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So... maybe this mod is pretty okay, just needs some therapy

My own biggest issue with the mod is still this - where is the MECHANICAL reward for all the time/effort/resources the player has to put in? Stores dont start returning good amounts of caps for you until you are already drowning in them, food/water production has to be orders of magnitude more than filling the gauges to leave any for YOU to use (so Hardcore Mode is now impossible), and Industry takes so long to hit max level and start producing useful goods that I already have fully modded guns/armour and thousands of rounds of ammo by then anyway - if shops even WORK at all. All at a cost of substantial amounts of rare resources to make the ASAMs, and significant percentages of game time devoted to SS2 alone.
 
All at a cost of substantial amounts of rare resources to make the ASAMs, and significant percentages of game time devoted to SS2 alone.
If ASAMs didn't require materials like Fiber Optics, which are one of if not the biggest pains in the ass to gather, I'd definitely be down to get into wider ASAM construction and plot progression. As it is, though, you're right - The last two games I've done I've hit lvl 35+ before I even gain access to third tier Industrial plots.
 
If ASAMs didn't require materials like Fiber Optics, which are one of if not the biggest pains in the ass to gather, I'd definitely be down to get into wider ASAM construction and plot progression. As it is, though, you're right - The last two games I've done I've hit lvl 35+ before I even gain access to third tier Industrial plots.
I turned it off . scrapping the whole commonwealth to get recourses for the asam's is a bit to much :) but well it is still under development so balancing will be done I guess.
 
Let's just say, I have the perception (anyone can correct me) that a new version is released with many unresolved bugs from the old one. I see that the problems persisted from the first versions. In fact, there are still some problems that were in SS1. I know everyone likes a brand new pair of shoes, but no one likes sore feet.

The proof of that is you got the same LO, everthing optimized, corrected, no conflict mods and, a new version, suddenly not only not resolve the old bugs, bring some news!

I don't know what the strategy of the SS team is, but in my humble opinion, from the player's perspective, the work would focus on giving a version as error-free as possible, not adding content, yes, that's fine, we love it, but in the end you end up dealing with a game like Titanic, great ... until the next damn iceberg ruins all your joy.
All new content is being developed for the XPACs, the patches are focused on bug fixes and quality of life. The limited new content we've added in patches thus far is stuff that was cut for time for the initial release.

There's a limit to how much the team can actually do in fixing bugs each patch though. It's the same reason that big game companies will often release more content in patches and bugs will remain for months or even years: only certain people can address code bugs - and they have the pesky limitation of time against them.

So while I'd love to put out a patch tomorrow that fixed all bugs, if that were physically possible - we wouldn't have had the bugs in the first place - haha

Now I do split my time between developing new systems and patching bugs, and that's because if all I spent my time on was fixing old code, I'd burn out and quit modding. Working on new stuff keeps the flame burning so that I remain passionate about the project.

Remaining bugs-wise, we're getting pretty close to all reported issues, that are not related to mod conflicts, being resolved. There are still a lot of little nit-picky things that need to be cleaned up that I don't consider bugs, but more rough edges, and there are some issues that will always be there due to engine limitations (particularly with the HUD not being super responsive).

Dealing with mod conflicts will take an extremely long time as they are rarely direct conflicts, since we don't do vanilla edits, so typical patch strategies don't work. Ultimately, we can't possibly be compatible with every single combination of mods, and so when we test, its with fairly minimal load orders - focusing only on the most popular mods, such as the unofficial patch.

Once you start expanding into large load order territory (100+ mods), you're naturally going to have to learn to deal with all of the extra responsibility that comes with to maintain a good stable game. Some of our regulars, like @RayBo are playing SS2 with close to 500 mods without major issue, so even when talking compatibility and conflicts, its absolutely possible to get a high-functioning game going.

Upgrading mods on an existing save is always hit or miss though, especially when it comes to scripts. So always a good idea to be prepared to roll back a version if your save doesn't do well with the new changes.

TLDR Version: Bug fixes are always a priority, but can only be produced at a certain pace. New features are limited to expansions, other than QoL stuff. Beware upgrading mods mid-save as a rule.
 
TLDR Version: Bug fixes are always a priority, but can only be produced at a certain pace. New features are limited to expansions, other than QoL stuff. Beware upgrading mods mid-save as a rule.
Yes if you play with mods always just know at any given moment or after any upgrade, you might just have to start a new game or at bear least be prepared to roll back to a earlier save. Thank you for taking the time to jump in and answer some stuff and as always thank you for such an awesome game saving mod. Keep up the good work.
 
On a slightly more serious note:
If ASAMs didn't require materials like Fiber Optics, which are one of if not the biggest pains in the ass to gather
You could try the following console command "cheat" (usage depends on your item specific frustration tolerance level - I hit mine after 2+ hours researching/reading/crafting/deploying/trying to create BoS decals for power armor/torso armor) - (1) put one fiber optic in your inventory, (2) use console command player.showinventory to show the fiber optic in your inventory including the BaseID, and (3) use console command player.additem <BaseID> # where # is the number to be added to your inventory.

PS: Great car
 
On a slightly more serious note:

You could try the following console command "cheat" (usage depends on your item specific frustration tolerance level - I hit mine after 2+ hours researching/reading/crafting/deploying/trying to create BoS decals for power armor/torso armor) - (1) put one fiber optic in your inventory, (2) use console command player.showinventory to show the fiber optic in your inventory including the BaseID, and (3) use console command player.additem <BaseID> # where # is the number to be added to your inventory.

PS: Great car
Along those lines, I actually started using the mod "Corpse Cleaner" again, and buying the "robot" ones first - since those get 'scrapped' into the same materials you'd use to craft them - delicious Aluminum and Fiber Optics. Feels at least SLIGHTLY more "immersive" since you still have to buy the books in the first place, and then find/kill the enemies in question.

(the 'animal' ones also help with the issues of early Survival Mode and Agricultural Plots seeming to only sometimes actually output any food items for YOU to use, btw)
 
Along those lines, I actually started using the mod "Corpse Cleaner" again, and buying the "robot" ones first - since those get 'scrapped' into the same materials you'd use to craft them - delicious Aluminum and Fiber Optics. Feels at least SLIGHTLY more "immersive" since you still have to buy the books in the first place, and then find/kill the enemies in question.

(the 'animal' ones also help with the issues of early Survival Mode and Agricultural Plots seeming to only sometimes actually output any food items for YOU to use, btw)
I use Scrap Dead Things and it works good too.
 
Thanks - I will try this.
It made me actually start doing those first two quests for Danse again on new characters, just to tear all those Synths apart for materials. And the whole Arcjet system is easy af as long as you let Danse tank for you.
 
If ASAMs didn't require materials like Fiber Optics, which are one of if not the biggest pains in the ass
Feels at least SLIGHTLY more "immersive"
Oops - should have mentioned this earlier - in my current game as the BoS, all synths drop a synth component that has a fiber optic. I do not remember this occurring previously and I have no clue why now. After a recent massive synth attack on Starlight, I got a large haul of fiber optics.
 

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Oops - should have mentioned this earlier - in my current game as the BoS, all synths drop a synth component that has a fiber optic. I do not remember this occurring previously and I have no clue why now. After a recent massive synth attack on Starlight, I got a large haul of fiber optics.
Yeah in the base game those are only worth 1 Plastic, no idea there.
 
I am afraid you expect that SS2 changes the whole way that Fallout is designed on. It still stays Fallout 4 , Raiders will be raiders and need to be got rid of.
Do tell.

Like you, I rarely fast travel. The Commonwealth is an amazing place with all kinds of secrets to discover. And with the weapon mods I've installed, that sometimes means stumbling onto a rare gun I have yet to see.

I tried using SS1 a couple of places like Red Rocket and that hole in the ground to the north-east, but it ended up being even more of a mess than SS2 makes. I think I'm going to bite the bullet and install SS2 and a pack or two again because I prefer the way it works and the extra assets are pretty darn cool. Just not MCM, it messes up my ESC and console keys. However I'm not doing the quest because I don't want Sanctuary to become its own hellpit again. I couldn't take it.

I might look at the Suggestions page, but I have a feeling my gripes have been stated already. I like what the mod seems to portend for the future, and only wonder what the team was thinking when they made an environment a LOT like Nuka World, at least at the beginning. Right now, I'll just buy up and/or console in ASAMs for crappy places like Murkwater I can't fix with Scrap Everything. Not using that has made Fallout a much more stable game, that and BethINI.

Anyhow, coffee, and my third restart in two weeks, oy...
 
Good luck keeping track of all the main Sim Settlements Settings without MCM. Or any other mod that has controls you need to set that go with Sim Settlements so well.
 
Do tell.

Like you, I rarely fast travel. The Commonwealth is an amazing place with all kinds of secrets to discover. And with the weapon mods I've installed, that sometimes means stumbling onto a rare gun I have yet to see.

I tried using SS1 a couple of places like Red Rocket and that hole in the ground to the north-east, but it ended up being even more of a mess than SS2 makes. I think I'm going to bite the bullet and install SS2 and a pack or two again because I prefer the way it works and the extra assets are pretty darn cool. Just not MCM, it messes up my ESC and console keys. However I'm not doing the quest because I don't want Sanctuary to become its own hellpit again. I couldn't take it.

I might look at the Suggestions page, but I have a feeling my gripes have been stated already. I like what the mod seems to portend for the future, and only wonder what the team was thinking when they made an environment a LOT like Nuka World, at least at the beginning. Right now, I'll just buy up and/or console in ASAMs for crappy places like Murkwater I can't fix with Scrap Everything. Not using that has made Fallout a much more stable game, that and BethINI.

Anyhow, coffee, and my third restart in two weeks, oy...
You do not have to start SS2 in Sanctuary. free Startight and do the asam quests there and if you get you communications and caravan plots there too then the special chars have a good chance to get there as well. That way you can completely ignore sanctuary, maybe only those 4 idiots + preston will be there, though preston can be shipped to the castle as soon as you have it . Most of the time I only build my personal little base/showcase stuff at sactuary or redrock and leave the rest of the triangle of death alone. Or just build one or two houses there with out the radio beacon so that only a few people will be there .

please do not use scrap everything . use Raze settlements and clean settlement . Since I don't use scrap everything my modded game is very stable . only one or two CTD's after hours of play.
 
You do not have to start SS2 in Sanctuary. free Startight and do the asam quests there
That's what I do too. Starlight for the "main SS2 settlement" for quest purposes, Stodge&co get Sunshine Tidings (the built-in Plan for that place has 1 each Organics/Mechanical/Rare Industrials if you leave Designer's Choice on), and then I go back and let Preston and pals out and start building Sanctuary by hand the way I like it, now that there's a ton of resources in the Caravan Network.
 
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