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Yes, I know that settlements below 5 settlers recruit faster. That being said, according to this post:
https://simsettlements.com/site/index.php?threads/the-vanilla-fallout-4-workshop-mechanics-guide.7738/post-56202
my settlement should have a 50% chance of recruiting a settler each day based...
Why is it that WSFW gives a settlement with 80 happiness only a 10% chance to recruit a settler?
I'm currently doing a non Sim Settlements playthrough, but still have WSFW and WS+ in my load order. When I built a recruitment beacon in Sanctuary, a single settler arrived to join. I then added...
I really like
I really like Simplified Sorting and use it as my base. It covers vanilla + UFO4P, but Pra's Scripts have a FROSTifier included that you may be able to use to convert the rest of your load order. I should note that I don't actually use Pra's script to tag the rest of my LO as I...
Apparently the city leader trait display code is using printf-like functionality at some point. The string literals need to escape the embedded % to avoid being treated as a float or other replaceable value:
Like my post about Sanctuary, using the planner's desk to run power lines doesn't fix it. None of the municipal plot on top of the building, the small generator in the back, and the shack near the small generator is connected to anything.
It very well may. And I removed it from my load order since I always run back to help the settlement anyway. I just asked because it's not an obvious conflict. Or maybe it is only the non UFO4P version that conflicts? Again, not very important. I was just mildly curious.
After building the city plan, the windmill on top of the workshop house isn't connected to anything, leaving the Charisma recreation plot on the left unpowered. Going to the planners desk and asking it to run the city plan power lines does not fix it. I also run another line from the windmill...
What is the incompatibility with BS Defense? When I turned on archive parsing in MO2, it doesn't show any script conflicts with WSFW. I removed it from my load order anyway to be safe, but I'm curious what's actually conflicting.
Read a few messages up in his reply to me. @XxA1xX got Darker Nights and True Nights mixed up. Darker Nights is fine. It's True Nights that has an issue.
For what it's worth, all You Talk Too Much does is tweak some global game settings:
That's the full content of the mod. I'm not a mod author, just a user, but it seems to me that it doesn't need to be updated for the DLC because they're global settings. It's also hard to update or patch that...
I just returned to Sanctuary and all my Industrial plots have overlapping icons. There's 5 in this screenshot, though the furthest left is harder to see.
If they're useful, I've uploaded my modlist, loadorder, a zip of the Exitsave, and a zip of my private mods that are tweaks, conflict...
I also miss the glowing highlights from SS1, but if you build a city planner's desk, there are options to track homeless and jobless settlers. Tools -> Tracking -> People.
Here's my info:
Note that I'm using older nVidia drivers because Buffout 4 told me I was getting the nVidia driver crash even though I was already running in borderless mode. Since installing old drivers a few weeks ago, I haven't had a single nVidia driver crash reported by Buffout 4.
I got overlapping icons on a plot this morning with a brand new save I just started last night using v1.0f and WSFW 2.05. If it matters, it was the industrial plot that I built for the Stranger's ASAM quest. In my case, refresh plot fixed it.
Last night I did some refining of my load order and started a completely fresh game on v 1.0f. I got out of the vault, went to Sanctuary, built the beacon, built a residential plot the Stranger asked me to, got the quest to go to Concord, went directly there, rescued the Quincy 5, returned to...
Actually, the mod currently is breaking precombines in multiple cells: VISI Removals intentional? There's supposedly a comment on Nexus from Kinggath saying it will get fixed, but I didn't search out that comment to see what was actually said.
If Cedric isn't giving you the right dialogue to progress the quest, make sure you still have the Robco Schematics in your player inventory. After some hair pulling and searching around in FO4Edit, I figured out that was why I wasn't getting the dialogue.
I had apparently dumped the schematics...