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No one has disease cures

Dutch77

Active Member
Messages
358
Had disease cures at vendors preupdate.
Post first update started new game and have second update. No one has had any to sell yet.
on Xbox.
 
You can purchase Disease Cures from the Commonwealth Doctors:
  • Doctor Sun in Diamond City
  • Doc Weathers (Caravan)
  • Doc Anderson (Wandering doctor)
Traders do not carry them.
I've gotten them from Carrington and that lady ghoul in the stilt house on the radioactive waste somewhere on the west side of the map. There's also a nightengale box next to the side entrance of the library that has 9-11 every few days.
 
Horizon would definitely block some of our injections.

For the settlement Clinic's, I did determine there was a bug in Workshop Framework that prevented the injection from working. Future saves that start with the next version of Workshop Framework will find it working, but I unfortunately couldn't come up with a practical way to retro fix this for existing saves.
That means it will not work for existing clinics but will if i build a new one, or that to have it work i need to restart at the mirror?
 
Next character it will start working.

Disease cures are not necessary, they are really just for RP or people who REALLY care about the 1 or 2 point penalties. By the time the advanced diseases come around, you'll have access to the Hospital and Sanitation buildings which will keep most folks healthy.
 
Next character it will start working.

Disease cures are not necessary, they are really just for RP or people who REALLY care about the 1 or 2 point penalties. By the time the advanced diseases come around, you'll have access to the Hospital and Sanitation buildings which will keep most folks healthy.
sorry did you mean next update?
 
There's a tent just outside Concord near the quarry with cures in a box. There's a box with cures by the side entrance of Boston Public Library near the dead Super Mutant.
 
They did a good job scattering the caches about. I find a new one every evening. I've noticed they're generally nearby vanilla quest locations as well as places that make sense from an in game perspective.
 
I only found one in all the playthough, maybe im just not good at exploring.
Every vanilla doctor should have them by now. I always get mine from Carrington cuz he's in an indoor cell with fast travel enabled so I don't have to worry about that horrible settlement-related save and fast travel issues that we're all struggling with.

I hate to say it, but I think I've gotten used to the 2-3 minute save times. It's like when I played FO4 for the first time and I got frustrated with the 45 second load screens. Now that's just business as usual.
 
Disease cures are not necessary, they are really just for RP or people who REALLY care about the 1 or 2 point penalties.
That may have been the intention, but if you had the death option on (my first play through was a survival game, so I assume death was default due that difficulty rather than originally default for the mechanism? ) having a caravan settler die from disease can have more impact than just 1-2 points.
 
That may have been the intention, but if you had the death option on (my first play through was a survival game, so I assume death was default due that difficulty rather than originally default for the mechanism? ) having a caravan settler die from disease can have more impact than just 1-2 points.
That's late game stuff. Early on the worst possible penalty is 1 or 2 stat drop for a few days, which could still make a huge difference if they're assigned to an advanced plot and it drops their important stat below a 5.
 
That may have been the intention, but if you had the death option on (my first play through was a survival game, so I assume death was default due that difficulty rather than originally default for the mechanism? ) having a caravan settler die from disease can have more impact than just 1-2 points.
Also - disease cures only cure the minor diseases. They won't cure the ones that are fatal. You have to either have a hospital/clinic and hope they pull through, or have the vaccines.
 
That may have been the intention, but if you had the death option on (my first play through was a survival game, so I assume death was default due that difficulty rather than originally default for the mechanism? ) having a caravan settler die from disease can have more impact than just 1-2 points.
Disease Death is disabled for all difficulties by default.
 
Disease Death is disabled for all difficulties by default.
That wasn't my experience up until about 2.0d anyway, it was on in MCM and bunches of dead settlers.
But still having disease issues on 2.0f though.
New play through, about 6 settlements, finished well well will, brannigans first quest triggered without issue, two notes on the church notice board. Went back to red rocket, got the outbreak notification. Had picked up the 2 disease cures from nightingale cache but drumlin diner. Hover a well settler and get talk/track options. Hover sick settler get just talk. If I disable the alternative activation mode for disease on MCM the option changes back to talk/track. Switching it back on it goes to just talk again, so it's trying to do something. The same happens if I just drop the cures - options are talk/track, pick them back up and it's just talk. It's a pretty sparse mod load, but I disabled everything except ss2, wsf, ss2c2, ss2 extended, and the same. Of course if scripts are borked disabling things after the fact won't fix things I suppose.

F4SE of course plus:

Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
CanarySaveFileMonitor.esl
SS2.esm
SS2_XPAC_Chapter2.esm
SS2WorkshopHUDOverride.esl
SS2_CityPlanPack_RiseOfTheCommonwealth.esp
SS2Extended.esp
WorkshopRearranged.esp
SS2_FDK_TinyLiving.esp
SimHomestead2.esp
SS2AOP_VaultTecTools.esp
SS2WastelandReconstructionKit.esp
WorkshopPlus.esp
SS2WastelandVenturers.esp
SS2-Jampads2.esp
SS2_ruined_simsettlement_addonpack.esp
[SS2 Addon] SimSettlements SuperStructures.esp
LD50_Leaders.esp
SS2-PraRandomAddon.esp
 
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That wasn't my experience up until about 2.0d anyway, it was on in MCM and bunches of dead settlers.
But still having disease issues on 2.0f though.
New play through, about 6 settlements, finished well well will, brannigans first quest triggered without issue, two notes on the church notice board. Went back to red rocket, got the outbreak notification. Had picked up the 2 disease cures from nightingale cache but drumlin diner. Hover a well settler and get talk/track options. Hover sick settler get just talk. If I disable the alternative activation mode for disease on MCM the option changes back to talk/track. Switching it back on it goes to just talk again, so it's trying to do something. The same happens if I just drop the cures - options are talk/track, pick them back up and it's just talk. It's a pretty sparse mod load, but I disabled everything except ss2, wsf, ss2c2, ss2 extended, and the same. Of course if scripts are borked disabling things after the fact won't fix things I suppose.

F4SE of course plus:

Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
CanarySaveFileMonitor.esl
SS2.esm
SS2_XPAC_Chapter2.esm
SS2WorkshopHUDOverride.esl
SS2_CityPlanPack_RiseOfTheCommonwealth.esp
SS2Extended.esp
WorkshopRearranged.esp
SS2_FDK_TinyLiving.esp
SimHomestead2.esp
SS2AOP_VaultTecTools.esp
SS2WastelandReconstructionKit.esp
WorkshopPlus.esp
SS2WastelandVenturers.esp
SS2-Jampads2.esp
SS2_ruined_simsettlement_addonpack.esp
[SS2 Addon] SimSettlements SuperStructures.esp
LD50_Leaders.esp
SS2-PraRandomAddon.esp
You have to disable the option for Settler Tracking in Workshop Plus to get the alternate action to work for the disease cure.
 
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