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New Live Stream - Easy Mode

kinggath

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Starting tonight, Wednesday November 23rd, I'm starting a new playthrough!

First stream will go live at 9:00 PM central tonight here:
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The primary goal of this playthrough is going to be to showcase what Sim Settlements 2 feels like when played with the "Automated" settings. I want folks who don't enjoy the management aspects of SS2 to see how the mod can slot into their playthroughs and still add a lot of value. It will also be a good opportunity to discuss a lot of the different settings to help folks customize the mod in a way that matches their playstyle.

Other Goals

We'll play through some amount of quests, specifically aiming to get access to any of the unique settlers we missed during the first playthrough. There will be a fair amount of building, both through manual plot placement, and city plans, so we can get access to all the buildings we missed during the first playthrough.

This will be a relatively short playthrough, likely 6 weeks or so, since the goal is to show how quickly SS2 can play when you cut out the management aspects. Of course, there will be a lot to talk about, so hard to say how quickly I will actually progress!

Much like the previous playthrough, I'm hoping to use this opportunity to discover and fix bugs, and also to look into opportunities for improving the mod overall.

Stream Format

The format will be mostly identical to the last playthrough:

Each session my goal will be to play an hour or two, almost entirely focused on the game, though will pause for Superchats - if any of you wants to support the mod - as all funds raised will either go back into the mod, or be donated to charity!

After the gameplay section, most days I'll stop and go full audience engagement - and do a Q&A until I'm ready to go to bed. I can show you features, answer questions about the mods, etc.

I will be streaming to Youtube only, and an edited version of the stream may follow, but it likely won't happen immediately. As some of you may have noticed, we fell behind a few weeks on the first stream as the person who edits my videos hasn't had as much availability. So it may be that I need to find a new editor for playthrough editing.

Load Order

The load order is the same as the previous playthrough, though I may start installing add-on packs as we go to get more building variety.

This is all I'll be playing with to start:

HUD Framework
Workshop Framework
SS2 + SS2Extended
Chapter 2
Rise of the Commonwealth

F4SE Plugins
Place Everywhere
Better Console F4SE
MCM

I also have a couple utility mods I've made for myself to troubleshoot bugs - but they add nothing but console commands.

-kinggath
 
Yay for addon packs! Maybe you could showcase some of the contest city plans as well. I personally am having a blast with them.
(other than city plans not upgrading properly through normal means rn but I just had to mention that)
 
Very informative series, thanks KG! Also loved the accidental Ch3 slip in part 1 haha
 
Thanks to stream (mostly skipping over the stream I admit) I learned there was a command to force city plan upgrade. This would've been handy a while ago when all my city plans got stuck but, still super handy to not rely on HQ or luck for this.
command is cqf ss2_cityplanmanager testcityupgrade
 
Thanks to stream (mostly skipping over the stream I admit) I learned there was a command to force city plan upgrade. This would've been handy a while ago when all my city plans got stuck but, still super handy to not rely on HQ or luck for this.
command is cqf ss2_cityplanmanager testcityupgrade
There is an absolute bucketload of console commands tucked away in the mod, most of them were intended for testing type purposes. That one in particular was in the documentation for creating city plans all along (on the wiki). It makes perfect sense to have added utility-scripts to force specific things to happen for testing purposes.
 
Makes sense I suppose (TM), just never went there as I wasn't a city plan creator. Still out of my league. Though if I could just drag my PC to work and not get booted for that... Making excuses again, better stop at that.
 
There is an absolute bucketload of console commands tucked away in the mod, most of them were intended for testing type purposes. That one in particular was in the documentation for creating city plans all along (on the wiki). It makes perfect sense to have added utility-scripts to force specific things to happen for testing purposes.
True but the documentation for SS2 specific console commands is quite lacking when there are many examples for when these commands could be documented and provided to the community. A few off hand would be this example, plot force upgrade, and settler unlocker commands. There's definitely lots more out there that would be useful.
 
documentation for SS2 specific console commands is quite lacking when there are many examples for when these commands could be documented and provided to the community.
Feel free to post the ones you find in a post here:
Ping Cessori requesting wiki additions.

I do not know if there is a list of commands exists. I'll ask. (its likely that Kinggath has a list of useful commands)
I can tell you that they all call papyrus script functions. I'm pretty sure not too long ago Kinggath said SS2 exceeded 1 million lines of code. I don't know if anyone would be willing to dive through all that to find useful functions to call.
 
@kinggath , May I suggest one mod for your sanity playing on survival:

Hydrate and Eat Conveniently​

It adds devices that can be favorited to automatically pluck purified water and edible food from your inventory. Because we all know how much you love the FO4 inventory system. ;-D
 
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