! Thanks @Tinuvia.
P.S. Now I know there's a magazine in the shitter. Spoilers! (I didn't check it very often, with it, being, you know, a shitter)
 
@Tinuvia I'm looking for the Home Sweet Home interior plot and it's not showing. Is there an unlock? I checked the spreadsheet on Nexus but it's not listed and I refreshed the building plans.

Early game, as in just at Sanctuary and doing first quests.
 
@Tinuvia I'm looking for the Home Sweet Home interior plot and it's not showing. Is there an unlock? I checked the spreadsheet on Nexus but it's not listed and I refreshed the building plans.

Early game, as in just at Sanctuary and doing first quests.
You have multi-person residential plots unlocked, right? That comes after "If I had a hammer" or 8 houses.
 
I am new here. Do these add on packs come with all the new items or do we need a settlement item mod that adds new items to the workshop?
 
I am new here. Do these add on packs come with all the new items or do we need a settlement item mod that adds new items to the workshop?
In general, an Addon Pack like this provides more options for what the SimSettlements Plots will come out looking like. If there are additional hard requirements to make the Addon work, either the Addon's description on the mod pages or the game itself will tell you.
 
I added the "Wasteland Theater" to one of my settlements and decided I didn't like it so, I removed it.
Now I have left over acts and audience/fans wandering all over my settlement.
How do I get rid of these clowns?
Will they ever leave?
I have no control over any of them.
 
I added the "Wasteland Theater" to one of my settlements and decided I didn't like it so, I removed it.
Now I have left over acts and audience/fans wandering all over my settlement.
How do I get rid of these clowns?
Will they ever leave?
I have no control over any of them.
That plot is from the core of the mod, not this Addon Pack.

It seems like those performers are doing that for everyone. I've no idea how to resolve it, though...
 
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