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Interesting.

Wonder how well it'll play with SS, since it's messing with some of the same scripts SS does.
 
I don't know. I mean, this is the SS modder community. This might be the place where you want to show off your creation. I mean, some of the others have their own sections devoted to just that. There's a bit of a... maybe prestige?

Wonder how well it'll play with SS, since it's messing with some of the same scripts SS does.

Yeah, I noticed it is an .esl file instead of an .esp. I don't know what that means, though. I was going to try it on a clean new start and see what happens.
 
Well, if IDEK finds time to make an add-on section for the mod, your post, any post, about the mod doesn't really take away from that.
 
I'm curious what KG thinks of this, since it aims to settle one of the issues that many people have with settlement building (supply lines) and the charisma requirements to get it.
 
Since he's been battling with the same issue, I can't really see that he would disapprove. The question, as fuzzy raised, is how will this play along with the improved resource sharing KG introduced with SS 3.0
 
KG has already added a feature for by passing the charisma check...
 
This has interestingly enough turned into one of the most interesting threads.
 
This has interestingly enough turned into one of the most interesting threads.
Right! I mean the edge of you seat captivating discussion is insane!
Of course we have to put up with the occasional smart arse comments.. but still!
 
Not sure how KG did the charisma. It prolly is only on the recruitment check, as to not muck the rest of the game.
KG did say "My advice would be to turn off the resource balancing, and the rest of it should be safe for now."
I'll prolly get in trouble for that! LOL
 
Ah yeah, sorry, I didn't get around to posting this. Simultaneously trying to juggle 50 comments that all warrant detailed replies, trying to find fixes for some vanilla bugs that I only realized are causing issues after release (link), and being sick isn't helping things.

Wonder how well it'll play with SS, since it's messing with some of the same scripts SS does.
The only inter-mod issue I've been able to locate in v1.0.0 is a vanilla bug that Sim Settlements triggers sometimes. Kinggath can fix this bug getting triggered by Sim Settlements himself (the 0-resources-in-pipboy-display thing), though I believe the fix for the vanilla function that causes it will be getting incorporated into UFO4P in the hopefully-not-too-distant future as well.
 
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