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Also, might be related might not be, but after Vault 81 Adrian is still following me around even though he's not supposed to be. I found that out when I did the Nightingales mission to the hospital with the gunners right after that and he appeared and started following me around for no reason...
If you kill Algernon during Runners and Gunners, during Jake's conversation with Lupe he will still act like Algernon's alive, telling her that we 'need to wait for Algernon, if he really is on our side, to get back to us' which won't happen because he is teh ded.
I want to get my settlements prepared for these features
In all honesty, if disease is not even going to function right without Chap 2, why even have the option enabled by default in the first place if it's not installed? In fact, why even have it part of base SS2 if it only works correctly...
So I set up Mechanist Lair as a Robot-Only settlement. No water pumps, no food plots. No beds. I had a comms plot set up though, PURELY for the beacons.
An in game month after sorting a bunch of other settlements out. I come back... And find the whole settlement CRAWLING with meatbags!! And no...
Okay so I'm working on a layout/plan for Nu Cafe Ola (I have others I'm trying to do this for, but for now, testing Nu Cafe Ola)*. I exported my finished settlement as instructed, I created the 'Untouched' export as instructed, I created the 'scrapped' export as instructed. I put all three into...
Another new QOL suggestion:
* When settlers assigned to stat-training rec plots reach 10 of that stat (the max training rec plots can give), they either are ussassigned, OR they produce happiness instead (as if they were assigned to a relaxation plot.)
Okay so the plans in question are:
ZJ Perf Plans-Taffington
Zimonja Caverns
Oberland Station
Just to confirm that these are indeed multi-level city plans and not the SS2 single-level defaults.
Settings are:
Auto Upgrade Cities/Auto Pay for City Upgrades: OFF (I had them on previously when it...
So I found a bug/exploit in a minor quest.
When you take the quest from Raven Corvis, it prompts you to assign her to a settlement. What it neglects to tell you however is that it also assigns Crow Corvis to this settlement as well.
So when you use the Town Meeting Gavel to summon settlers...
It would be a heavily appreciated if you could turn the recruiting off for comms plots. Or make it so the plots ONLY recruit if you already have a recruitment beacon built and powered. Or take that feature and put it on a different plot type altogether.
There is a bit of a conundrum with them...
After the latest Simsettlements update (1.0.17a) the "View Details" option on plots no longer works. It appears, but it does nothing.
confirmed with multiple Mod Organizer profiles.
WIth the latest Workshop+, I am now having a problem.
Whenever I tell it to merge layer or delete layer, it won't do it. If I select the latter, it will scrap the objects, but it won't delete the layer itself.
The annoying part (for me at least) is that they never stop spawning and there's no way to control their spawning and/or you're never notified of your spawning, so you can't plan around it.
So If I build ... oh.... say... Hangman's Alley, I put 5 plots down, some beds, etc, slap the thing down...
Yeah, definitely.
That, and as I said, they should be found in the wild instead of being in a hidden dev cell and just popping up randomly when you have your beacon active. Yeah that might cause people to bum-rush towards Arcon or Ventilator right away, but hey, choices and consequences.
Okay, so the following is purely my opinion, so take it with a grain of salt.
But you know how when you activate a beacon certain custom-voiced settlers with high SPECIAL randomly show up in your settlements and offer you quests sometimes?
I find that system to be 100%, irrevocably, ANNOYING...
Hi, ever since the last couple of patches, my Minutemen playthrough has had problems with production.
Been trying to track down the problem, but with little success. It wasn't this way until the latest patches.
Anyway, the problem is the machine parts. I have too many of them. I think it's...
New QOL suggestion:
* Way to sell/buy materials. Like right now after the recent patches I'm mysteriously running a deficit on building materials and organics, while running a massive surplus on machine parts. I don't know why, and I'd like to have a way to sell the latter and buy the former...
Which is bizzare because I Have:
Red Rocket Truck stop
Red Rocket Lexington
Red Rocket Kendal
Red Rocket Cambridge
All as industrial hubs for building resources. And in the former and latter I have yagisan factories, so I should not be having these sorts of issues.
This was also not the case...