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Patch 1.0.3 - "Side Questing" - is live!

Note : it can also explain why often the settlers are static because I think some workshop packages use these keywords.
Is all of that also related to why settlers on the "materials"-type industry plots only get the generic 'person' icon when you look at them in Workshop Mode, not the... bird or whatever that is the Junk plots (and vanilla scav stations) do? I notice the Junk plot type gives the settler the "patrol around the settlement with your gun out" AI routine, but the rest dont seem to.
 
If you snipe the raiders who kidnapped your settlers, instead of wasting time trying to negotiate with them, you end up with one settler who just stays kneeling on the ground in a hostage posture. He responds when you click on him but has no conversation. You cannot release him and send him to Sanctuary. He has no custom name in my game, which because I am using What's Your Name indicates that he was not from the settlement. I suspect he was the one who was supposed to be shot when you talked to the raiders, only I shot them first. His prid in my game was ff003861 and he did not seem to exist after I got back to Sanctuary because I could not move him to me. I am pretty sure he was the expendable settler. Might be nice to make him able to be recruited if he survives.

View attachment 11001
I snipe those bastards, don't worth talk a second time, not for save the "always killed man" but for survive the hard CQC fight after the chit-chat. For my surprise, the Dead Man survive and one of my settlers die... Lmfao
 
Is all of that also related to why settlers on the "materials"-type industry plots only get the generic 'person' icon when you look at them in Workshop Mode, not the... bird or whatever that is the Junk plots (and vanilla scav stations) do? I notice the Junk plot type gives the settler the "patrol around the settlement with your gun out" AI routine, but the rest dont seem to.
Exactly. As I've seen the first plots delivered in SS2 without extension seems to work like that, scrapping plot give the scavenger status and others (for example Lumbermill) don't so it's the reason I ask the question to know if it works as intended (the plot modder must manage that) or if it is a bug (the plot base type would determine that but don't).

It have few impact concerning scavenging but it can cause a lot of problem concerning security plots.
 
This is an INCREDIBLY minor quibble, not even worth making a new thread for. I noticed last night that the first ASAM Jake gives you (the one when it pops up the "unique loot screen") has a Caps value of 40. All the rest have a Caps value of 24.
 
This is an INCREDIBLY minor quibble, not even worth making a new thread for. I noticed last night that the first ASAM Jake gives you (the one when it pops up the "unique loot screen") has a Caps value of 40. All the rest have a Caps value of 24.
Yeah, there are two ASAM Sensor 2077 Models. 0d010a23 and 0d020f3b. 1st costs 24 and 2nd 40 + it produces a similar popup of stats + and its picture as a legendary. I guess they could both be 24 or 40, but the duplication is probably to give that popup with the story asam.
 
Yeah, there are two ASAM Sensor 2077 Models. 0d010a23 and 0d020f3b. 1st costs 24 and 2nd 40 + it produces a similar popup of stats + and its picture as a legendary. I guess they could both be 24 or 40, but the duplication is probably to give that popup with the story asam.
I figured that was the reason, its something that is basically meaningless, but I noticed the two of them were separate in my Workshop (now that I run Workshop+ so building is 'free')
 
Ok, I indirectly got a partial answer here, if my english knowledge is sufficient I understand that anything concerning the virtual resources is not really considered as scavenging, so only setllers assigned to a 'scra scavenge' plot are tagged as 'bIsScavenger'. It's coherent, no problem.

It remain the bug concerning the settlers affected to security plots not tagged as 'bIsGuard', I can't imagine that security is virtual.

edit: I imagine that for now the devs don't have a lot of time but later it would be interesting for modders to have some documentation on how to recognize the type of vitual resource produced by a plot and the type of the plot :kiss :kiss
 
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Note that it seems that farm plot too are not considered to be farm workshopobjects
HasResourceValue(WorkshopParent.WorkshopRatings[WorkshopParent.WorkshopRatingFood].resourceValue) return false
 
If I found a mod that has a conflict with SS2, well really Workshop Framework. where would the best to report this?
 
If I found a mod that has a conflict with SS2, well really Workshop Framework. where would the best to report this?
What mod is it and yes the wiki has a place to list conflicting mods.
 
What mod is it and yes the wiki has a place to list conflicting mods.
The Mod is CHEF - Cooking Hunger and Expanded Food at Fallout 4 Nexus - Mods and community. While I think it very unlikely that functionally it conflicts. It has two workshop scripts in its archive that I know Workshop Framework makes changes to. I can't actually take credit for finding it, someone who goes by the handle of deadblood01 on Nexus had a post questioning if the mod actually needed them in the archive, and the author has yet to reply. I have verified that they are there. I use CHEF myself and have stripped them from its archive in my installation, and it appears both CHEF and SS2 work with them removed. But left in, the ESP to ESM load order overwrites the WSFW's, and SS2 assignment system goes all wonky.
 
Quest "Well, Well, Well"

Jake start to talk to you and then runs out of speech range

Better Quest Stage "Follow Me downstairs" and then "make him talk again"?
His walking away in the middle of a conversation should be avoided, IMHO, no?

7146144CF48AD735C6B350734C2744A120C6EE56
 
Quest "Well, Well, Well"

Jake start to talk to you and then runs out of speech range

Better Quest Stage "Follow Me downstairs" and then "make him talk again"?
His walking away in the middle of a conversation should be avoided, IMHO, no?

7146144CF48AD735C6B350734C2744A120C6EE56
He's just determined to do his idle package instead of taking a break for the quest. I've had this happen a lot on many of the "Jake" quests.

@kinggath is it possible to code this so when a scene starts Jake gets tied to a marker or something to stop him from idling? Yesterday when I was doing Picking Up the Pieces, he was stuck walking into the collision of the "Vault Hub" causing the camera to jump with each step! Then when he finally got free, he decided it was time to bang on the armor bench upstairs, breaking the scene. Also during this quest, his sleeping bag respawns. I went to turn in "ASAM Scanning" done and he was sleeping under his bed... he had Waldo beat! If it wasn't for the quest marker, I would have never found him... :)

Merry Christmas!
 
I've noticed a bug in the game that I see a couple of posts but no actual fixes. In Ghoulification Pacification, Carl Meade will not build the clinic. When I try to click on the ASAM to start construction, it keeps saying not enough resources.It also never says what amount of resources is needed like the other plots. I'm now at a point where none of the commercial plots gets built because it just kept saying not enough resources to build. Please help.

Also, I did try some of the suggestions others have made like moving Carl to a different location. But none of my commercial plots anywhere build now.
 
I've noticed a bug in the game that I see a couple of posts but no actual fixes. In Ghoulification Pacification, Carl Meade will not build the clinic. When I try to click on the ASAM to start construction, it keeps saying not enough resources.It also never says what amount of resources is needed like the other plots. I'm now at a point where none of the commercial plots gets built because it just kept saying not enough resources to build. Please help.

Also, I did try some of the suggestions others have made like moving Carl to a different location. But none of my commercial plots anywhere build now.
Are you at the max build limit? I've noticed that the lack of resources can also mean that. Delete anything, even a tree and that might do it.
Though since you've tried other locations, it's likely a larger problem.
 
Are you at the max build limit? I've noticed that the lack of resources can also mean that. Delete anything, even a tree and that might do it.
Though since you've tried other locations, it's likely a larger problem.
No. I'm not a max limit. I just started building at the 1 settlement. So there's nothing there. I'm also using the build limit remover mod. This problem also started before I installed that mod.
 
I've noticed a bug in the game that I see a couple of posts but no actual fixes. In Ghoulification Pacification, Carl Meade will not build the clinic. When I try to click on the ASAM to start construction, it keeps saying not enough resources.It also never says what amount of resources is needed like the other plots. I'm now at a point where none of the commercial plots gets built because it just kept saying not enough resources to build. Please help.

Also, I did try some of the suggestions others have made like moving Carl to a different location. But none of my commercial plots anywhere build now.
Commercial plots have an additional build/upgrade requirement that the other plot types do not - they require the settlement to have a certain population, or certain number of people living in Residential Plots to be precise. I think it's 10 population to even start building?
(you can turn that off in the options)
 
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