Patch
Contents
- 1 Version 2.1.4
- 2 Version 2.1.3
- 3 Version 2.1.2
- 4 Version 2.1.1
- 5 Version 2.1.0
- 6 Version 2.0.7
- 7 Version 2.0.6
- 8 Version 2.0.5
- 9 Version 2.0.4
- 10 Version 2.0.3
- 11 Version 2.0.2
- 12 Version 2.0.1
- 13 Version 2.0.0
- 14 Version 1.1.9
- 15 Version 1.1.8
- 16 Version 1.1.7
- 17 Version 1.1.6
- 18 Version 1.1.5
- 19 Version 1.1.4
- 20 Version 1.1.3
- 21 Version 1.1.2
- 22 Version 1.1.1
- 23 Version 1.1.0
- 24 Version 1.0.6
- 25 Version 1.0.5
- 26 Version 1.0.4
- 27 Version 1.0.3
- 28 Version 1.0.2
- 29 Version 1.0.1
Version 2.1.4
+1 INTelligence
- Fixed an issue where the Hydration Research Assistant quest would get stuck if you didn’t refresh the plot after starting it.
- Fixed an issue where robots could end up auto-assigned to residential plots.
- (Probably) Fixed a bug that could cause buildings of the wrong type to appear on a plot.
- The Sim Settlements HUD pieces will now correctly no longer show up before the holotape is run for the first time on a save.
- Fixed tax bonus from perks, was supposed to be giving 10% bonuses each for Local Leader 1/2 and Cap Collector 1/2/3, but was instead giving substantially more. If you previously felt the tax rate was too high and had turned it down or off, you may wish to give it another try. If you felt it was in a good spot, you’ll want to set the rates to double to get closer to what they were prior to this patch.
- Reduced Martial Tech requirement from 3 and 5, to 2 and 4.
- Made additional plot changes to improve snapping, even after a plot has been built on.
- The auto-assignment queue will now be handled intelligently. If multiple plots are available, the system will prioritize assignment to those that produce resources the settlement currently needs. This only affects the queue, freshly built plots will still attempt to auto-assign available settlers. This change will primarily benefit players who pre-place many plots for when future settlers arrive.
- Altered the way workshop resources (food, water, etc) are handled in code by Sim Settlements. This change will greatly reduce the number of objects Sim Settlements has to track (improving performance) as well as simplifying the resource system for add-on authors.
- Increased Coal Power Plant output, it now produces 60 power instead of 50.
- Fixed several icons in the Tech Tree that would have resulted in a constantly changing icon.
- Fixed a bug where some furniture objects on plots would have their models flicker.
- Reduced the total size of Industrial Revolution by about 12 MB on Xbox by optimizing some files.
Version 2.1.3
Technolotree
- Added new sub-menu to the ASAM Sensor menu called Manage Upgrades. It allows you to do the following things:
- Upgrade eligible plots when upgrade is set to manual for them.
- Individually change whether or not plots should upgrade automatically - this will override your holotape Upgrade settings so that you can lock individual buildings the way you want.
- View the Tech Tree of the current building plan (Requires HUDFramework).
- Added new Tech Tree interface (Requires HUDFramework). This can be accessed on any plot’s menu under the new Manage Upgrades menu if that plot has a building plan assigned that uses one - for example, the Advanced Industrial plot.
- The Tech Tree shows you the various building paths your settlers have discovered and shows you what unlocked them.
- While viewing the Tech Tree you can use your Zoom/Block button to cycle through all of the Tech Trees. Holstering your weapon will close the Tech Tree window.
- Added necessary settings for Martial Plots to act like guard posts to the AI - this should make it more likely the assigned settlers stay on or near the Martial Plot during an attack.
- Fixed an issue that could cause people upgrading from older versions of Sim Settlements to not get access to new features correctly.
- Made further improvements to auto-assign code to increase the likelihood that new plots will be assigned quickly if there are available settlers.
- Fixed an issue where a plot could end up without a default building plan and get stuck until you selected a building plan manually.
- Level 1 bars are now correctly flagged as relaxation areas (previously only L2 and L3 bars were marked).
- Recreational Plots are now flagged as relaxation areas.
- Fixed a bug that could prevent child settlers from being assigned to plot animation markers they are eligible to use.
- Needs status of plots will now be updated every few hours, instead of just when you leave a settlement. This should better support gameplay for players who only want to focus on settlement building.
- Changed the Realistic Build Times timer to fire less frequently to reduce script overhead. This will not affect the time it takes for buildings to construct with that setting on, it will only improve performance for people not using the setting.
- Brahmin Brown Ale will now brew correctly in the Brewery.
- Fixed a bug where an NPC could remain assigned to a animation markers from a formerly owned plot. This will not fix existing stuck animations, it will only prevent it from happening in the future.
Version 2.1.2
The Smoothening
- Fixed a spelling mistake in one of the ore type names.
- Fixed a problem with the Wizard incorrectly leaving residential notifications on when it shouldn’t.
- Fixed several issues that were causing papyrus log spam.
- Building plans banned by the player will now correctly be acknowledged by plots that were built before the ban was instituted. This will not force previously built or manually selected plans from being changed, it will only prevent those plots from using the banned plan as expected. Previously, if a plot was placed before a ban, it could end up with one of those banned plans anyway.
- Fixed a bug where NPCs could end up assigned to a plot bed owned by another NPC.
- Fixed a bug where plots could fail to spawn ASAM Sensors.
- Added 60 second option to Delay Building Materials setting.
- Made several adjustments towards smoothing out the early to mid game experience, to participate in the conversation, check out this thread: https://simsettlements.com/site/index.php?threads/lets-talk-balance.1742/
- Reduced Residential defense penalties from 1/2/3 to 0/1/2. (Note that this does not necessarily apply to VIPs which have their own bonuses and penalties)
- Level 1 plots will now provide their benefits even when unpowered, the exception to this change are the Advanced Industrial plots.
- Turning off Dynamic Needs now only affects the negative modifiers for Food, Water, Defense, and Happiness. Which means you can have it turned off and still take advantage of the Industrial Revolution buildings for things like water and power.
- Added necessary keywords to prepare for next Transfer Settlements update so that random objects, such as ASAM Sensors won’t be incorrectly exported. After the next TS update, you’ll want to refresh your plots before exporting to ensure none of these objects are exported.
- Activating the boiler again at the brewery after starting a wort should now correctly display the number of hours until it will be free again.
- Added new Tracking Options under the Tools menu. These will allow you to turn on map marker based quest objectives to display Plots Awaiting Upgrade, Unhappy Citizens (plots without needs met), Recent Construction (construction and upgrades in the last hour), New Construction (construction and upgrades since last settlement visit).
- Reduced file size of Industrial Revolution slightly by eliminating unneeded assets.
- Fixed a bug in some of the new beer recipe effects.
- Modified auto-assign code slightly to make it more likely to assign all available settlers after rapidly building multiple plots.
- Altered Crash Watch message to better explain the problem that occurs and removed the Youtube link which is no longer relevant.
Version 2.1.1
The Brewmaster
- Fixed another New Bugle article. (If you come across an article with only a title - please let me know!)
- The Brewery is now open for all of your custom brewing needs. You can now cook Mash, add flavorings to the wort, and return to find new beers your settlers have bottled for you. There are over 50 beers to discover, either through experimentation or finding the recipes throughout Sim Settlements and the Commonwealth.
If you have an existing Brewery, Refresh the plot to add the new pieces you’ll need to interact with. If you want to ensure your Breweries don’t upgrade, be sure to set Upgrades Advanced to Manual.
- Fixed a bug where the Full Charges version of the Destroy Local Plots tool was also destroying some non-player-placed items.
Version 2.1.0
Creation Clubbed
- Made improvements to the snapping of Agricultural Plots.
- Fixed a bug where plot types could still be buildable even if all expansions/add-ons that supplied building plans for them were uninstalled.
- Simplified building plan management code to speed up add-on registration time.
- Fixed a bug where an Advanced building plan could end up changing tech trees during a manual upgrade or building plan select.
- Fixed the Super Menace New Bugle article which would only display the title.
- Fixed a bug where the collision for the Agricultural plot would fall through the world.
- Standardized plot descriptions in workshop mode.
- Fixed a snap point on the back of all the foundation plots that was slightly higher than the others.
- Improved Dynamic Flag code, it should be more likely to detect Martial plots near the edges of the settlement. Existing Martial plots will need to be refreshed for this to take effect.
- Settlement Flags can now be created in Workshop mode. These flags will update themselves to match the flag selected on the City Planner’s Desk of that settlement. There are 5 varieties of these flags, 4 of them can be found under Decorations -> Misc, and the last under Decorations -> Wall -> Flags. If Settlement Menu Manager is detected, these will all be under a new Decorations category of the Sim Settlements menu.
- Updated Iron Mine building stages to extend the dirt down the same amount as the final model so it’s clear when the building starts what will look good for placement purposes.
- Advanced Industrial plots will now use junk that has the requisite raw material for upgrading. Any extra scrap and junk not used during the upgrade will be returned to your workbench after upgrading.
- Fixed a bug with the experiment portion of the Hydration Research Assistant quest where the researcher would end up in the room with the player instead of on the other side of the glass.
- Removed water negatives from the upgrade select screen messages for the building plans that no longer have them.
- Altered default location and scale of the workshop HUD piece so that it’s less likely to cover up quest objectives.
- Added conveyor belt sounds to the Ammo production buildings.
- Fixed a bug where the Microfusion Research Assistant quest could get stuck if the plot was refreshed during a particular phase.
- Added several new stair options that are either 256 or 512 wide to make setting up plots quicker. These will be added to the Sim Settlements menu if you have Settlement Menu Manager installed. (Thank you, Ethreon!)
- Fixed a bug where the Hydration Research Assistant quest could get stuck if the plot was refreshed during a particular phase.
- Fixed a bug where the holotape would incorrectly claim the Pipboy was not found.
- Refactored Sim Settlements startup to help deal with all of the Load Order issues cropping up for players since the latest Fallout patch. This SHOULD incidentally fix the problem where some players had to wait to activate HUDFramework until after finding and loading the Sim Settlements holotape for the first time.
- Modified Shelter fix code to hopefully eliminate Pipboy reporting errors on number of beds.
- Variations of Dogmeat (such as DogMetal) will no longer be auto-assigned to plots.
- Fixed a bug where building plans with multiple of the same bed model could continue to spawn beds over and over. If you find your bed count abnormally high, you’ll want to refresh any house with multiple beds of the same type (this does not apply to any of the base Sim Settlements homes).
- Added new snaps to the front-center of the 2x2 plots with foundations to make centering stairs on the plots easier.
Version 2.0.7
Rubber Chicken with a Pulley in the Middle: Part 1
- Found another kidnapping quest the Town Meeting was still rescuing and accounted for it.
- Fixed a bug where a plan selected from the Choose Building Plan menu could build a similar plan instead if it shared a path in the tech tree.
- Fixed issue where Chemical Plant, Newspaper, and the two Ammo Plants could fail to stop producing items after the cell had unloaded.
- Made further improvements to World Staging code in preparation for increased usage.
- Animation markers and furniture objects will now be snapped in rather than faded into place. This will allow for plot refreshing to work faster as there will no longer need to be a pause to wait for those objects to fade in.
- Whenever you enter a settlement, if the Shelter stat (part of happiness calculation) does not match your plot bed count, plot beds will automatically be re-created to repair the Shelter stat.
- Added new Performance Option for Water Planes. Turning this off will prevent things like the Central Park or Community Well building plans from creating pools of water. This option was added for people who like to build vertically, because due to the way Fallout handles water, it treats all space underneath a pool as being under water.
- Fixed a bug where two settlers could sandbox to the City Planner’s Desk at the same time (which did not look pretty….)
- Replaced Oil Well sound effect with something not quite as high-pitched.
- Fixed a bug with Mutant 02 magazine perk where it could double your jump height.
- Added the first of many Research Quests. Research Quests involve helping the settlers who run your Advanced Industrial research buildings through various stages of their R&D. You’ll find clues that the settler is stuck on a problem that you can help them solve. Once you solve a problem, you can return back in a day or few to see if they’ve made any additional progress.
At the end of a Research Quest, you’ll be rewarded with an exciting new Discovery that can provide new items to help you on your adventures.
These first two quests are started at the Hydration Research Lab and Microfusion Garage. If you already have one of these plots, refresh them and wait a minute or two to make sure all of the pieces spawn in (many are invisible). The Research quests are started and progressed by activating various objects in the buildings. These are done in the style of old-school adventure games, with objectives that are intentionally obscure, leaving you to think your way through them (if that’s not your style, I’m sure the forums will have walk-throughs in no time!).
Warning: If your plot is on top of a space that was not meant to be scrapped, some of the triggers may be blocked because these scrap mods do not remove the collision planes that Bethesda placed.
Version 2.0.7a
- Fixed a bug that could prevent you from receiving the Discovery for completing the Hydration Research quest.
Version 2.0.6
Babies, Beds, and Booms
- Added tons of new random clutter provided by Myrmarachne and Tinuvia.
- Added missing sound effect to the Community Well.
- Child settlers can now own Residential and Agricultural plots. Due to lack of animations available to the child settlers, they may never actually animate to the plot or use the objects on them. Additional plot types may be made available to them in the future if I find someone to provide more animation support for them (send me your animator friends!).
- Added helper collision and re-navmeshed the Agricultural plot to help NPCs enter from the front instead of always trying to enter their farms from the side.
- Fixed Wasteland Lounger L3 model so that there is no longer a board sticking way off of the back of the home.
- Fixed several VIPs so clutter isn’t spawning in the same space as their custom belongings. (If you find any overlapping objects in a home, please report them and I’ll get them cleaned up.)
- The ASAM Sensor menu will now include a Destroy Plot option if the plot itself is missing for some reason. This option will clean up all objects that came from the plot, including the sensor itself.
- Added sounds to the door and fixed the bed position of the L2 Toupee Shack home.
- Find Homeless ASAM Vision will now acknowledge beds. The system is a bit imperfect because Bethesda did not include any simple means to test for bed ownership on an individual NPC. So it will flag the NPC as homeless for a second or two while it checks if they own a bed and will then clear it.
- The Town Meeting function will no longer rescue kidnapped settlers. (It was never meant to, it was just an oversight in the design).
- Added third option to Local Self Destruct tool which will destroy all objects in the settlement. If you are on Xbox or a lower end PC, you might want to back up your save before running this due to the explosions it will cause (they can be turned off under Configure Zoning Laws -> Demolition FX).
- Modified Refresh Local Plots code to reduce the likelihood it gets stuck. If it does get stuck, you can leave the settlement to get it unstuck - if you do so, wait until it gives you the complete message before running the tool in another settlement.
Version 2.0.5
You're a Wizard, Harry!
- Fixed an issue where the select building plan or select upgrade screen could double-prompt for a confirmation which would result in nothing happening.
- Fixed an issue where the HUD meters could get permanently stuck and fail to update any longer.
- Added dozens of new articles to the New Bugle.
- Added new article type to New Bugle - Wanted Ads. These ads will tell you about small quests from the vanilla game that can be picked up by talking to a specific NPC and will mark the location on the map.
- Made change to holotape code to attempt to resolve the issue for some players where the “install” screen of the City Manager holotape would loop over and over if HUDFramework was installed.
- Fixed a bug where the holotape could sometimes get stuck on the “Must be loaded in pipboy” screen.
- Completely re-designed world staging code (which is used to place objects in the world such as the holotapes). The new code is substantially more efficient and should prevent the twisted terminal bug in the Museum where the terminal would be turned so that it’s inaccessible and covering the holotape.
- Added Configuration Wizard. This will ask you a series of questions about how you want to use the mod and change various holotape options based on your answers. It will run the first time you run the holotape in a playthrough, and can be re-run in the holotape under Tools.
- Added new option to Configure Zoning Laws to reset all of them to the default values.
- The Community Well upgrades will no longer ever reduce the water total from what it’s previous level was producing. This will make for better overall gameplay, as you can now create that building and rely on it as a water source, even if you have Upgrades Advanced on automatic. Refresh any of those plots to update the water modifier.
- Changing Commercial Requirement in the holotape will now correctly display what it’s going to change in the message at the bottom of the terminal.
- Fixed an issue where the Gen 1 synth created by one of the VIP stories would not correctly greet the player.
- Fixed issue where the lamp on the City Planner’s Desk would hover slightly. Pick up and set the desk back down to update the positioning.
Version 2.0.5a
- Fixed a bug where some plots would never be added to the auto-assignment queue.
- Fixed a bug where the holotape wouldn’t detect the pipboy correctly.
- Fixed a bug where after an add-on or expansion was removed that used the Sim Settlements Resource generation system your settlers could stop responding. If you have this bug on PC, you can fix it with Fallrim Tools (see below), if you are on Xbox - you’ll need to uninstall Sim Settlements, save your game, and then re-install the mod. This will, unfortunately, reset your Sim Settlements progress.
PC Fix: Open your save with Fallrim Tools, expand Active Scripts, find any entries that start with “autobuilder:autobuildparent”, right-click on them and choose Terminate. Now save your file.
Version 2.0.4
Cleanup in Aisle Seven
- Added additional animation to the newspaper press in the New Bugle building so that newspapers actually roll off the press. Refresh the plot to see the new animation.
- Fixed collision for 2x2 wood stilt versions of the Recreational and Martial plots so that player and NPCs can correctly walk between the posts underneath.
- Explosion debris can now be scrapped with the Sim Settlements Helper mod.
- Banned building plans will now correctly be selectable by the player at the plot Choose Building Plan menu.
- Provisioners can now own a residential plot.
- Find Unemployed ASAM Vision will no longer highlight Provisioners.
- If All Work Counts as a Job is set to ON, Provisioners will be counted as jobs for the purpose of residential upgrades/HUD Meter.
- Added havok data to the Mined Ore objects so that they will work with the conveyor belts from the Contraptions DLC.
- Configured Performance Options for all remaining Sim Settlements and Industrial Revolution buildings.
- Removed floating decal from Chemical Plant.
- Chemical Plant now has animated conveyor belts and chems on the belts. Refresh the plot to see the new animations.
- Fixed another issue with the Iron Mine cell causing an infinite black loading screen.
- Nuclear Arms Factory is now animated, refresh the plot to see new production line.
- Fixed several door positions which were slightly offset.
- Fixed issue where objects could be left floating if a particular building was destroyed.
- Greatly extended dirt for the Iron Mine model to allow for placing it a little higher off the ground.
- Made adjustments to the Ammo Factory and Nuclear Arms factory to fix flickering texture issues.
- Fixed a bug that could cause certain scripted objects to still act as if they were still in place after being deleted.
- Central Park birds should now fly away if plot is upgraded, refreshed, or destroyed.
- Munitions Factory is now animated. Refresh the plot to see the new production line.
- Added tons of new random clutter to the randomized clutter system, these were donated by ohnno - creator of the Sim Settlements Scrapper add-on pack.
- Added Happiness Report to the Tools section of the holotape. This will tell you exactly how all of the factors are affecting your current settlement’s happiness as well as give you a prediction of the next happiness update.
- Fixed issue with Local Dynamic Needs that could prevent Agricultural, Martial, and Recreational plots from providing their benefits. If any of your plots were affected by this issue, refreshing them should correct it.
- Changed sound effect emitters to use a smaller model. This should correct strange overlap areas where you couldn’t target things for activation that were nearby.
Version 2.0.3
Ban Hammer
- Refreshing a plot will now correct the model if something prevented it from updating to the correct model even though the level increased correctly.
- Fixed issue for players with Dynamic Needs turned OFF. Level 3 Martial and Recreational plots will now correctly have a defense or happiness bonus, respectively at level 3. All ratings were off by a level, L1 was getting L2’s bonus, L2 was getting L3’s bonus, and L3 was getting L0’s bonus. These plots will need to be refreshed if Dynamic Needs is OFF.
- Fixed issue where Agricultural Food, Martial Defense and Recreational Happiness bonuses could be doubled.
- Fixed snapping issue with arrow facing side of Martial plots.
- Activating the ASAM Sensor will now automatically restore the plot if the game decided to make it disappear (still looking into the cause, but this will work as a stop-gap to bring the plot back when it happens).
- Fixed issue where building plans could be capped at 128 per plot type, they should now be completely unlimited.
- Added Building Plan banning support. Activate the desk drawer on the City Planner’s Desk to get access to a series of options.
When you select one of the Plan options, you’ll be asked to choose a plot type. From there you’ll be shown a container with each of the Building plans for that type. Any of them that you remove will be banned from being created by settlers (you’ll still be able to manually create those models).
This same option is available for the current settlement as well, the global bans and local plans are both counted, so if you ban a plan at the global level it will be assumed to be banned locally, even if the local still has that plan.
There are also two Reset options which will allow you to select a plot type and unban all of the Building Plans for that type.
- Fixed Iron Mine exit door, you will no longer be trapped in loading screen.
- Fixed issue where a branching building plan could get stuck at level 0 and never finish construction.
- Modified flag code slightly to (hopefully) eliminate the issue where the desk flag would sometimes become a full-sized flag after choosing a new flag.
- Configured Performance Options for all buildings in the Metal and Oil tech trees of Advanced Industrial.
- Fixed some New Bugle article spelling/grammar mistakes.
- Fixed issues with Home and Job requirement formulas which could be off if there were large numbers of unoccupied plots.
- Added settings to allow beds (Beds are Homes) and non-plot jobs (All Work Counts As a Job) to count towards upgrade requirements, which will also allow them to fill the HUD meters. These are defaulted to OFF, as the core system is designed to trigger upgrades based on the level of other plots. Since beds and vanilla work don’t have levels, this can result in plots upgrading quicker than intended, as they don’t have to wait for the beds/or vanilla work to upgrade before they become eligible themselves.
- If a plot is found outside of a settlement, an option to “Destroy Plot” will appear on the Plot Options menu. (When uninstalling mods mid-save, the game engine will sometimes swap records around and plots can end up where they shouldn’t be - this will allow Xbox players to remove those plots.)
Version 2.0.2
Pledge of Allegiance
- The VIS compatible version of the holotape will now be filed as a Settings holotape instead of a generic one.
- Changed construction markers to increase the likelihood Settlers actually use them during the construction phases.
- Altered the ASAM Sensor code slightly to improve performance.
- Fixed issue where the Martial tech requirement looked for level 3 industrial specifically, which was not the intention - any industrial plot level 1 or higher will count towards the Martial Tech Requirement.
- Fixed issue where lower level Advanced Industrial wouldn’t count towards the overall job requirement for Residential plots.
- Fixed issue where the Magazine Press would eventually start putting extra copies of magazines in the player’s inventory.
- Martial Improved notifications can now be turned off.
- The City Planner’s Desk now has a small flag on it. Activating this flag will bring up a menu showing you flags for the factions you have met, but are not enemies with. Selecting one of these flags will change the flag for that particular settlement, and all Martial plots will display it. (Note: You will need to pick up your existing City Planner Desks and set them back down to see the new flag. If activating the flag doesn’t show all expected options - give it a minute or two and try again)
- Added Zoning Law to “Ignore Factions”, turning this ON will give you access to all of the faction flags, regardless of your point in the game. In the future, this setting may control more faction-related Sim Settlements things. (Note, you must save and reload your game for this setting to take effect)
- Addon packs can add custom flags to the system.
- Added new custom animation marker where the settler uses a pitchfork instead of a hoe. It should show up periodically when an Agricultural plot is being upgraded/built.
- All non-Industrial Sim Settlements building plans now support Performance Options.
- Added alternate, individual ASAM Vision switches to each of the different vision modes, they can be crafted at the City Planner’s Desk.
- Fixed issue with Realistic Build Times for Advanced Industrial plots when Upgrades Advanced was set to Manual.
- Recreational plots will now correctly apply a negative defense modifier.
- Sleeping bags used by NPCs during Residential construction will no longer blink in and out of existence.
Version 2.0.2a
- Fixes issue with custom flags, without this patch - custom flags may not show up in the select menu.
Version 2.0.1
Industrial Aftermath
- Fixed issue where Martial plots wouldn’t upgrade unless your defense meter was full.
- Fixed issue where stim-packing dogmeat would play the wrong animation.
- Fixed Robco boxes in various places around the Commonwealth - they should now once again have the box art and provide 25 sensors.
- The Industrial requirement to allow Martial plots to upgrade can now be turned off in the holotape, both globally and locally.
- Martial and Recreational plots now have a base level defense and happiness, respectively, if Dynamic Needs is turned off.
- Added Martial and Recreational options to the notification settings in the holotape.
- Added local detonation option to Tools section of holotape.
- Added local zoning laws option to reset the local laws to use the global options again.
- Ham Radio is no longer sunk into the table of the level 2 guard post.
- Fixed bug where changing the ASAM Sensors to invisible would cause almost everything to have the word Activate when hovered over.
- Added option to turn off the Stockpile system for player’s who have a mod conflict or save corruption preventing resources from being generated. Turning this OFF, will cause resource generation to cut in half and is not recommended unless you are experiencing issues with the resource generation in the first place.
- ASAM Sensors are no longer free from vendors.
- Fixed several errors in New Bugle articles. Those responsible have been sacked.
- Increased stagnation of OnCellLoad updates to reduce likelihood of sudden crashes when entering a settlement with a ton of plots.
- Fixed misaligned beam on tier 3 Checkpoint building model.
- All default Sim Settlements commercial buildings now have full support for Performance Settings. Including separating out the furniture from the clutter so that the buildings aren’t completely empty if clutter is turned off.
- Fixed issue where ASAM Sensors would be continually added to vendor tables each time the game was loaded. Unfortunately, the “damage” has already been done - so any vendors that had large amounts of ASAM Sensors will continue to have them in that save. The solution for existing saves would mess with any other mods that had injected items.
- All vanilla objects have been removed from Sim Settlement’s default and Industrial Revolution building plans. Any save file that is created from this patch on, will no longer need to run the Self Destruct Sequence before uninstalling. Saves with previous builds of Sim Settlements may have already spawned some of those vanilla objects and running Self Destruct before uninstall is still recommended for those.
- Fixed several of the new perk magazines which had mismatched cover and inventory art.
- Fixed issue where power would display as if not required on a plot before it was built to level 1, this would prevent power from passing through the plot. If you have a plot with this issue, you’ll need to refresh it for the update to function.
Version 2.0.0
This is NOT the Industrial Revolution
- Fixed issue where the HUD wouldn’t show up after you first loaded your game in a settlement.
- ASAM Sensors will now appear on plot posts. When activated, these bring up a menu of options. Visible ASAM Sensors can be turned off via a holotape option, which will cause the activation menu to replace the Find Owner function on the plot (though Find Owner is available on the activation menu). For existing plots from before this patch, please refresh them using the Immersion Breaker Breaker or the Refresh Local Plots option in your holotape to get the new sensor to appear.
- Building plan can now be selected. On the ASAM Sensor menu, select Choose Building Plan. A container will be shown, whichever building plan is looted last will be built. If the building plan has a custom message object configured, it will be shown when you first select it so you can learn more about the building before committing to it.
- Added City Planner’s Desk - acts as a workbench for crafting Sim Settlement’s objects and also includes a terminal with a copy of the City Manager 2078 software on it.
- Added 3 variations of the holotape that are craftable at the City Planner’s desk. The City Planner’s Desk is only unlocked after the holotape has been found and loaded - these craftable versions are renamed for sorting purposes.
- Added Manual Upgrade and Manual Advanced Upgrade options. These switch buildings so that they will no longer auto-upgrade and instead require you to approve each upgrade on the plot options menu.
- Added new ASAM Vision mode to find buildings that need a manual upgrade. They will be highlighted in a pulsing green.
- Changed the bed in the tier 3 Clinic so it doesn’t count toward the bed total of the settlement.
- Fixed an issue where add-on industrial plots would never provide more than 2 scavenge bonus.
- If Plot Costs are turned off ASAM Sensors cost just a single steel.
- Fixed an issue where you would need to change cells before the audio settings were refreshed after you loaded your game.
- Items in a plot spawned container will now be automatically moved to the workbench if the plot is refreshed or destroyed.
- Confirmation message about demolishing the building when changing the building plan will now only show up if the building is higher than level 1.
- Changed data on building plaques: Combined Income and Tax into a single field; Happiness Bonus renamed to Happiness; Removed Scavenging Bonus field; Added Level field to show what level the current building is at.
- Added queue system to add-on pack registration to avoid conflicts.
- If an add-on pack is removed, there is now a 20 second delay before those plots will begin reconstruction. This is to avoid a scenario where the add-on pack hasn’t finished loading before the check is complete.
- Refresh Local Plots and the Immersion Breaker Breaker will now attempt to remove leftover objects.
- Added Machine Ambience to audio options. This will control things like generator hums.
- Changed the name Hawkers to Barkers. (thanks ErusPrime! :) )
- Armor Store L3 Barker will actually work with the Mute option now (though there is still an issue with it regarding the 50% volume setting - being looked into).
- Doors that were open before you exited the game should now correctly auto-close when you load back in (assuming you have auto-close doors enabled).
- Added 3 new plot types, Martial (defense - available in 1x1 and 2x2 versions), Recreational (happiness), and Advanced Industrial. None of these have building plans in the base Sim Settlements mod. They must be added with the Industrial Revolution expansion pack or from Add-on packs.
- ASAM Sensors are now leveled list injected into various vendors around the Commonwealth (may take 30 in game days for them to show up due to respawn rules).
- Created a new item representing the constructible 10-pack of sensors to make it less confusing in the build screen.
Version 1.1.9
Last of the 1.Xs
- Removed collision from construction scaffolding. This will make running wires no longer a race against construction starting.
- Defense requirement formula reduced to Food + (Water/2). Was previously Food + Water, which was based on the vanilla requirement to reduce raids to a minimum. This new formula will allow for a reasonable raid chance while still getting Sim Settlements upgrades. Players who don’t want to be raided much can continue to build excess defense to gain that effect.
- Updated plot material costs. Many of them were lacking the foundation material costs. Others needed to be updated to reflect the increase in size to 2x2. They are balanced around being a slightly lower cost than if you had manually built the foundation for them.
- Reorganized SMM menu so Residential plots are first in the menu since they’re needed the most.
- Companions will no longer be re-assigned to their plots if you take them back as a companion. This should prevent an issue where companions assigned as shopkeepers would no longer have their affinity dialogue.
- Fixed a bug where the building materials could randomly reappear on a plot.
- Changed the way streetlights work for Commercial: they will now turn off if a plot is unoccupied and they will now automatically work with all add-on buildings without the author needing to spawn them.
- Fixed issue where a weapons shop was reducing defense instead of increasing it.
- Changed the way initialization is done to potentially solve the issue where the holotape would seem to be stuck at the “install” screen.
- Foundation plots can now be sunk a bit further into the ground.
- Turrets can now be used with the Plot Powered system, so add-on authors can require that a plot be powered in order for the turret to remain active.
- Added second recipe for ASAM Sensors which crafts 10 at a time.
- Added Audio Options section to Holotape. This breaks the sounds added by Sim Settlements into groups so the volume can be cut in half or muted for each category.
- Added Performance Options section to Holotape. Changing these will cause Sim Settlements to remove or replace certain types of objects to help players struggling with performance issues (such as unplayable frame rates, or crashes). Not all buildings are configured to take advantage of these yet. More buildings will be updated with each patch to take full advantage of this new system.
- Audio options will now be correctly used each time you enter a settlement. Previously, had you turned off sounds in the holotape, the game would turn their volume back up as soon as you loaded your game again or loaded back into a settlement.
- Added None option to Commercial Requirement which allows commercial to no longer check for home or population counts.
Version 1.1.8
Maximum Integration
- Fixed several beds that were causing the NPCs to lay at weird angles.
- Altered CrashWatch message to remind players they could turn it off in the holotape.
- IBB and Refresh Local Plots will now correctly work immediately with updates made to Sim Settlements or AddOn Packs on level 3 buildings, previously you would have had to do so twice for changes to appear.
- Positive power, water, defense, and food bonuses should now show up in Workshop mode when highlighting plots. This has the added advantage of maintaining the current counts during building stages, which should be especially helpful to players using Realistic Build Times. Negative modifiers still require viewing the plaque.
AddOn authors will be able to convert their building plans to make use of the new feature to apply their bonuses directly to the plot.
- Clicking Town Meeting Gavel on the Aid tab of your inventory should no longer cause you to get stuck in a fade to black screen until you hit your pipboy button.
- Cleaned maintenance script to reduce likelihood of log spam.
- Added a custom Sim Settlements build menu. It requires Settlement Menu Manager (http://www.nexusmods.com/fallout4/mods/24204/ or https://bethesda.net/en/mods/fallout4/mod-detail/4018878) which prevents custom build menus that integrate with it from ever screwing up the workshop menus.
- Moving a plot will no longer require refreshing to make it resume construction.
Version 1.1.8a
- Makes a small change so that defense values can be correctly applied to plots in workshop view.
Version 1.1.7
Boats and Snaps
- Adjusted building stage transition time slightly to try and smooth it out better.
- Added floor snaps to the foundationless plots so they will snap on top of floor pieces.
- Fixed collision on foundationless plots to make them more likely to snap to each other correctly.
- Removed collision on plot arrow.
- Fixed issue where hitting “Take” on a building plaque could result it in being positioned floating in the world near the plot.
- Fixed the hospital style bed so that it correctly counts as a bed in the workshop. The Immersion Breaker Breaker or the Refresh Local Plots option will fix any of these you have in your settlements.
- Added a new house model that was contributed by user karmakimmy7.
- Fixed a case where an NPC could get re-assigned to an empty house even when they already owned one.
Version 1.1.6
Designer's Delight
- Fixed another case where settlers could be flagged as having a job when they didn’t.
- Fixed a bug where the happiness meter would stay at zero, even if the happiness was fine in workshop mode.
- Dogs/Brahmin should no longer appear jobless in ASAM Vision.
- Automatron robots will no longer take over residential plots.
- Robots will no longer show up as homeless in ASAM Vision.
- Settlers can now be assigned to vanilla work objects along with Residential plots in either order. If residential plots are assigned before vanilla objects, there will still be a brief 10 second period where the NPC is unassigned from their residential plot.
- Added Architect’s TSquare. This is a new tool that can crafted in the Chemistry Station under Utility. This changes the plot activation options to allow you to cycle through the building plans for that plot type, it will display the name of the building plan in the corner. Doing so will reset the plot to level 1. It is the preferred method of altering the building plan, as opposed to the previous method of picking up the plot in workshop mode and choosing the middle option.
Version 1.1.5
Operation Debug
- Fixed several random objects that were being moved by Sim Settlements (thanks Creation Kit -.- ).
- Fixed messages at the bottom of the holotape that print out when Auto Close Doors was toggled so the messages now match what is actually happening.
- Spotlights, dogs, and your current companion will no longer be detected as homeless/jobless by ASAM Vision.
- ASAM Vision will now be turned off if you toggle it while outside of a settlement. You will still get the warning message, but can be confident it turned off.
- Tax day for zero dollars will no longer trigger before the holotape is found.
- If an Addon Pack is removed, plots using the Addon will be reset and assigned a new building plan the first time you visit each settlement.
- Staggered object update code when the player arrives in/leaves a settlement. This should reduce the likelihood of CTDs on Xbox and older PCs when fast traveling to/from a settlement that has a large number of plots.
- All Industrial jobs will now have the scavenger icon, this also means they get the bizarre default behavior of spending a lot of their time wandering around your settlement with gun drawn. Existing buildings will need be refreshed with the Immersion Breaker Breaker or the NPC re-assigned to correct the icon.
- Switched all beds used by the default Sim Settlements houses so they each count as exactly one bed. Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below).
- Added maintenance quest that will help to alleviate issues caused by various script lag.
- Replaced hammer construction markers with wrench and torch animations. The loud sounds of the hammering defeated the purpose of keeping building sounds to a very short radius.
- Added new holotape Tool to “Refresh Local Plots” - which will apply the Immersion Breaker Breaker effect to all the plots in the current settlement.
- Mod version upgrade message should now work on Xbox.
- Altered the way assignment is tracked, this should reduce the likelihood of NPCs stealing each other’s plots.
Version 1.1.5a
- Find Owner tracking quest will now be cleared if an NPC moves to another settlement, is killed, or is assigned to a new plot.
- Fixed issue with ASAM Vision where a settler could still be flagged as being employed even though they didn’t have a job yet.
- Settlers can once again be assigned to a vanilla/mod added job after being assigned to a residential plot.
Version 1.1.4
View Plaque Issue
- Fixed a bug that could be caused by a plot being deleted by a third party script (from outside Sim Settlements) without firing the appropriate events.
- Added maintenance script that will periodically scrub the auto-assignment queue of bad data to prevent that bug from occurring again in the future.
- All beds should correctly count as one bed now.
Version 1.1.3
Shut the Bleeping Door
- Fixed issue where a Town Meeting could get stuck a fade to black for a very long time for some users.
- Fixed issue where ASAM Vision could quit working if you used it outside of a settlement.
- Improved plot initialization code (thanks cdante!), this should reduce occurrences of plots getting stuck due to backed up workshop scripts.
- Settlers will no longer be re-assigned back to plots after being moved to a new settlement.
- ASAM Sensor and ASAM Vision Switch recipes are automatically unlocked when the holotape is loaded. This was done because the global that controls this is being reset for some users for an unknown reason.
- Agricultural Plots should no longer bug out and require power. Any that currently require power can be fixed with the Immersion Breaker Breaker.
- Agricultural Plots should no longer lose their food count when viewed in Workshop mode. For plots that already have this issue, the Immersion Breaker Breaker will now correct it.
- Added Notification Settings option to convert messages to pop-ups.
- Plot doors will now close themselves. This only applies to doors created after this patch. Using the Immersion Breaker Breaker on a plot will register its doors with the autoclose system.
- Added Auto Door Closing controls to holotape.
Version 1.1.2
Tools of the Trade
- “Can't spawn object” messages moved to the trace log instead of printing to the screen.
- Added Town Meeting ability which brings all settlers directly to you after a short fade out. The settlers then follow you for about 30 seconds. The Town Meeting can be started in the holotape or with an object called the Town Meeting Gavel which can be crafted at the Chemistry Workbench.
- Added ASAM Vision ability which highlights settlers that need homes or jobs. You can cycle through the versions of this in the holotape or with an object called the ASAM Vision Switch which can be crafted at the Chemistry Workbench.
- Settlers assigned to only a residential plot will no longer be flagged as having a job. This should make Sim Settlements work better with Settlement Management Software (unconfirmed). Note that settlers assigned to residential plots prior to this patch are flagged as having a job still * only new assignments will correct this issue.
- Modified the way building models are handled to help prevent future “double-buildings” from occurring (where a new building model seems to start growing on a plot that already has one).
- Added Tools menu to the holotape. Citizen Needs and Start Self Destruct Sequence can now be found there. As well as a toggle for ASAM Vision, and an option to Call Town Meeting.
- Updated Help menu in the holotape. The names should now match what are actually in the holotape.
- Added Citizen Needs Requirement toggle to holotape. This will allow upgrades to happen even if settler needs aren’t met. This will allow different gameplay styles such as using some settlements as farm hubs to supply food for the others, or playing with low defense to encourage raids. Better options for those play styles will be coming in future updates, but this is an immediate means of enabling that playstyle without having to sacrifice Sim Settlement upgrades. Note: Taxes still require that all needs are met regardless of this setting.
- The Immersion Breaker Breaker should now be much better at cleaning up leftover objects if you experience random bugs with spawn objects or if you uninstall an AddOn pack which had generated one of your buildings.
Version 1.1.1
Let Them Hear Sound
- Fixed light alignment of level 2 Trailer Trash building plan so it works with 2x2 plots.
- Immersion Breaker Breaker will now correctly work with 2x2 plots.
- Removed hose from L3 farm plot as it doesn’t work with all plot sizes, may add it back in the future when I find a way to deal with the post being in a different place on each plot size.
- Concrete plots now have a proper sound effect when placing them.
- Fixed front left corner collision so that floor tiles can be snapped there.
- Changed farm collision so that the very front of the plot is open for settlers to be able to walk on. This should also help with snapping.
- Special effects for demolition can be turned off in the holotape, will make it easier for re-placing plots as you won’t have to wait for the debris to de-spawn.
- NPCs will now be fully cleared from animation marks of a plot after they are re-assigned. Previously, someone else would need to be assigned to the plot in order to change ownership of the markers. So you could end up with a shopkeeper that would come use the farming animation markers even after they were unassigned from an agricultural plot.
- Random reassignment should no longer occur from the mod. Third party mods can still override assignments - but Sim Settlements will no longer compete with itself.
- Settlers will no longer be able to own vanilla work and Sim Settlements jobs (they can still own a home plus vanilla work). To fix existing multiple assignment issues, store the vanilla object in the workshop and place it again.
- Fixed navigation in level 1 Clothing Store so that the settler will actually man the shop. Will require using the Immersion Breaker Breaker to update existing.
- Fixed issue where some settlers would stop qualifying for auto-assignment.
- Fixed the Sim Settlement sound effects - turns out you guys couldn’t hear what I heard!
Version 1.1.0
Prepare for the Future
- Made changes to the plot counting code to prep for additional plot types.
- Re-designed data storage to expand possibilities for future updates. This will also improve the code that controls taxes and commercial property requirements. This requires a short install period when you first load your game to migrate to the new storage. It is a non-destructive process so you can still roll back your save or mod version without issue.
- Replaced all vanilla furniture markers that are spawned by Plots with Sim Settlements versions, this should resolve the issue with many farmers and industrial scavengers seeming to just stand around. (Use the Immersion Breaker Breaker on existing plots).
- Sim Settlements crops should now all be manually harvestable every so often.
- Plots were increased in size by about 10% so they match with the game’s existing objects. Your previously placed plots are still the former size.
- New 2x2 plots with foundations have many more snap points and the arrow indicator is more easily visible.
- Added Other category to Commercial for AddOn packs to make use of for custom shops.
- The Holotape (and some sensors) can now be found in two additional locations around the Commonwealth.
- Added toggle for Crash Watch in the Notifications section of the holotape.
Version 1.0.6
Hey, Get Back to Work!
- Fixed issue where plots created before patch 1.0.4 could get stuck after you demo the building. The building will start constructing again after about 15 seconds unless you’ve modified the building material delay holotape option.
- Prepped building plans to support new industrial buildings.
- Added support for expansion esps.
- Moved residential power connect point to a new spot to make it much less likely it gets covered by a building model.
- Robots are no longer counted in upgrade calculations. This means they no longer are added to the food and water requirement but also don’t count towards the Commercial population requirement.
- Changed plot furniture marker code to help encourage AI to stay at their posts during work hours. Requires a Force Update with the Immersion Breaker Breaker on all plots you want to fix this issue for.
- Added option to show HUD meters only in workshop mode. This can be tricky as there is a queued delay in HUDFramework which can cause this to fail sometimes.
- Added scaling options to HUD meters of 100% (default), 75% of default, and 50% of default.
- Added basic positioning options to HUD meters: Left, Indented Left, Right, Indented Right, Top, Middle, Bottom.
- Leftover crops will now be scappable when the Sim Settlements Helper mod is installed.
- Added buffer system to CrashWatch code to further reduce false positives caused by Sleeping/Waiting/Fast Travel.
- Added Citizen Needs option to holotape which will show the needs of the current settlement in percent when selected. Meant for players who don’t have HUDFramework or can’t get it working.
Version 1.0.5
Big Bada Boom
- Fixed issue with Auto Assign Unique NPCs option preventing manual assignment as well.
- Added holotape option to destroy all plots in the game to make uninstall simpler. Takes about 3 minutes to run, you will receive a pop-up on completion.
Version 1.0.4
Holotape 2.0
- Added a delay before building materials appear so users can snap plots in place without fighting the collision of those.
- Redesigned holotape options, dropped lore friendliness in favor of clear names.
- Holotape options now refresh screen instead of displaying lore friendly explanation, this will make the holotape feel a little more responsive.
- Building Material Delay can now be configured in the holotape.
- Commercial requirement can now be set to homes or population instead of both as it was in the initial release.
- Added multiple Auto-Assignment controls to the holotape to allow fine-tune control over which settlers are assigned to plots.
- Activating terminals created by Sim Settlements will no longer make the settlers hostile.
- Certain NPCs not meant to be assignable, such as the Minuteman Radio Operator, will no longer be auto-assigned.
- Dead Settlers should no longer be assigned to plots.
- NPCs should do better at dual assignment between Residential Plots and vanilla/mod added work objects.
Version 1.0.3
The Builders
- Improves Crash Monitor to cause less false positives.
- Improved demolitions! Thanks veteran_gamer!
- Preps your game to work with external Addon packs created by the Builder's Toolkit
Version 1.0.2
Dead Plot Bug Fix
- Fixes a game-breaking bug. See https://www.youtube.com/watch?v=Lk73lWDJsdY for details.
Version 1.0.2a
- Adds another way to detect the Dead Plot bug in the background, will display to you the same way the other did as described here: https://www.youtube.com/watch?v=Lk73lWDJsdY&t=1s
- This is an optional update, though if you think you have the bug and never received the crash prompt, it's worth downloading.
Version 1.0.1
Robots and Orphans
- Removed several worldspace edits the CK decided to save.
- Child settlers are no longer assignable to plots. Presently, if they are assigned to any item that doesn’t have “Child Can Use” flagged causes them to get stuck, and since Sim Settlements assigns to all sub objects created by a plot, I don’t want to risk “breaking” those child settlers.
- Robots no longer require food, water, and homes in the Sim Settlement calculations.
- Robots are no longer assignable to residential plots. They don’t need them! This may become an optional feature in the future.
- Made changes to the message system to reduce the likelihood building upgrades are reported from the wrong settlement.
- Added Personal Inspections to holotape Zoning Laws. This will allow your buildings to continue upgrading even if you haven’t had a chance to see them in their current state.
- Fixed issue where buildings could upgrade the second you arrive at a settlement before you got a chance to see their current level.
- Tax Rate now correctly displays on plot. The rate displayed is the caps/tax period.
- Negative water rates will now show correctly as whole numbers on the HUD.