Removed floating objects such as flags suspended in mid-air. Increased Coal Power Plant output, it now produces 60 power instead of 50. The Immersion Breaker Breaker or the Refresh Local Plots option will fix any of these you have in your settlements. Really. 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. When it comes to Sim Settlements, I actually advise … Babies, Beds, and Booms Released - 18 August 2017, You're a Wizard, Harry! Fixed an issue that could cause the marker objects to not correctly disappear at the correct times to match your settings. If you download SS2 right now, you will most likely be able to update SS2 when future updates come and keep the same save, if that's what you're asking. This plot requires power to surpass level 1. Things like clutter, extra lights, and special effect settings will now apply to city created items. This essentially represents a neutral happiness level if all needs were met, and those two options are signaling to SS that you aren’t particularly interested in micro-managing happiness. Added hook for the mod Salvage Beacons to be able to send items as donations, requires update to Salvage Beacons as well. Added additional animation to the newspaper press in the New Bugle building so that newspapers actually roll off the press. 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. Currently this will remove orphaned smoke from Maintenance Mode damaged objects that you have already repaired or that have been moved/scrapped, in the future it will also remove other items Sim Settlements detects in the settlement that were left behind by a failed script. ), this should reduce occurrences of plots getting stuck due to backed up workshop scripts. Changing tax rates via MCM should now work correctly. Page 332 of 332 - Sim Settlements 2 - posted in File topics: In response to post #87600688. Added Remote Destruct Sequence to Tools section of the holotape. 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. 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. Looping spawned objects such as the newspapers or ammunition plants from Industrial Revolution will have their paths corrected after a refresh. Accessing the flag selector on the City Planner’s Desk should be much faster when using a large number of flags from add-ons (users of World Flags should notice a substantial improvement). Banned building plans will now correctly be selectable by the player at the plot Choose Building Plan menu. Patch 4.0.4 - The LiberatorsMain mod file - grab either this or the Three-in-One, not both. Added a new stair style to Plot Stairs collection in both half plot and full plot width. This will hopefully eliminate the issue where players could be stuck in a loop trying to boot the holotape on a new game. ASAM Sensors are no longer free from vendors. Kinggath's Patreon Page: 2. Mod version upgrade message should now work on Xbox. Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below). Removed collision from construction scaffolding. Loading... Save. ASAM Sensor and ASAM Vision Switch recipes are automatically unlocked when the holotape is loaded. Munitions Factory now produces more ammunition each day. Added Complex City Plans and Shelter Fix controls to MCM menu. Made additional improvements to the workshop marker code to try and make it more reliably hide/show markers when necessary. This should also help with snapping. This will not fix existing stuck animations, it will only prevent it from happening in the future. Fixed a bug where plots could get stuck at level 2. When you first load this patch on an existing game, you will be asked to select your graphics settings (or Xbox model), you will then be offered to auto-configure performance settings based on what we found works best in testing. Improves Crash Monitor to cause less false positives. Added multiple Auto-Assignment controls to the holotape to allow fine-tune control over which settlers are assigned to plots. This will allow you to setup whatever requirements you like for a building plan, as you can use your own methods to control the global variables you set up as requirement(s). Added Faction Control Overrides system. Fixed a case where an NPC could get re-assigned to an empty house even when they already owned one. (The shelter fix is a solution to the vanilla game bug where you get a happiness penalty for beds not having a roof, even though they have one.). 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. Updated Sanctuary build to remove excessive power in levels 0 through 2, huge amount of power is still available at level 3 so you can use the power plant the settlers have built. This system is expandable by add-on packs. Warning: Going too low could cause Sim Settlements to become incredibly slow, and going to high could cause it to crash - so it’s advised you leave this setting on Auto unless instructed to do otherwise. Readme. New recruited settlers will no longer have a chance to arrive with pets if NPCs and Pets are disabled in the Performance Options. This is a collection of City Plans for Sim Settlements for Fallout 4.. This ensures that the game’s terminal animation, which requires sitting from the left, will work no matter where you place the desk. Terraformer blocks require materials created by an Excavation Pit. View Entire Discussion (2 Comments) More posts from the FalloutMods community. Scrapping at the start of a city plan or with the Town Meeting Gavel should be more reliable, especially at Echo Lake Lumber Mill which was built in such a way that the original code was often leaving things behind that it shouldn’t have. Changed the Realistic Build Times timer to fire less frequently to reduce script overhead. For City Plan Makers: linkscrapobjects will now display a percent complete notification in the corner periodically. Fixed an issue with the City Plan creation web app that could prevent Designer’s Choice from working on some plots. (If you’re on PC, you can test if this would have an effect by disabling AI with the console command “tai” before you go into a settlement that sometimes crashes. Patch 3.4.3 - Rise of Far HarborThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Fixed issue where building plans could be capped at 128 per plot type, they should now be completely unlimited. Previously, if a huge portion of a single type was donated, it would all be used, even once 100% was collected at level 3. Open your save with Fallrim Tools, expand Active Scripts, find any entries that start with “autobuilder:autobuildparent”, right-click on them and choose Terminate. ranks. If they drop a mod (which they have done) it can break your save game. Sim Settlements Website kinggath. Patch 4.0.6 - Prepare to Quest-off! Added control to disable Animation Markers (Blue Men) to the Performance Settings. Cinematic Mode will no longer run if the player is sitting, this will prevent the player being stuck unable to move until it finishes. Sim Settlements 2 is completely independent of SS1. Patch 4.1.1 - Empire State of MindMain mod file - grab either this or the Three-in-One, not both. Patch 4.0.0 - Pre Conqueror PatchThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. The shelter fix no longer runs automatically by default. Modified Shelter fix code to hopefully eliminate Pipboy reporting errors on number of beds. Altered code used to pick up loose objects during the foundation phase of a city build so it’s less likely to pick up items from areas outside the settlement. Added additional animation markers to the 6 original shops in Sim Settlements. This system can be enabled under Options -> Gameplay -> Difficulty. These NPCs will amuse themselves in your settlement and do odd jobs, all while generating income. I keep getting this "Generic Update" (you can see an example on the first screenshot of the imgur album) spam when I'm anywhere near settlements. While this can be done without parenting to Sim Settlements, it's a ton more work and will inflate the size of their mod. Added confirmation message to New U building plan. Added new Options section where all changes can be made and relocated all option related submenus there. Holotape options now refresh screen instead of displaying lore friendly explanation, this will make the holotape feel a little more responsive. 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