the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Add an option to increase the rate at which new people join a settlement?

mqduck

New Member
Messages
8
It seems so darn slow to me. I wasn't even sure if new people were joining, so I left and waited a total of nine days before a new person moved to Sanctuary.

Now, I don't remember if that's slower or faster than the time it takes in the base game, and there's really no objectively right speed... but it would be nice if it was configurable.
 
And better yet would be if there was some indication if new people will, eventually, join a settlement based on current conditions. I certainly don't know if that's easy to implement or not though.
 
I'm gonna say this is probably unlikely. My understanding is that the communication plot is the way to get more settlers in SS2 and the higher level the higher the chances of getting new settlers. Having an option to just get more from level 1 would kill the purpose of the plot and the mechanic. And on top of that, there is about a ton and a half of custom NPCs that will also join your settlement. I'm not in the secrets of the gods but my feeling is that this slow trickle of settlers is working as intended (it would suck to get 10-15 new NPCs that you can't use because your settlements are all full).

And side note, there is a suggestion somewhere else in the forums to turn stop the comm plot from getting new settlers. So my guess is that while you feel it's too slow now, it's not going to stay like this forever and might get turned upside down later on.
 
Thanks for the reply. I'm pretty far in the main SSE2 quest line, but I guess not far enough. I do think my second suggestion (maybe I should have made it a separate post) would be really great though. I find it frustrating not being sure if there's anything blocking new settlers from coming.
 
I honestly haven’t played much of the game with SS2. Or I did but mainly testing for addon makers so I redid the opening about a hundred times. So I wouldn’t be able to tell you when in the game you get overloaded with settlers or if the person who posted that suggestion was using another mod that made him receive too many settlers. So it’s possible that it won’t be the same for you and me. I’d still be surprised though if they let us boost the efficiency of a plot that is intended to be more efficient as it levels up.

As for your other suggestion, I didn’t comment on it because I’m not sure if it’s feasible or not. And if it is, I have no idea how it would impact what the devs are trying to do. If it was possible and wouldn’t go against their design I’d say it’s a solid idea. But even the base game didn’t give us that info so it’s possible there isn’t a way to get that information back from the settlements.
 
May i suggest Tales of the commonwealth? It adds in lots of recruitable NPCs in the world for you find.

alternatively you can take a look at Flashyjoers Crime and Punishment which will allow you to arrest raiders and reform them to settlers over time.

Both augments SS quite well but i feel that tales of the commonwealth is a little too easy for my own tastes, also you might run the risk of growing your settlements too quick and make resource management difficult.
 
Additionally I am using Recruitable Settlers as a way to get additional settlers. I like being able to hunt them down and find them in the wilderness. Its a pretty simple mod but so far it works perfectly with SS2.
 
There are several "NPC Recruitment" mods on the Nexus. One was discussed on this forum. It was an adjustable recruitment beacon and modified the SPECIAL of spawned settlers.

There is also a good, simple one called "Settler Recruitment Button" It does what's on the tin. It lets you build a button that when pressed, spawns a settler. I think it was Oxhorn who did a vid where he pressed the button until his game crashed. It was pretty funny! IIRC it was around 75ish...
 
There are several "NPC Recruitment" mods on the Nexus. One was discussed on this forum. It was an adjustable recruitment beacon and modified the SPECIAL of spawned settlers.

There is also a good, simple one called "Settler Recruitment Button" It does what's on the tin. It lets you build a button that when pressed, spawns a settler. I think it was Oxhorn who did a vid where he pressed the button until his game crashed. It was pretty funny! IIRC it was around 75ish...
id suggest against that mod however, having a natural recruitiong process via beacon or finding prevents users from exploding the settlement population with sudden bursts of people that will all now want to find a place to sleep and a place to work which means many scripts going off at the same time.

It also prevents people from simply just clicking a button to get that extra 1 settler for that 1 new plot and suddenly they are at 40 settlers at several locations
 
Grabbing onto one of the suggestions, I would love to have some way of checking if new settlers are going to move in under current conditions. I know with Horizon it's possible to check so I'm thinking it could be somehow possible, and since the calculation is surely already made, in my mind it would be just a matter of displaying the result via a prompt of some kind. Of course I don't know how much trouble something like that would be.
 
I don't know how much trouble something like that would be.
Most likely the trouble would be figuring out what data structure SS2 hides this required data in!
 
id suggest against that mod however, having a natural recruitiong process via beacon or finding prevents users from exploding the settlement population with sudden bursts of people that will all now want to find a place to sleep and a place to work which means many scripts going off at the same time.

It also prevents people from simply just clicking a button to get that extra 1 settler for that 1 new plot and suddenly they are at 40 settlers at several locations
prevent 2 times... it's a single player game, not very found of things that prevents me from playing the game my 100th time the way I want to play it, that's why we use mods. I's really up to me if I wanna use ´things that completely break the idea some mod maker had for it's mod, but that's the charm of modding. :) Peace
 
prevent 2 times... it's a single player game, not very found of things that prevents me from playing the game my 100th time the way I want to play it, that's why we use mods. I's really up to me if I wanna use ´things that completely break the idea some mod maker had for it's mod, but that's the charm of modding. :) Peace
its not breaking the mod its breaking your game, if you overload the papyrus then SS will not be what you want it to be since the settlers will just stand around in a clump because the game cannot process their actions properly.
 
To be honest I’m not the best person to coment about this because, well the thing is I have three mods that between them add in 102 named settlers not counting the clones. Granted one is not yet public So don’t worry about wondering where the clones come from.

granted right now my problem is getting the player character to react to the second and third clone correctly because I can’t get them to show up in the correct order. I do have a solution to that.
 
I think I know about overloading Papyrus. in this playthrough I only have 222 active plugins :rollseye and that is about half what I usually have. Most of the times I get to lvl 70ish before the game get borked, but up until then it run smooth'ish. CTD in settlement's iv'e gone crazy in building, TOD when not limit myself in the build, extensive use of scrap everything. And I can only blame myself and try analyze what gone wrong when the CTD happens, Papyrus overload or a mod that failed. 9 of 10 the first. But it's my game and my choice to break it :)
 
There is a difference between you modifying your car so it will catch on fire with you in it because it’s funny to you, and a car manufacturer building a car that they know will catch on fire.

mod developers generally have to make sure there mods will work at least in a environment where they already plan on adding additional stress to both the base game system and there own mod plan, given that part of the plan is to bring in what is basicaly conquest 2.0
 
There is a difference between you modifying your car so it will catch on fire with you in it because it’s funny to you, and a car manufacturer building a car that they know will catch on fire.

mod developers generally have to make sure there mods will work at least in a environment where they already plan on adding additional stress to both the base game system and there own mod plan, given that part of the plan is to bring in what is basicaly conquest 2.0
pretty much yes, and sadly most people just pile mods ontop of each other or dont understand what effects their actions have on system resources.
If you want more settlers quick odds are that if you know what to search for you also know it is you causing the problem.
But for those that don't know what to search for odds are great that they will blame the mod for their own actions, this is why i don't like casual suggestions to use X mod to get Y if that Y will ruin the save eventually
 
pretty much yes, and sadly most people just pile mods ontop of each other or dont understand what effects their actions have on system resources.
And then you learn from many failures and find out that a startup bat file and a handful of console commands can replace many mods from your load order.
I'm part of the "to each his own" philosophy, but I don't like it when people blame the mod authors for their ignorance.
God knows how many playthroughs I have borked due to my ignorance. ;) Mod authors blamed: 0, questions asked: infinite and counting!
 
I'm part of the "to each his own" philosophy, but I don't like it when people blame the mod authors for their ignorance.
As a general rule people seem to tend to blame something or someone else for their mistake. Taking responsibility for your actions seems to be a dying art. Just a few old fools like us that still are willing to do it.

And I am willing to take responsibilities for my actions. It's just that's it's ALWAYS YOUR GODDAMN FAULT! :shout
 
Top