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News and Updates - Defences

Must be a bug or load order issue on PC, 'cos it works fine on XBox.

It's weird - as far as I know youre only the 2nd person to see this. I honestly have no idea why it happens - I'm no expert but I dont think what I've done should even have problems with conflicts. Must be something like that though.
 
It's weird - as far as I know youre only the 2nd person to see this. I honestly have no idea why it happens - I'm no expert but I dont think what I've done should even have problems with conflicts. Must be something like that though.
Hi Brae, I think that you may have misread my post. I was saying that it works perfectly on XBox.
 
First off, love the mod etc :)

However, the artillery doesn't seem to count as such? They didn't count for the purposes of the quest that makes you build some, and they just say "Artillery not available" when I throw the smoke grenades. If I build a vanilla artillery piece that one will fire normally.

I've tried unloading all mods (except Sim Settlements and this one), and moving it around in the load order etc. Not sure what could cause it.
 
It's probably a check in the script waiting for you to build one, since normally you wouldn't be able to have one built earlier.

The robot work bench and ava quest are the same. If you use a mod or console to build a robot work bench early, the game doesn't recognize it when the quest wants you to install the first transmitter. You have to build new one, then delete it after the quest.
 
I built the settlement arty both before, during and after the minutemen quest where you actually get them. Before was by accident and because of the randomization or plots. (might want to put a check in for that btw)
Currently I can build and fire vanilla artillery. Brae settlement artillery is built and crewed properly, as far as I can tell, but is not recognized as artillery. The error message is "No artillery available" and there's a "out of range" message if there is artillery but too far away. The "out of range" message is displayed if I build vanilla artillery and go too far away.
I've tried moving things around in the load order. I've tried making a clean save (with just SS still in the load order so I don't have to go back to concord and collect the sensors) and then enabling only the Brae pack. I've also tried moving away to unload the actual models. I've tried installing them at other settlements. I've tried crewing them with both settlers OR minutemen.
I even tried going in the creation kit to find out if the artillery has to be registered in some form list or whatever, but didn't manage to penetrate the artillery functionality -.-

I don't know what else I can do at my end. plz advice :D
 
It's weird - as far as I know youre only the 2nd person to see this. I honestly have no idea why it happens - I'm no expert but I dont think what I've done should even have problems with conflicts. Must be something like that though.

It just showed up for me! I checked a few minutes ago.

The only thing I recall doing between the last time I checked with it missing, and when it showed up, is to turn on Dynamic Needs and complete MacCready's Med-Tek mission.
 
Currently I can build and fire vanilla artillery. Brae settlement artillery is built and crewed properly, as far as I can tell, but is not recognized as artillery. The error message is "No artillery available" and there's a "out of range" message if there is artillery but too far away. The "out of range" message is displayed if I build vanilla artillery and go too far away.

I don't know what else I can do at my end. plz advice :D

I am having the same problem, with Brae's arty posts/stations properly powered and crewed.
 
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I've got something.

I turned "On" Dynamic Needs and refreshed the Artillery Station, cannon appears.

I turned "Off" Dynamic Needs and refreshed the Artillery Station, cannon remains missing.

Turned Dynamic Needs back "On" and refreshed, the cannon reappears.
 
Hi @Brae,

I wanted to let you know that I have updated the information on the AddOns page for Brae's Defences with the most current information:
https://simsettlements.com/web/wiki/index.php?title=AddOns#Braes_Defences

Please let me know if anything is incorrect. I changed "Brae's" to "Braes" because the ( ' ) was causing numbers to be added to the url (of the link). I have made the update in the same "style" as before but with a few improvements I have been making on other newer AddOns.

FYI - I have bigger plans for a redesign/reorganization of the AddOns section to have images, more details per AddOns, and even videos. However, right now I am just trying to get everything current information-wise as well as make sure all AddOns are actually listed.

Best Regards,

Bludthurst
 
Hey there, I had a question regarding the provided defense bonuses the martial plots give. I'm using Horizon so I want to patch Sim Settlements Martial Plots and change the base defense from 9-15-30 to 5-10-16 to balance it with Horizon. I've been checking your mod through FO4Edit, am I supposed to edit RatingModifiers under Furniture?
 
Hey there, I had a question regarding the provided defense bonuses the martial plots give. I'm using Horizon so I want to patch Sim Settlements Martial Plots and change the base defense from 9-15-30 to 5-10-16 to balance it with Horizon. I've been checking your mod through FO4Edit, am I supposed to edit RatingModifiers under Furniture?

I haven't looked at this project for a while so my memory is a little foggy on the exact details. Iirc then yes there is a ratingmodifier piece on each plot (a furniture item) which accounts for the total defence of the plot. The thing I can't quite remember is whether or not I ever got round to removing the defence values on the turrets etc. - I think I did, so you should just have to change the value for the modifier. Just remember that each plot has 3 rating modifiers - one for each upgrade level - so you'll want to tweak each one.
 
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