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So... maybe this mod is pretty okay, just needs some therapy

You do not have to start SS2 in Sanctuary. free Startight and do the asam quests there and if you get you communications and caravan plots there too then the special chars have a good chance to get there as well. That way you can completely ignore sanctuary, maybe only those 4 idiots + preston will be there, though preston can be shipped to the castle as soon as you have it .
Really. Well, I might have to try that in another playthrough, though I'd think having the main SS2 settlement a ways off might make the quest a little more difficult to follow/manage. I went ahead and built a wing for SS2 off down by the lakeshore, which kind of blows because that area is pretty at night when you string some streetlights along it. Now I have a ghetto there and the muffled chatter is a little annoying. Which is perplexing because happiness is hitting the 90s I wish Kinggath would expand the build area around Sanctuary so you can have your SS2 flock conveniently located a bit off, because there's a fair bit of land around there which we could use to throw down an ASAM town. It's a shame it can't be at Abernathy's because that's a great location for a settlement with lots of build area. And Blake and Connie can keep the real idiots in line. Red Rocket is a little cramped.

I don't use Scrap Everything, guess my wording was a little twisted. But I'm also a sentimental sap and don't want to burn my hometown to the ground after China nuked the place. And I'd think The Survivor wouldn't either, considering that for him, he saw his world die just a few days ago. Most people would probably want a semblance of that old life back as an emotional crutch. At least I do, and I like RPing my characters.

I went ahead and let the quest play out, and while it's not as good as the FO4 storyline as one fan put it, it is enjoyable, pretty well written and I grew to like Jake. But I'm stuck at a point after making a fluke interception of a certain radio transmission last night, and my dialog hangs the game in the meeting and won't progress. I'm going to try again after a reboot and some coffee, but is there a way to nudge the quest if it gets stuck somewhere?
 
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Really. Well, I might have to try that in another playthrough, though I'd think having the main SS2 settlement a ways off might make the quest a little more difficult to follow/manage. I went ahead and built a wing for SS2 off down by the lakeshore, which kind of blows because that area is pretty at night when you string some streetlights along it. Now I have a ghetto there and the muffled chatter is a little annoying. Which is perplexing because happiness is hitting the 90s I wish Kinggath would expand the build area around Sanctuary so you can have your SS2 flock conveniently located a bit off, because there's a fair bit of land around there which we could use to throw down an ASAM town. It's a shame it can't be at Abernathy's because that's a great location for a settlement with lots of build area. And Blake and Connie can keep the real idiots in line. Red Rocket is a little cramped.

I don't use Scrap Everything, guess my wording was a little twisted. But I'm also a sentimental sap and don't want to burn my hometown to the ground after China nuked the place. And I'd think The Survivor wouldn't either, considering that for him, he saw his world die just a few days ago. Most people would probably want a semblance of that old life back as an emotional crutch. At least I do, and I like RPing my characters.

I went ahead and let the quest play out, and while it's not as good as the FO4 storyline as one fan put it, it is enjoyable, pretty well written and I grew to like Jake. But I'm stuck at a point after making a fluke interception of a certain radio transmission last night, and my dialog hangs the game in the meeting and won't progress. I'm going to try again after a reboot and some coffee, but is there a way to nudge the quest if it gets stuck somewhere?
they only way i solved my stuck quest (thought not this one) was the following: open console and select jake, first use "recycleactor" command followed by "moveto player"
 
Thanks for the very quick reply. To be specific, It's the scene with a certain Gunner hunter, and it keeps hanging when he opens fire on us. I'm getting the impression that's not supposed to happen, or maybe it's warning fire or something, since a firefight with baddies is supposed to occur about that point. The camera fixes on me with his silencer poking into view. I thought it might possibly be me being overloaded with items, then because my weapon being wielded causes certain things to stop responding. I installed Buffout 4 and the slew of required files, and I'll give that a go.
 
Thanks for the very quick reply. To be specific, It's the scene with a certain Gunner hunter, and it keeps hanging when he opens fire on us. I'm getting the impression that's not supposed to happen, or maybe it's warning fire or something, since a firefight with baddies is supposed to occur about that point. The camera fixes on me with his silencer poking into view. I thought it might possibly be me being overloaded with items, then because my weapon being wielded causes certain things to stop responding. I installed Buffout 4 and the slew of required files, and I'll give that a go.
a lot of people say it can be related to see trough scopes, even if you dont have try to holster your weapon or use a scopeless one/melee weapon
 
Well, poo gas, that's just what I've been forced to install thanks to a gun mod or two I wanted. I guess I'll have to de-scope my weapons that require it and go back to an earlier save.

I suppose it's too much to ask that SS2 be equipped with a Panic Button to use when there are hiccups like this...
 
Well, poo gas, that's just what I've been forced to install thanks to a gun mod or two I wanted. I guess I'll have to de-scope my weapons that require it and go back to an earlier save.

I suppose it's too much to ask that SS2 be equipped with a Panic Button to use when there are hiccups like this...
Welcome to what is basically an open ended beta. It may not say it. And this is NOT meant derogatory, it's just a fact. You are a beta tester. We all are. I personally love doing it. Development and QA was my profession. Or we are at very least RC testers.
 
Well, poo gas, that's just what I've been forced to install thanks to a gun mod or two I wanted. I guess I'll have to de-scope my weapons that require it and go back to an earlier save.

I suppose it's too much to ask that SS2 be equipped with a Panic Button to use when there are hiccups like this...
OH and I've used See Through scopes thankfully with no issues for ever. Even in SS2. I found something that worked for me to get past the StS issue that I am not allowed to pass on in the forums. Doesn't work for everyone but sure did for me.
 
OH and I've used See Through scopes thankfully with no issues for ever. Even in SS2. I found something that worked for me to get past the StS issue that I am not allowed to pass on in the forums. Doesn't work for everyone but sure did for me.
Well, there is this thing known as PM, unless even that is a no-no here. I can't see why though.

And as a Windoze user, I'm used to software being in a perpetual beta state. (Hm, these smileys...) ;)
 
Well with scopes I only have issues with the high tech scopes and night visions, those give me a black screen , not a crash just a black screen/ teleporting out or in or changing weapons don't matter. I guess it is one of the mods that cause it . Anyway I like to roam the fields and with Sanctuary as my primary base with only 5 houses/places to sleep and work for the idiot crew. Its nice a stable. I think that I go for the farm to build a bit there and a little bit on red rockets . that should give the caravan network a boost and give some nice space to survive :P. Still I need more mini plots and indoor stuff :D
 
Well, poo gas, that's just what I've been forced to install thanks to a gun mod or two I wanted. I guess I'll have to de-scope my weapons that require it and go back to an earlier save.

I suppose it's too much to ask that SS2 be equipped with a Panic Button to use when there are hiccups like this...
Just equipping another weapon (without their scope, obviously) before the dialogue launches should be enough with See Through Scopes, works for me anyway.
 
Thanks for the replies. I had uninstalled STS and Full Dialog Interface, another mod someone blamed for their troubles, but nothing changed. I tried equipping a knife, and Nate promptly switched to his non-scoped RU556, so that wasn't it either. I tried quite a few things, but nothing worked. SS2 seems to be one of those mods that just doesn't play well with a whole lot of others.
 
When first starting a settlement and at a low happiness there is a lot of complaining, particularly when something is lacking, e.g. beds. At Sanctuary with Marcy, she is particularly annoying, all she does is complain. If I am not playing the Minutemen faction, I normally leave Preston, her and the others in the Museum after dealing with the deathclaw. Side note: loot the Museum before installing the FC in the power armor.

Another method, with headphones, whenever I call a Town Meeting Gavel/Gather Around, I turn the audio "off". One can handle only so much: "What do you need" and "What's going on" as you move around.:good


It does - my Starlight is running at 97% happiness and the chatter is much more upbeat.


Played Nuka World using SS1/Conqueror and my comment at that time was: "Based on comments on Steam, NW was Bethesda's response to the criticism that players did not have an evil path to follow. In this Bethesda succeeded, my first response is a Fat Man. Fortunately, as the Minutemen General, there is a "good" path, particularly if you want to experience the NW DLC."


As @Vylmort said you can use indoor plots - that approach has worked for me.

There is another approach I have successfully used - console commands to remove houses and objects. After 200+ hours of my current SS2 game, I have had no obvious issues - the occasional CTD in the triangle of death. The steps I took were:
  1. download/install from Nexus the mod Highlight Console References https://www.nexusmods.com/fallout4/mods/43560 - this mod highlights the object selected in a color of your choice - great mod for console users.
  2. at Sanctuary, use the keyboard ~ key to enter the console function
  3. click on the object to be removed, e.g. a house (it works for most objects at Sanctuary)
  4. type disable then enter and it is gone or you can use markfordelete to permanently remove the object
You can use the foundations for larger, outdoor plots. I disabled about 2 houses on either side of the road, southeast of the Workbench to improve my field of fire, particularly after a large raider attack.

A complete list of console commands is here https://fallout.fandom.com/wiki/Fallout_4_console_commands
A much easier solution is to use Jenncave's Clean and Simple for Sanctuary. In either case, you still damage the pre-combines and that will eventually bork Sanctuary and cause other problems further down the road. Besides, manually disabling/markfordelete, which I tried in my more naive days after discovering how to do it, is exceedingly tedious because those houses are full of little objects with different ref ids.
 
I turned 50 eleven days ago so I officially can play on the senior golf tour now. I am at with lights a little over 225 in the load order, down quite a bit from previous play throughs. I might have to try Load Accelerator cause I freeze about every third fast travel a game. I myself really have tried not to do too much modding with Fallout 4 unless its to fix errors in other mods or change them to be more my style, being retired from Dev work and don't want to start doing it as hobby full-time. However that said I find myself really wanting to do more of it now that SS2 is out. mainly I am thinking about City Plans. I need to learn how to do City Plans the right way. I just don't know if I could even hold a candle to the outstanding designers already out there like @NDCowdy, @KynthiaBarnes or @Karvoc just to name a few.
I am always amused when someone starts an age call out at how many of us really really quite mature (I'll turn 68 next month) and how many, like me, are women. When I was still in the classroom, I would hook the boys with my experiences with gaming and programming. I liked breaking their preconceptions of someone looking like their mother/grandmother being computer skilled and a gamer.
 
I am always amused when someone starts an age call out at how many of us really really quite mature (I'll turn 68 next month) and how many, like me, are women. When I was still in the classroom, I would hook the boys with my experiences with gaming and programming. I liked breaking their preconceptions of someone looking like their mother/grandmother being computer skilled and a gamer.
I love to break misconceptions that all gamers are young punks playing Fortnite and swatting each other. Plus it was a comment to someone mentioning age sooo. And thank you for breaking the stereotypes of women can't game. In my experience most women will out game the guys any day. Hell my daughter has showed me more than a thing or two and will own people in COD.
 
I am always amused when someone starts an age call out at how many of us really really quite mature (I'll turn 68 next month) and how many, like me, are women. When I was still in the classroom, I would hook the boys with my experiences with gaming and programming. I liked breaking their preconceptions of someone looking like their mother/grandmother being computer skilled and a gamer.
Don;t worry :) My wife plays World of Warcraft, Elderscrolls online . and is a big fan of Skyrim (& SE) and Sims 3 of course :D .
 
Interesting comments above, much diversity. Even though the term as used tends to make me cringe.

SS2 definitely has its own personality. My Red Rocket community has all of six settlers, and even though I placed some "actual" crops in a couple of spots, they all resolutely ignored them in favor of the SS2 plots. The crop yields jumped from six or seven to 42, and now I think it's over 80. Even though I rarely see anyone, I constantly get streams of improvement notices, and Happiness hit the ceiling at 100. The chatter in town is... weird. They're still trying to kill each other, but the dialog is interspersed with charming lighthearted remarks here and there.

Odette is still kneeling in Breakheart Banks. Over at my little gulag in Sanctuary, Nat from Diamond City is stuck in a home, and Preston is lurking in another. Sheffield is enchanted with a mist watered garden. More memorable scenes for the photo album. I'm half tempted to scrap it all and banish the molerats across the bridge to Abernathy Farm and test the Triangle of Doom, but I'm afraid it might adversely affect the mod. We already have a love/aargh relationship as it is.

I also came across one potential troublemaker in my pre-game browsing today. I noticed in Loot that SS1 was still in the list but disabled. I was sure I'd uninstalled everything from SS1 so I opened up Vortex, and sure enough it had no listing for any of it. But in my Fallout 4 folder, there sat the .esm with its two files. I deleted those and everything seemed to be running on jet after that. Maybe the rest of the quests will behave themselves now. Mostly.

I sent a few SS2 settlers to The Slog, thinking it had enough room to isolate the freak jobs from the rest of the farm. But when I got there, I didn't have the heart to subject those poor Ghouls to all that madness, so I hand built a little apartment and shop building for them, gave them 20 beds, and they're super happy. Even though one of them is that drug casualty girl babbling her head off. SS2 is one of those mods you either love all of it, or ignore hunks of it.

Which raises a hopefully non-contentious question: does a hand built settlement play along with any SS2 stuff I throw down later? Or are those separate universes?
 
Which raises a hopefully non-contentious question: does a hand built settlement play along with any SS2 stuff I throw down later? Or are those separate universes?
It's MEANT to still let you use all the 'vanilla' stuff, but there's been ongoing sporadic reports of it glitching out by dropping assignments if there's any SS2 stuff in the same settlement. In theory there isn't meant to be any issue with mix-and-matching.
 
Interesting comments above, much diversity. Even though the term as used tends to make me cringe.

SS2 definitely has its own personality. My Red Rocket community has all of six settlers, and even though I placed some "actual" crops in a couple of spots, they all resolutely ignored them in favor of the SS2 plots. The crop yields jumped from six or seven to 42, and now I think it's over 80. Even though I rarely see anyone, I constantly get streams of improvement notices, and Happiness hit the ceiling at 100. The chatter in town is... weird. They're still trying to kill each other, but the dialog is interspersed with charming lighthearted remarks here and there.

Odette is still kneeling in Breakheart Banks. Over at my little gulag in Sanctuary, Nat from Diamond City is stuck in a home, and Preston is lurking in another. Sheffield is enchanted with a mist watered garden. More memorable scenes for the photo album. I'm half tempted to scrap it all and banish the molerats across the bridge to Abernathy Farm and test the Triangle of Doom, but I'm afraid it might adversely affect the mod. We already have a love/aargh relationship as it is.

I also came across one potential troublemaker in my pre-game browsing today. I noticed in Loot that SS1 was still in the list but disabled. I was sure I'd uninstalled everything from SS1 so I opened up Vortex, and sure enough it had no listing for any of it. But in my Fallout 4 folder, there sat the .esm with its two files. I deleted those and everything seemed to be running on jet after that. Maybe the rest of the quests will behave themselves now. Mostly.

I sent a few SS2 settlers to The Slog, thinking it had enough room to isolate the freak jobs from the rest of the farm. But when I got there, I didn't have the heart to subject those poor Ghouls to all that madness, so I hand built a little apartment and shop building for them, gave them 20 beds, and they're super happy. Even though one of them is that drug casualty girl babbling her head off. SS2 is one of those mods you either love all of it, or ignore hunks of it.

Which raises a hopefully non-contentious question: does a hand built settlement play along with any SS2 stuff I throw down later? Or are those separate universes?
Yes, hand built does just fine. I usually leave early settlements untouched for a while (usually just need to add a few turrets) before adding in or converting to SS stuff. I don't even bother trying to do anything Covenant. It's just a handy link for a provision system. Most often, my settlements are a mixture, especially at the castle. I am far more likely to hand build apartments and add in interior plots because so many of those residential plots have pathing issues.

Love your little story telling. It's too bad about Odette. Once you have her set up with an agricultural plot she has delightful idle chatter. The Slog is the best reason to turn off Dynamic Soundscape. The ghouls there are the nicest group of people in the game and hearing all that ghastly dialogue truly breaks immersion for me. Your description of Sheffield just cracks me up. I am curious as to which NPCs make up your "molerats."

Good note about the SS1 left-overs. Since I last played it, I've done a complete clean reinstall of FO4 and Vortex at least once and rooted out everything I could find, so I have no worries there. It's maddening where all that stuff shows up in, especially since I have several drives.
 
Really. Well, I might have to try that in another playthrough, though I'd think having the main SS2 settlement a ways off might make the quest a little more difficult to follow/manage. I went ahead and built a wing for SS2 off down by the lakeshore, which kind of blows because that area is pretty at night when you string some streetlights along it. Now I have a ghetto there and the muffled chatter is a little annoying. Which is perplexing because happiness is hitting the 90s I wish Kinggath would expand the build area around Sanctuary so you can have your SS2 flock conveniently located a bit off, because there's a fair bit of land around there which we could use to throw down an ASAM town. It's a shame it can't be at Abernathy's because that's a great location for a settlement with lots of build area. And Blake and Connie can keep the real idiots in line. Red Rocket is a little cramped.

I don't use Scrap Everything, guess my wording was a little twisted. But I'm also a sentimental sap and don't want to burn my hometown to the ground after China nuked the place. And I'd think The Survivor wouldn't either, considering that for him, he saw his world die just a few days ago. Most people would probably want a semblance of that old life back as an emotional crutch. At least I do, and I like RPing my characters.

I went ahead and let the quest play out, and while it's not as good as the FO4 storyline as one fan put it, it is enjoyable, pretty well written and I grew to like Jake. But I'm stuck at a point after making a fluke interception of a certain radio transmission last night, and my dialog hangs the game in the meeting and won't progress. I'm going to try again after a reboot and some coffee, but is there a way to nudge the quest if it gets stuck somewhere?
I place my first beacon in Starlight. It is not a problem as far as the quest goes and not that much further from the hardware store than Sanctuary. For me, it works out much better that way.
 
Good note about the SS1 left-overs. Since I last played it, I've done a complete clean reinstall of FO4 and Vortex at least once and rooted out everything I could find, so I have no worries there. It's maddening where all that stuff shows up in, especially since I have several drives.
It's possible that my install of Windoze is the root of some of my Fallout/SS2 woes. It's old and getting senile. I'm likely going to to a fresh reinstall next week, if I can ever find my Win10 disc. I don't want to start a new game again, because I'm already on my third restart in two months over SS2. But I might have to bite that bullet.

The "molerats" are the off-camera settlers having those disturbing conversations. As others have noted, talking to them in person is a completely different story. And I do write for a hobby. I have a little No Man's Sky fic of several chapters on the ETARC forums, which I've been neglecting as I escape reality in the Commonwealth. A few of the "old hands" there rather like it, and I started it in hopes the Hello Games folk might take some inspiration from it. I also have an idea for a followup to thuggysmurf's Valkyrie Rising mod I've been meaning to pitch to him on his discord. I wrote a little fic as an introduction to it, which I also need to polish up.

On the note of operating systems, I had a funny dream this morning of a little clatch with Bill Gates and Steve Jobs, and Bill was doing some ribbing of Apple in his goofy geeky way, and Jobs handily reminded him of how many issues people had with Windoze even today, being essentially a perpetual open beta, and how Android was eating his lunch. I had to get involved and told Bill that he had to bring his wonky OS into the new millennium, especially in regard to games. In fact, work with Apple and the Linux folk to make a true gaming OS that would work on Mac or PC. I gave it a cool name that escapes me. He brushed me off but Steve looked excited and took down my email, promising to contact me for my input. Bill looked horrified as if he realized that he was about to be left out and wormed his way into the discussion.
 
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