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Jampads 2 - Jampads now available for Sim Settlements 2

Not yet. I do plan to put it out eventually, but given the space constraints Xbox users face I want to be closer to final before I put it out there. Last thing I want to do is release it, then have an update bump it up 30-40MBs and then you can't update it or your whole load order is screwed due to lack of space. I'd say probably after the next couple of updates I'll be there because I plan to bring in some assets from Settlement Objects Combined and Ethreon's Cabin in the Woods building kit, and those will likely be a substantial space increase to my mod's archives.
 

Version 1.3.1

  • Small update - corrected description issues with some plots having no description or the incorrect description. All should have the correct description now in the plot selector menu.
  • Due to reports that some Creation Club content was unexpected unlocking for people that used SS2 "Cheats" from City Manager holotape but don't have the CC content, all CC-based plots (Donuts, One More Cup of Coffee, Modern Life is Rubbish, I'll Be Home for Xmas, Silent Night, and Winter Wonderland) are now set to player select only. I had very few of these reports but I am doing this out of an abundance of caution. This means these plots should never randomly appear, which was causing issues for some people.
  • Corrected mistakes in a few crafting recipes that used incorrect items.
  • Added new crafting recipes - Agua Frescas, V-Ate, Scrapple, and Fungus Puree. This should give early game survival players a few more options. All added as potential menu items for Old World Diner and Old World Diner Deluxe.
 
Hey Captain, I'm running into an issue on the latest version, version 1.3.1. I can't make Sweet Rad Dawn Tea if I scrap my sugar source into "Jampads Sugar." This includes sugar produced from leftover materials. I also don't seem to be able to sell the component sugar.

This might be because I get leftover scrap sugar from some of the perks from Hot Diggity, the mod that turns the leveling system into something similar to Fallout New Vegas and Fallout 3. I also use the VIS-G mod for inventory sorting, and the LOST AWKCR patch mod that sorts modded items for me. I'm not sure these issues would fall under your purveyance, but I figured I'd post about it.
 
Hey Captain, I'm running into an issue on the latest version, version 1.3.1. I can't make Sweet Rad Dawn Tea if I scrap my sugar source into "Jampads Sugar." This includes sugar produced from leftover materials. I also don't seem to be able to sell the component sugar.

This might be because I get leftover scrap sugar from some of the perks from Hot Diggity, the mod that turns the leveling system into something similar to Fallout New Vegas and Fallout 3. I also use the VIS-G mod for inventory sorting, and the LOST AWKCR patch mod that sorts modded items for me. I'm not sure these issues would fall under your purveyance, but I figured I'd post about it.
Thanks - I will take a look at that.
 
A donut fryer in the old world diners would be a plus.
So the reason I don't it is then, for immersion, you would expect donuts to be on their menu. And adding donuts to the menu would mean not allowing the plot to spawn for people without the SJ Creation Club content. Also, there's no way one would fit in the standard old world diner. Maybe in the deluxe, but it would be decorative because there wouldn't be any donuts in the shop inventory.
 
So the reason I don't it is then, for immersion, you would expect donuts to be on their menu. And adding donuts to the menu would mean not allowing the plot to spawn for people without the SJ Creation Club content. Also, there's no way one would fit in the standard old world diner. Maybe in the deluxe, but it would be decorative because there wouldn't be any donuts in the shop inventory.
I also use the 3x3 donut factory too and that one has it. So I totally get where you are coming from with the small OWD.
 
Version 1.3.5
  • Addressed issue with "Modern Life Is Rubbish" randomly appearing in people's plot selection choices when they don't have the midcentury modern furniture creation club pack (hopefully). This would occur when using the SS2 "cheats" from the city manager tape. To fix it, I had to turn it into an unlockable. It now unlocks once you build a level 1 furniture store. Because, well, it's very furniture intensive. If you already had it available, it should remain in your cache for building. So if it shows up as a big purple mess, just manually exclude the building plan using the city planner desk. It is player select only so should never randomly spawn. Sorry about that.
  • Added support for Creation Club Nuka Collector Workshop to Dynamic Decor. These items will unlock when you have both completed the "Carbonated Concerns" quest and have gotten a Furniture Store to Level 2.
  • Addressed some issues with the "Sugar" component that should fix some issues people had with crafting and/or selling the component (hopefully this fixes your issue, @Pyromaniacal13)
  • Made some tweaks to Modern Life Is Rubbish. Now has a few more lights (it was a very dark plot) and a few more decorations which replaced some spawns that were not appearing in the right location.
  • Added support for radio receivers from WRAR and Atomic Radio to the possible list of randomly spawned Radio Receivers. Note that they may spawn in the "off" mode so you will need to turn them on.
 
Version 1.4.0
  • New Building Plan - Who Shot Ya? - A 2x2 Industrial Production plot consisting of a gunsmithing workshop that will create guns for your settlement weapons stores. Guns get more complex and powerful as the plot advances in level. Supports vanilla and DLC guns, but will also add additional guns depending on if you have Creation Club content installed and have completed the quests OR if you have community weapon mods installed. This article provides more details.
  • New Building Plan - Danger! High Voltage - A 1x1 Municipal Power Transfer plot. Builds a small transformer to relay power into your settlement.
  • Added more specific details around plots that require Creation Club content in building plans and building confirmation message popups. If you use Sim Settlements 2 Cheats to unlock all building plans, they may appear in your building plan cache. The description now warns you if Creation Club content is required for the building plan. If it is, and you build it even though you don't have the content, your game will crash. So I advise you not to. Again, this will likely only be a problem for you if you have used cheats to unlock all building plans. All of them are player select only, so will only build if you manually choose them.
 
Version 1.4.0
  • New Building Plan - Who Shot Ya? - A 2x2 Industrial Production plot consisting of a gunsmithing workshop that will create guns for your settlement weapons stores. Guns get more complex and powerful as the plot advances in level. Supports vanilla and DLC guns, but will also add additional guns depending on if you have Creation Club content installed and have completed the quests OR if you have community weapon mods installed. This article provides more details.
  • New Building Plan - Danger! High Voltage - A 1x1 Municipal Power Transfer plot. Builds a small transformer to relay power into your settlement.
  • Added more specific details around plots that require Creation Club content in building plans and building confirmation message popups. If you use Sim Settlements 2 Cheats to unlock all building plans, they may appear in your building plan cache. The description now warns you if Creation Club content is required for the building plan. If it is, and you build it even though you don't have the content, your game will crash. So I advise you not to. Again, this will likely only be a problem for you if you have used cheats to unlock all building plans. All of them are player select only, so will only build if you manually choose them.
You are killing me!
 
You are killing me!
Let me ask you this - as an Xbox player, if I released to Xbox at its current size ~60MB and simply stated that my target final size for the mod is under 100MB so you'll need to reserve that much in your load order, would you be fine with that knowing that I'm going to be adding more stuff and it's going to go up in size? This is my concern because I don't want to be breaking people's playthroughs. Especially with SS2 Chapter 2 likely releasing some time in the near future.
 
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Let me ask you this - as an Xbox player, if I released to Xbox at its current size (~60MB and simply stated that my target final size for the mod is under 100MB would you be fine with that knowing that I'm going to be adding more stuff and it's going to go up in size that you'll need to reserve in your 2 GBs? This is my concern because that's not a lot of space and I don't want to be breaking people's playthroughs. Especially with SS2 Chapter 2 likely releasing some time in the near future.
So, I completely get your concern and I certainly don’t speak for all Xbox players, but yes, I would be fine with that. In fact, I would say that 100mb is no big deal at all, nor is going from 60-100.
I think the reality is that for Xbox, SS2 is already an all or nothing sort of deal and Xbox users know that.
Right now I have SS2 plus most of the add-ons (for example, I don’t have the Vault Tec one because for me it isn’t worth it), plus about 70mb of nonsense clothes things I could ditch if I had to, plus tiny things like Place Anywhere, etc., and I have around 500mb free.
Put it together with, like you said, trying to keep something open for Chapter 2, and how many things conflict anyway, and how giant a lot of things are to begin with, and the options for playing - SS2 plus a lot of non-SS2 mods are really rather non-existent.
From my perspective, and the limited other players I know, it’s way more worth it to have more add-on options than any overall concerns over space for other mods or whatever.
 
So, I completely get your concern and I certainly don’t speak for all Xbox players, but yes, I would be fine with that. In fact, I would say that 100mb is no big deal at all, nor is going from 60-100.
I think the reality is that for Xbox, SS2 is already an all or nothing sort of deal and Xbox users know that.
Right now I have SS2 plus most of the add-ons (for example, I don’t have the Vault Tec one because for me it isn’t worth it), plus about 70mb of nonsense clothes things I could ditch if I had to, plus tiny things like Place Anywhere, etc., and I have around 500mb free.
Put it together with, like you said, trying to keep something open for Chapter 2, and how many things conflict anyway, and how giant a lot of things are to begin with, and the options for playing - SS2 plus a lot of non-SS2 mods are really rather non-existent.
From my perspective, and the limited other players I know, it’s way more worth it to have more add-on options than any overall concerns over space for other mods or whatever.
As an Xbox user, I completely agree with this!
 
If I have a second, I guess I'll get started. I'm working on an update right now to streamline/clean up a few things. Once I'm done with that, I'll publish to Xbox!
Thank you for all you guys do! When I downloaded SS2, I specifically left space in my mod list for all of my favorite add-ons and this was definitely one of them.
 
If I have a second, I guess I'll get started. I'm working on an update right now to streamline/clean up a few things. Once I'm done with that, I'll publish to Xbox!
I know it’s a pain, generally anyway, I don’t actually know how hard it might be to “transfer” to Xbox, and some add-ons have some trouble with crashing.
It is greatly appreciated though. SS and now SS2 have added a crazy amount to replayability for Fallout and as new games have come out I keep going back eventually, and it just isn’t at all the same with a decent amount of plot variety.
 
Version 1.4.5
  • After some issues were reported with the "Robot Parade" Building Plan, I decided to change it from being unlockable to being included in the base Advanced Martial plots. You should see it available now once you unlock Advanced Martial plots. Completion of Star Control no longer required (it didn't work before anyway!) Enjoy Mr. Frothy's on patrol to keep your settlement safe. Also, they've been beefed up strengthwise, so they should be much better sentries now.
  • Revamped "Glory Days" building plan. Now contains Dynamic Decor elements, but is still very much a basesball shrine.
  • Creation Club Noir Penthouse content now included in Dynamic Decor after completing the "Early Retirement" quest. Get your art deco on.
  • New additional elements incorporated into Dynamic Decor - stocked Nuka Cola, Vim, and Sunset Sarsparilla machines, as well as Pra's Arcade Terminals. Thanks for the permissions, @pra !
And, for the first time, you can find the newly-released Xbox version here - Bethesda.net! Hope I don't crash your games too bad @Dutch77 and @SunnyGrl . Let me know if you have troubles and I'll see what I can do about it.
 
Thanks so much. Happy to check the plots out and let you know if there are any issues.
Also the file size was a bit larger than expected because I forgot that xbox archives can't be compressed. It has made me relook at the archives, though, and I think there are a few things in the archive that I intended to use and then decided not to, so the file size may go down before it goes back up again. Still confident I won't top 120 MBs though.
 
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