SSPatch

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Revision as of 02:16, 20 April 2019 by Kinggath (talk | contribs) (Version 4.0.6)
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Version 4.0.6

Prepare to Quest Off Released - 19 April 2019

  • Added the new Armory, Field Hospital, and Mess Hall sub-types to the priority queue of auto-assignment so that they maintain the same priority as the parent types instead of being considered the lowest tier of importance.
    • This will fix a bug where NPCs would not remain assigned to these new building types.
  • Fixed a bug that could allow the use of RotC City Plans even if RotC wasn’t installed. This is a problem as when the game goes to create one of the objects whose model files are part of RotC, it could crash the game or display a large red exclamation point model file instead.
  • Fixed the Dark Green building skins for the core buildings.
  • Fixed the preview texture for the Dirt foundation.
  • Included the code to transition saves to the new tax format. This has been included twice before and a few people still are reporting issues that we can’t replicate where no taxes are collected.
    • If you continue to have issues with taxes after this patch, it means that another mod is overwriting the kgSIM_SIMSettlementParent quest’s script properties. Likely unintentionally, but if any of you finds a mod doing so, please report it ASAP so we can have them fix it.
  • Plot-spawned foundations created after this patch will now correctly be eligible to be exported by Transfer Settlements.
    • If you have an existing settlement you’re looking to export, scrap those foundations and then use the ASAM Sensor to spawn replacements.
  • Refreshing a plot should no longer cause its foundation to become misaligned.
  • Fixed an issue that could cause Scrap Heap L2 to fail to build.
  • Fixed an issue that could cause Outdoorsman house to get stuck building L2 and L3.
  • Robots can now correctly be assigned to Interior Commercial plots.
  • [Addon Pack Creators] Added support for Unique Visitors. This allows you to have unique NPCs show up at settlements on occasion. This can be a way of introducing quest givers or other interesting NPCs for the player to meet.
    • Unlike traditional visitors, unique visitors never go away completely, they will instead just travel to different settlements.
    • These are different than the Faction Pack equivalent, as these will show up for any settlement, as opposed to just those controlled by that Faction.
  • Compressed a number of files to reduce the overall size of Sim Settlements and Three-in-One by about 60 MB each.

Version 4.0.6a

  • Re-upload to ensure the correct ESM was used. Uncertain if the correct one had been uploaded for all sites, so re-uploaded to all to be certain. Released - 19 April 2019

Version 4.0.5

War Games Released - 05 April 2019

  • Fixed a bug that could cause plots that had the type changed in the Customize Plot menu to end up permanently in a stuck state.
  • Toupee Shack level 2 now correctly has a bed again.
  • Fixed a bug that would prevent clutter from spawning in the Scrap Heap building plan.
  • Outdoorsman level 2 now correctly has a bed again.
  • Fixed a bug that could cause refreshing certain plots to get stuck.
  • Fixed a bug that could make City Plans without plots never eligible to upgrade.
  • Fixed a bug that could make it very difficult for City Plans to test if a settlement was eligible for an upgrade leading the plans to feel stuck.


Version 4.0.4

The Liberators Released - 22 March 2019

  • Plots and City Plan upgrades for settlements the player does yet own, will no longer be added to the tracking quest objectives.
    • Note: Any that upgraded prior to this patch will not be removed from those tracking objectives.
  • Plots that were created by Conqueror’s pre-build system will now correctly be able to be activated after you gain control of those settlements.
    • If you find a plot that is not interactive after taking control of a settlement, you can use the Immersion Breaker Breaker, craftable at a City Planner’s Desk, to force the plot to refresh so it updates the interactivity.
  • City Plans will now correctly be eligible to upgrade if the Leader Requirement option is turned off and no leader is assigned.
  • Fixed a problem with the Central Park building plan that would cause it to get stuck in the construction phase.
  • Fixed a problem with the Checkpoint building plan that would cause it to get stuck in the construction phase.
  • Fixed a problem with the Paper Mill upgrade path of the Lumber Yard that could cause it to get stuck in the construction phase.
  • Fixed the floating wood on the Lumber Yard building plan.
    • [For City Builders] Disabled Cinematic Markers. They currently do not function well and can actively cause problems, will re-enable them when I’ve had more time to make them act in a more intuitive way.


Version 4.0.3

Ophelia's Toys Released - 8 March 2019

  • Added View City Details option to the Tools menu of the City Manager Holotape. This allows you to view the City Plan name, designer(s), as well as current level and population of the settlement you are in.

Version 4.0.3a

  • Makes several changes to support custom Faction Packs.Released - 14 March 2018

Version 4.0.2

Planning For War Released - 22 February 2019

  • Added sanity checks to reduce some log spam that could occur when arriving at a settlement after uninstalling an addon pack.
  • Greatly expanded the controls available for Faction Control definitions. These are what addon makers will be able to use to eventually create alternate factions to use the Conqueror assault and conquer systems.
  • Recruitment Manager quest now throws a CustomEvent “LocationLoadedNPCsPlaced” after placing new guard, visitor, or civilian NPCs.
  • Removed the terminal test on the holotape. This means that loading into a terminal as well as the pipboy will correctly start up the mod.
    • This change was made, to address a recent flood of people running into an issue with the terminal test failing, resulting in the holotape not proceeding past the install screen.
    • If you experienced the issues, there’s a good chance your mod manager did not install Sim Settlements correctly, and you will want to install manually: https://simsettlements.com/web/wiki/index.php?title=Install#Manual_Installation


Version 4.0.1

Sim Settlements Lite Released - 1 February 2019

  • Fixed clutter classification in the original buildings from Sim Settlements, this should help with performance issues for players who have disabled Clutter.
  • Swapped all original Sim Settlements buildings over to the new stage model method, reducing the size of the base mod by about 80 MB.
    • This change will likely require those plots be refreshed if they aren’t already at max level.
  • Restored several missing model files to the base Sim Settlements mod.
  • Swapped RotC buildings to the new stage model method reducing the size of it by about 12 MB.
    • This change will likely require those plots be refreshed if they aren’t already at max level.
  • Swapped most Industrial Revolution buildings to the new stage model method reducing the size of it by about 140 MB.
    • This change will likely require those plots be refreshed if they aren’t already at max level.
    • There is potentially more we can do to reduce the size of IR in the future, though it will require a lot more work, so watch for it to happen in the future.
  • Fixed a bug that could cause taxes to fail to generate for Vassal settlements.
  • Tom Sanford should no longer wander away from you when trying to barter with him.
  • If the Control Vassal Settlements option is on, you will be able to continue to upgrade City plans in them by donating supplies yourself to fill the scrap collection requirement.
  • [For Addon Pack Authors] The sSpawnName field is now optional in StageItemSpawns. You only need to fill it in if you are setting up advanced configurations where you want certain items to replace each other depending on circumstances, such as with VIPs. This will make it faster to set up your plans, and also slightly reduce the script data usage of them.
  • All Interior plot designs from Sim Settlements have been switched over to the new stage model method.
    • With the way we handled Interior plots, this won’t affect file size by much (drops about 300 KB), but it does reduce our script data usage, and should also increase performance of those plots as they need to spawn far less items.
  • Fixed several small issues with various City Plan labels.
  • RotC City Plans once again require RotC. During a previous patch, many of the optimized plans were incorrectly flagged to work without RotC, which could cause crashing due to the assets that would be missing without RotC installed.
  • Removed PlayerSelectOnly flag on several City Plans that weren’t supposed to have it.
  • Added debug messages to help users track down crashes related to corrupt model files from building plans.
    • With Papyrus logging enabled, in the Documents\My Games\Fallout4\Logs\Script\User folder, there will be a file called AutoBuilderLog.0.log, this file will list the building plans and models as plots attempt to place them.
    • If you find the same plan/model combination as the last entry before each crash, there’s a good chance this model is corrupt and you should report it on SimSettlements.com.
  • Interior plots now use the same build method as exterior plots, this will mean that items will all appear towards the end of the plot construction instead of throughout the timeframe. This was done to avoid issues where Interior plots could take substantially more time to build if the plot had a large amount of clutter.
  • Fixed several issues with the settlement flags for the NukaWorld gangs.
  • [For Addon Pack Authors] Found several statics that could cause the game to crash when used in an SCOL. Changed their IDs, adding the suffix DoNOTSCOL.

Version 4.0.0

Pre-Conqueror Patch Released - 18 January 2019

  • Reduced calls to WorkshopParent dramatically across Sim Settlements code, this should result in better script processing of settlement related activities.
  • Made changes to the foundation selection code to try and eliminate an issue for some Xbox One players where the game would freeze when accessing the menu.
  • Altered foundations menu code slightly so it would spam less messages in the corner.
  • Terraformer foundation options now have the correct texture when previewed in the Change Foundation screen of plot customization.
  • Added new Building Skin system.
    • Building skins offer material or other alterations to Building Plans. These skins can be applied without resetting the level of the plot.
    • Anyone may create an add-on pack to provide new skins to any building, even buildings from other add-on packs.
    • By default, when a building plan is selected, if there are additional skins available, it will randomly select from its default state or to use one of the skins. This option can be disabled in the holotape.
    • Skins can be changed or removed at a plot by activating the ASAM Sensor and choosing Customize Plot.
  • Added a large variety of paint job skins to the 2x2 Residential and 2x2 Commercial buildings in Sim Settlements.
  • Added new 3x3 Agricultural plot.
    • This plot requires power to surpass level 1.
    • It produces 50% more food than a 2x2 Agricultural plot and requires additional water and defenses, but still only requires a single settler to run it.
  • Fixed a bug that could cause plots to become unresponsive after being built from a City Plan or after changing their type from the ASAM Sensor menu.
  • The original small plots (original as in way back in version 1.0) and plots with foundations baked in are no longer supported, which means changes to certain plot functionality will no longer be applied to those models. The models and forms remain for backwards compatibility so saves will continue to function.
  • Original Plot Size and Foundation Plots are no longer available to unlock in the holotape.
  • Added Auto Apply Skins option under Gameplay Options > Usability in the holotape (and under Usability in the MCM menu). While ON, if a building plan has skins available, settlers will choose randomly between the original version and one of the skin versions when building.
  • Fixed an issue that was preventing NPCs from pathing inside of buildings from Sim Settlements and its expansions. (This likely would not have affected add-on packs).
  • Dynamic Soundscape system can now play various subtle background music, similar to what occurs when you arrive in major cities like Diamond City or Goodneighbor.
  • Fixed an issue that could cause the RotC County Crossing City Plan to spawn too many plots, some of which would overlap with others.
  • Added Faction Control Overrides system. These allow Sim Settlements to interact with the Workshop Framework Capture System to make changes to settlements dynamically when they are captured by certain factions, for example - setting the flag, or automatically applying faction based skins to buildings.
    • By default, Sim Settlements includes no data for factions. These overrides need to be configured by add-ons or expansions. For example, Conqueror includes an override set for its Raider gang.
  • Changed all companion flags to use different normal and spec maps, they were previously using one that didn’t match up well.
  • Fixed the Tech Tree icon for the Excavation Pit.
  • Leader requirement to build a City Plan is now optional. This can be turned off in the Holotape/MCM under City Building.
  • Switched Agricultural plots to use the scaffolding during construction instead of fertilizer/rolled fencing, as it makes it easier to tell at a distance whether an Agricultural plot is in the process of being built.
  • Added Refresh Local City Plan tool to the holotape.
  • Fixed a bug that could prevent Recruitment Beacons from working in a settlement.
  • If a City Plan is used in a NukaWorld raider outpost, any Recruitment Beacons will be replaced by NukaWorld Radio Transmitters.
  • [For Addon Makers] Added many new texture options/material swaps for various building materials.