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Players being sent to locations from other mods.

John Geddes

New Member
Messages
16
To Kinggath: this is a bit of a long post so please bare with me, i have noticed on a couple of occasions Unique Npcs have sent me to locations that are part of a completely different mod. [example: the minuteman female npcs sent me to kill some gunners in a location called "Ini-Tech Security site B" which is part of the mod "Outcasts and Remenants" by Thuggysmurf here is the link https://www.nexusmods.com/fallout4/mods/21469
The individuals there arent in the "gunner" class or faction.] i dug into the mod files and they are a seperate faction.
I was wondering if there was a way to have the Sim Settlemnts 2 mod check for locations the player has discovered as to where to send the player,
or possibly something similar to "Keep Radiants in the Commonwealth" by AlpineYJ here is the link https://www.nexusmods.com/fallout4/mods/25934

In that way the player would get sent to locations that arent associated with other mods, or places outside the commonwealth they havent been to yet. Thank you in advance for your patience in this rather lengthy question.
 
So the mod will send you to any available locations based on your installed mods. It's like it picks from a list of all available locations. I wish the same when it comes to radiant ss2 quests but it would be keep radiant in the Commonwealth s authors area more to make a patch. Or maybe even you could. They aren't too hard to learn how to do. It's better for other mods to make compatibility patches for ss2 than for ss2 to try and be compatible with everything else. Or it would take forever to code.
 
i understand, but im not good with scripting, and im not sure how it would work in trying to inject code into SS2 i dont want to screw up such a wonderful mod
 
i understand, but im not good with scripting, and im not sure how it would work in trying to inject code into SS2 i dont want to screw up such a wonderful mod
My suggestion is go to KRitC nexus site and just ask if they would consider making a compatibility patch. I mean why wouldn't they want to right? Makes their mod even more viable to more users.
 
i tried to reach out to the mod author through the nexus forums and it popped an error message saying that user cant use the messaging system and the message i sent him wasnt sent
 
im actually working on one that will add custom armor, weapons, safe houses attached to note, and clues leading to the armor as well as recipes for craft able items and maybe a small player hide out when its done
 
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