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Sim Settlements 2 and Red Rocket Settlements mod compatability?

NotSoHonestAbe

New Member
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3
Hey guys,

I've just started playing FO4 again, and it's my first time using SS2. I'm absolutely loving the mod.

I have the Red Rocket Settlements mod, which adds workshops to all of the Red Rocket stations in the game. Unfortunately, I can't move any settlers from any settlement to any of these Red Rockets, and I can't set up supply lines. They just don't show up in the list of available settlements.

Does anybody know if this is an incompatibility with SS2, or does it not make sense for that to be the issue and I should be looking at other possible mod conflicts?

Thanks.
 
WHICH Red Rocket Settlements mod is it? I know of a couple; one I used myself worked perfectly (with the caveat that one Unique Settler sidequest sends you to one of them, so had to be careful where things were built).
 
If the settlements aren't showing up in the list they're likely missing one (or more) vital step in the set-up, without all the necessary bells and whistles the game doesn't realize they're proper settlements. It has nothing to do with SS(2).
 
This is the only Red Rocket Settlements mod I'd recommend ( https://www.nexusmods.com/fallout4/mods/35405 ). SKK50's version is pretty cool too, but operates quite differently. The other ones...not so much. And the Redone version adds precombies, so any other mods you have that affect the same cells will cause flickering issues.

Also, if the settlement mod you're using won't allow settlers to be sent to it, this can sometimes be due to load order issues when you have conflicting cell edits. Especially precombine generating mods. The settlement mods have to be loaded after the precombine mods (PRP and Boston for instance) or they won't work.
 
WHICH Red Rocket Settlements mod is it? I know of a couple; one I used myself worked perfectly (with the caveat that one Unique Settler sidequest sends you to one of them, so had to be careful where things were built).
The Red Rocket Settlements mod that I'm using is the one called "Red Rocket Settlements".
https://www.nexusmods.com/fallout4/mods/17681
Edit I should point out that this one was the precursor to the one eldiablo linked.
This is the only Red Rocket Settlements mod I'd recommend ( https://www.nexusmods.com/fallout4/mods/35405 ). SKK50's version is pretty cool too, but operates quite differently. The other ones...not so much. And the Redone version adds precombies, so any other mods you have that affect the same cells will cause flickering issues.

Also, if the settlement mod you're using won't allow settlers to be sent to it, this can sometimes be due to load order issues when you have conflicting cell edits. Especially precombine generating mods. The settlement mods have to be loaded after the precombine mods (PRP and Boston for instance) or they won't work.
Thanks for that, I'll give the one you linked a try. I thought I had my load order looking okay, but I'll give that another go-over, too.
 
This is the only Red Rocket Settlements mod I'd recommend ( https://www.nexusmods.com/fallout4/mods/35405 ). SKK50's version is pretty cool too, but operates quite differently. The other ones...not so much. And the Redone version adds precombies, so any other mods you have that affect the same cells will cause flickering issues.

Also, if the settlement mod you're using won't allow settlers to be sent to it, this can sometimes be due to load order issues when you have conflicting cell edits. Especially precombine generating mods. The settlement mods have to be loaded after the precombine mods (PRP and Boston for instance) or they won't work.
Replaced the original Red Rocket Settlements mod with the one you linked, adjusted the plugin groupings so they loaded closer to the end, and everything is working as intended. Didn't even need to start anew game despite the mod stating I'd have to.

Thanks heaps.
 
This is the only Red Rocket Settlements mod I'd recommend ( https://www.nexusmods.com/fallout4/mods/35405 ). SKK50's version is pretty cool too, but operates quite differently. The other ones...not so much. And the Redone version adds precombies, so any other mods you have that affect the same cells will cause flickering issues.
Amusingly, that's actually the one I was thinking of too. I wasn't counting SKK50's "Scavver Faction" for the reason you mentioned - it's more complex than just claiming workbenches - although it doesn't directly interfere with that one SS2 quest either as best I could tell..
 
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