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  1. T

    HQ building bugs

    1) Main floor women's toilet - is completely empty, no objects spawn there wen building Aiden's office/Barracks. Also system allows them to exist at the same time. Also wall between next room is missing. Only layout that works correct there is "laundry room". And this is only room in all complex...
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    Question Problems with vassal Control calculations

    I know. But the thing is that vassals is not a "endgame" thing it's literally 1. thing you do after establishing your HQ. That means you got only 5 naked recruits. After taking vassal they stay there as guards and you got no one to send to patrol, no warriors. And if vassal is more than 5...
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    Question Problems with vassal Control calculations

    Patrol by itself exert 25(base soldier) control. Its half what guard do. Each warrior in linked outpost exert 10 control. So currently to control 1 lvl 3 plot you need 1 guard or 2 patrols or 1 patrol + 3 warriors Guards is the most efficient control providers (not counting morale penalty). And...
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    Question Problems with vassal Control calculations

    Control calculations seems to be not really correct. Currently every vassal civilian need 1 guard, which seems extremely excessive. There is many places in SimSettlementsConquer:ResourceManager that contributes to this problem. In RecalculateOutpostData() resources (Rations, Wages, Equipment)...
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    Question Settlers randomly attacking Raiders at settelments

    After 4.1.1 patch had the same issue. While checking on vassal, at some point civilians one by on started attacking raider guards, was put in subdued state then after few moments get up and continue attacking guards in endless loop.
  6. T

    Question New settlement HUD incorrect/buged

    Population numbers shown in some settlement is incorrect. In general it seams to work, but in Country Crossing (outpost) i had 5 guards only, but hud shows 1 warriors 2 guards. I went and changed all 5 guards to warrior, HUD now shown 6 warriors. Changed warriors back to guard and agein HUD...
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    Question Raiders turn Violent

    This bug exist forever. On settlement load raiders turn hostile to some subset of NPCs: visitors, commonwealth enslaved, dogs from Mauls plot, non vanilla turrets(like Horizon turrets), provisioners from other settlements. Usually, on every 2-3 visit they kill all visiting raiders.
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    Old Post Sunshine Tidings co-op zombies essential

    disable don't help markfordelition don't help entering workshop mode and scraping him don't help He needs to bee killed! in MonitorAssault script quest stages is checked and updatede only onDeath() and onEnterBleedout() events so anything else don't update quest. Because this zombie is set...
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    Old Post Sunshine Tidings co-op zombies essential

    This may be WorkshopFramework problem, because when in workshop mode this zombie is treated as settler - can be assigned job/bed. I guess FW wrogfully tags him as settler an thats why conquer set him essential as all other settlers.
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    Old Post Sunshine Tidings co-op zombies essential

    may be there is console command to suspend script that sets essential status?
  11. T

    Old Post Sunshine Tidings co-op zombies essential

    yes, I have 4.0.5 version and I know that I can scout/trigger 1st visit events before raid. But like in Sunshine Tidings co-op you need not only scout but enter each and every one of houses to awaken zombies and in hardmode without fast travel its kinda annoying. And for me now its impossible...
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    Old Post Sunshine Tidings co-op zombies essential

    When attacking Sunshine Tidings co-op to vasalize, zombies is set essential like all settlers. Problem is that they don't stay dawned like settlers. Tried kill command - no effect Tried setessential - no effect They are "true zombies" when killed, after second get reset stand up and continue...
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    Not a bug City upgrade

    sounds good - kinda didn't work :D Red Rocket stayed lvl 0 with lvl 1 residential and defense plots for weeks, as soon as i placed farm and assigned worker, all residentials upgraded and city upgraded in moments after.
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    Old Post Confirm "do not upgrade" to hide questmarker

    not only brewery, there is few more Industrial revolution plots i don't want to upgrade.
  15. T

    Not a bug City upgrade

    Not really a bug. Supposedly raiders hate farming, that's why there is vassal settlements..., but if you don't build at least 1 farm in settlement, plots wont upgrade and city as whole wont upgrade. I know you can disable in "Immersion settings" upgrade requirement, but it would be nice if...
  16. T

    Vassal settlement has no raiders

    After raid for some time there was some Raider Guards, but after few visits they disappeared and now its like normal settlement with only settlers. Settlement is vassal and regularly sends caps to NukaWorlds (whole other issue) and settlers addressing me as "raider scum" but everything else is...
  17. T

    New Report Caps depositing to NukaWorld?

    may be you can disable/terminate Nuka World script responsible for moving items. Because nobody needs it ever, even without conqueror.
  18. T

    Quest not starting

    Raider sits on roof and don't speak/start quest Tried on existing save and started new game. Run back and forth and around him near and far, 'moveto player' him and spoke directly - no response. p.s. all popups showed up correctly
  19. T

    Advanced plot resource generation (may be mod conflict)

    Hi Don't know if same issue as in: https://simsettlements.com/site/index.php?threads/advanced-plots-not-generating-items.7600/ Advanced plots produce no resources nor in workshop nor in there own stockpile. Many hour save with almost all settlements, all worked normally, then I installed...
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    Fixed Dispatcher and RobotSpawnerVersion2 script calling isDeleted()

    Dispatcher and RobotSpawnerVersion2 script calling isDeleted() function which does not exist, so there is enormous spam in log file and robot/settler alternate spawning not working.
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