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Running into this as well after using the menu to skip from the first quest through the quest after "Well, Well, Well" - no Jury rigged defense plots are availab,e nor are they in the 1X1 industrial plot menu. Is there a console command I can use to enable these plots?
Is there a way to define which xpac plot(s) are allowed in a specific settlement at the xpac level?
For instance, if I have the Vault-Tec settlement building set, is there a way to set Vault 88 to ONLY use that set, and vice versa for the other settlements?
Restarted a new game and for some reason this time around I absolutely cannot get food production to occur.
When Jake is building the initial ag. plot it shows food at 11, but as soon as he finishes it drops to zero and stays there, regardless of whom I assign to that plot or how long I wait...
Having a decent number of CTDs with SS2 and add in plots from the wiki page links being the only non-SS2 required (buffout, workshop, etc) mods installed. Are all SS2 addon mods still relevant, or should I only install those that have been updated following the SS2 gunners release?
With SS2 now much more stable, been redoing my F4 mod list and preparing for a new run.
Came across the "claim flags" mod (https://www.nexusmods.com/fallout4/mods/57337?tab=description) which allows for use of faction flags instead of recruitment radio towers to draw in settlers. Given that...
Remember seeing a thread on here a while back around which "Srap XXX" mods are compatible with SS2, tried search function with no luck, can those mods be listed in the wiki section for easy reference (or does "place anywhere" cover that need?
Do you not run into the "pre-render Vanishing wall" mentioned earlier in the thread?
If not, how are you avoiding it?
Even when I move the spawn point outside I seem to have the issue, is it mainly due to a crappy PC?
Understand the above, but will SS to expansion introduce new components and or features that would be better to have experienced from the beginning of the game in settlement building instead of joining in halfway?
I'd almost consider this a bug - IMO the script needs to store (and then auto-reassign) the current leader to the new desk, or at least keep the leader "assigned" to the desk object during the build transition. Almost impossible to use city designs right now :(
Just stumbled on this thread while searching for answers to my faction start question, wanted to echo the above sentiments that these are GREAT, and definitely can't wait until Conqueror and the rest are able to be included in SS2 eventually! LOVE the SS2 questline, but going back to SS1 a bit...
Hopefully a very easy question to answer, but I'm not finding it via Google search - how do faction packs work?
i.e. - Do I just install and enable the faction pack I want, and still do the "raider start" in Concord? If so, when do my faction entities begin to operate / appear?
Don't want to...
Getting a lot of script lag all over and trying to figure out which mod(s) likely need to be dropped to smooth things out, is there a way to determine which mods are eating up all the threads?
Short of that, are there any mods that are "known worst offenders" to stay away from when running SS2...
Same issue here, so I did the SkipToQuest thing when on the step immediately prior to the conversation, but now SS2_Sirick_MQ12 is showing as "disabled" and "stopped", how do I re-enable / force start this next quest (apparently setstage doesn't do squat when a quest is marked as "stopped")
Wanted to give a "final" update - was able to work past the issue by going to a save before the building construction requirement portions of the quest that trigger the new arrivals occurred, then consoled to the next quest (as dictated in the troubleshooting section) and <knocks on wood>...
I've seen many issues where when a city plan is started, then when that plan deletes the player-built desk and builds a new planning desk, the script doesn't re-assign the initial leader to the new desk - seems like a bug to me.