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  1. LittleNike

    Masters Season 3 - Voting Ends 12/30/22

    They're all amazing, and I want each of them in separate playthroughs (can't wait for Chapter 3 so the Conqueror mechanics come back, because The Colosseum seems perfect), and The Dome would fit in perfectly for my current game, but The Stadium literally made me misty-eyed, so that is where my...
  2. LittleNike

    How to HQ - Don't have enough resources to build 1st residential in tutorial

    On latest version (SS2 2.0.1a; Chapter 2 2.0.1; WF 2.0.19, WP 1.0.11). My first playthough of the content and trying to figure things out myself, so not sure if what I'm seeing is a bug/mod conflict/ or something I just haven't figured out. So I've finally figured out how to assign everyone to...
  3. LittleNike

    Let Sleeping Dogs Lie issue

    Ha! I wish! It is was Codsworth getting in my face and shoving old Paul back that seems to have broken it. No killing him even though I maxed affinity this morning.
  4. LittleNike

    Let Sleeping Dogs Lie issue

    Ugh. The funny thing is, Old Paul worked fine for me while this quest was going through some severe growing pains around 1.0 to 1.2. and now, when he should be in tip top shape is when I finally run into his bug/mod conflict. Hoping that if he bugs out during the later quests, (I've played...
  5. LittleNike

    Let Sleeping Dogs Lie issue

    So I got interrupted during the final talk for the quest by an aggressive companion and have been unable to complete this mission. Old Paul now acts like a vanilla settler. I just finished Well! Well! Well! without issue, but he still won't talk to me. (have sat around for at least 15 mintutes...
  6. LittleNike

    Who Can? ASAM! not completing - do not have any dialogue interface mods.

    I seen to be having the same issue as others had with not being able to trigger the last phase of the quest. The only interactions I can do with settlers is talk and trade. Stodge is my leader. I have never used a dialogue interface mod. I've played the mod before with no problems on this quest...
  7. LittleNike

    Patch 1.0.7 - "City Plan Level Up!" - is live!

    Hey, just finished watching the video and you mentioned an update to the Wasteland Reconstruction Kit, but I don't think the latest version is up on Nexus yet: the last one available is from Jan 12.
  8. LittleNike

    Mods to avoid/mods that might not play nice with Sim Settlements 2?

    Just a confirmation that See Through Scopes messes up the dialogue sometimes. I've had issues with Where there's Smoke and with Franklin's dialogue when you go find the Bramin. Luckily equipping a gun that doesn't have a mod scope on it during dialogue solves the issue. It's particularly bad in...
  9. LittleNike

    Funny moment during Memory Lane [spoiler]

    So when the radroaches were attacking the robot outside I had a BoS patrol moving through and because the only way the roaches can be killed is by you, I had a BoS Paladin in full PA and a minigun getting their ass kicked by two radroaches. It made me giggle.
  10. LittleNike

    Where There's Smoke Issue

    Thanks for this - definitely a conflict with see through scopes. Was having the same issue and making sure I had a gun without one of the mod scopes equipped solved the problem.
  11. LittleNike

    Lots of available power, but plots not powered

    On second attempt, I was able to refresh the settlement. Most of the power problems seem to be resolved - most plots are powered. Just the three to the right (south) of the house are unpowered. Refreshing the plots didn't help; reattaching the wires didn't help. put down a medium generator...
  12. LittleNike

    Lots of available power, but plots not powered

    ...aaaand my game crashed on refresh.
  13. LittleNike

    Lots of available power, but plots not powered

    Worth a shot! Everything other than the caravan plot is still level 1, so resetting the settlement won't change too much. (will console command in resources if I need more ASAMS)
  14. LittleNike

    Lots of available power, but plots not powered

    Tried both - no luck! I'm at my wit's end! Is there a refresh settlement, like in SS? (I already tried refreshing the plots one by one). Next on the list is scrapping all current wiring and trying to do it myself.
  15. LittleNike

    Lots of available power, but plots not powered

    And yet none of the power generated by them is being shared in the settlement.
  16. LittleNike

    Lots of available power, but plots not powered

    Brainstorming a bit: both municipal plots are interior plots, so don't have a pylon to connect. Could that be a problem?
  17. LittleNike

    Lots of available power, but plots not powered

    Nevermind! found it as an option on the city planner's desk. Did it. it said 0% in the upper right, then didn't progress and disappeared. Everything still unpowered.
  18. LittleNike

    Lots of available power, but plots not powered

    ...how do I do that? Can't see it under any of the tools option.
  19. LittleNike

    Lots of available power, but plots not powered

    Using the Taffington city plan. Power municipal plot is manned, and I changed one of the Ag plot to power, so I've got 75 power. Other plots say they aren't powered. Everything had powerlines that I can trace back to power sources. I added a municipal power pylon and linked it in (I had assumed...
  20. LittleNike

    Settlers assigning themselves to multiple plots

    I do the same thing, but just assign them to a vanilla job (usually a scavenging station), wait for the change to take place, then put them where I want. The vanilla job seems to cancel out the sim settlements job(s).
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