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SS2 and Depravity mod

Joebenz

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Is SS2 compatible with the Depravity - A Harmless Bit of Fun? I'm sure settlement wise it shouldn't do much but i'm talking story wise are there any conflicts and/or glitches?
 
I've had both running, have not noticed any major issues... just watch, both have events in concord... complete them one at a time.
 
The only problem i see with it until now is Goodneighbour Hotel Rexford.1 of the NPC from SS2 will ask you to find a Bounty hunter or something like that in the Hotel.You must do that Quest before the Hotel change.The problem now is in the old SS2 all Npc was coming fast so the quest was easy to finish in time.Now with the change that NPC wander around its a real problem as that quest can come very late and for that you can not go on with Depravity until you make it.DP have an option to turn to the old Hotel in the terminal after but not sure if the quest will still work after as its not a vanilla quest.For the rest both mods have no Compatibility problems.
 
Kinggath stated last night the chapter 2 will definitely conflict with Depravity and he can't avoid it. Be prepared.
Wow its real not possible to let 2 Place in peace?The Gunner Highway and Hotel Rexford.Are the only place that DP real touch and change.The Gunner Highway only for 1 chest.Think its possible to avoid them.I personal think its a bed idea to go against and conflict with the bigger DLC Mods.If i must chose i prefer then SS1 and use the bigger DLCs.Regardless how good SS2 maybe become in the future.
 
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Wow its real not possible to let 2 Place in peace?The Gunner Highway and Hotel Rexford.Are the only place that DP real touch and change.The Gunner Highway only for 1 chest.Think its possible to avoid them.I personal think its a bed idea to go against and conflict with the bigger DLC Mods.If i must chose i prefer then SS1 and use the bigger DLCs.Regardless how good SS2 maybe become in the future.
I Agree, I find myself preferring to use SS1. I love SS2 and what its trying to achieve but with all the cell changes it conflicts with too many other mods...mods that I cant play without now.
 
Is SS2 compatible with the Depravity - A Harmless Bit of Fun? I'm sure settlement wise it shouldn't do much but i'm talking story wise are there any conflicts and/or glitches?

I don’t know if depravity was compatible with ss2 the initial release, but with out spoiling anything, I’ll say that the second installment directly involves the gunner HQ and thereby would make the quest to become mayor of diamond city and move forward with the further depravity quests potentially impossible
 
Can anyone tell me if destroying the Gunners Plaza is something you must do in the Depravity mod? Because if so, Depravity and SS2 can never be fully compatible.
 
Is SS2 compatible with the Depravity - A Harmless Bit of Fun? I'm sure settlement wise it shouldn't do much but i'm talking story wise are there any conflicts and/or glitches?
I * think * I read somewhere there is a conflict over a specific door mod door that both SS2c2 quest, and Depravity use.
 
Can anyone tell me if destroying the Gunners Plaza is something you must do in the Depravity mod? Because if so, Depravity and SS2 can never be fully compatible.
In order to complete the rest of the Depravity questline (continue working on Hotel Rexford and conclude the Diamond City stuff) you have to destroy GNN. That stated, you could probably destroy GNN first then jump into the Chapter 2 takeover since SS2 uses a different cell. Orrrrr setstage skip through it and act like you refused to do it or something. It's definitely not roleplay friendly but probably doable since it's only the interior cell that's affected. Also a random door/hatch marker is added by Depravity to access a radiated GNN interior I think. Not sure if any debris is added on the exterior? Only played through once and more or less lost interest in the Thuggyverse mods other than a few of the well voiced companions due to...things that are added by those mods. Honestly, don't see why the two should be made compatible other than moving a door at Fallons (I moved the Depravity one to the side as it actually makes sense directionally). They are completely different in their vision for the Commonwealth.
 
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I Agree, I find myself preferring to use SS1. I love SS2 and what its trying to achieve but with all the cell changes it conflicts with too many other mods...mods that I cant play without now.
I'm curious. What mods must you play with that don't work with SS2 & Ch 2?
 
In order to complete the rest of the Depravity questline (continue working on Hotel Rexford and conclude the Diamond City stuff) you have to destroy GNN. That stated, you could probably destroy GNN first then jump into the Chapter 2 takeover since SS2 uses a different cell. Orrrrr setstage skip through it and act like you refused to do it or something. It's definitely not roleplay friendly but probably doable since it's only the interior cell that's affected. Also a random door/hatch marker is added by Depravity to access a radiated GNN interior I think. Not sure if any debris is added on the exterior? Only played through once and more or less lost interest in the Thuggyverse mods other than a few of the well voiced companions due to...things that are added by those mods. Honestly, don't see why the two should be made compatible other than moving a door at Fallons (I moved the Depravity one to the side as it actually makes sense directionally). They are completely different in their vision for the Commonwealth.
The Magior Problem after you Destroy the building is that the Zone in the building and near around it become high radioactive.The Building itself dont take real damage inside.Only outside a little bit.To enter it for some mission later that you can get to recover something Depravity add 2 hidden doors at the side but you can go there only with extreme Radiation Protection after.All NPC that are in and outside the building will respawn normal at Cell Reset but they die right after for the radiation.To Concord im not sure why exact SS2 use Fallon the only Building that is in use for some Magior Mod .There was so many Buildings in Concord that can be use as they are empty
 
If they were only to use locations no other mods use, there'd be literally nowhere left. And technically SS2 uses all of Concord, but you won't see that until you get the World Repopulation really rolling.
 
If they were only to use locations no other mods use, there'd be literally nowhere left. And technically SS2 uses all of Concord, but you won't see that until you get the World Repopulation really rolling.
Simple fix is to have SS2 leave all the vanilla doors alone. And add new doors next to the vanilla ones. That way players can choose which adventure path to continue. In another thread, I suggested SS2 use the lanterns as way to access SS2 door.

I lived in New England for a time. And lived in upstate NY most of my life. Basically same archeture in both areas. Many of the wood frame buildings have several entry doors next to one another. Won't break immersion, nor do violence to the buildings. And doors can be converted to double doors (by placing appropriate looking SS2 door right next to vanilla door).
 
You people are incredible. SS2 comes pre packaged with the ability to turn off all SS2 doors don't change vanilla internal cells at all, and do nothing in the external cells that cause other mods to be unable to use that same area.
Yet somehow it's their fault they are not compatible with your preferred mod that does absolutely nothing to be compatible with anything?

Honestly with how ungrateful and entitled everyone is it's amazing we have any active mod authors left
 
In order to complete the rest of the Depravity questline (continue working on Hotel Rexford and conclude the Diamond City stuff) you have to destroy GNN. That stated, you could probably destroy GNN first then jump into the Chapter 2 takeover since SS2 uses a different cell. Orrrrr setstage skip through it and act like you refused to do it or something. It's definitely not roleplay friendly but probably doable since it's only the interior cell that's affected. Also a random door/hatch marker is added by Depravity to access a radiated GNN interior I think. Not sure if any debris is added on the exterior? Only played through once and more or less lost interest in the Thuggyverse mods other than a few of the well voiced companions due to...things that are added by those mods. Honestly, don't see why the two should be made compatible other than moving a door at Fallons (I moved the Depravity one to the side as it actually makes sense directionally). They are completely different in their vision for the Commonwealth.
How did you move the bloody door? I can't seem to move it with the portable workshop.
 
How did you move the bloody door? I can't seem to move it with the portable workshop.
i think he moved the door using the Bethesda Creation Kit the original mod toolkit for most Fallout and Skyrim games!
used that one myself to remove the debry and Rad nodes from GNN afther depravety destroyed it!
 
You people are incredible. SS2 comes pre packaged with the ability to turn off all SS2 doors don't change vanilla internal cells at all, and do nothing in the external cells that cause other mods to be unable to use that same area.
Yet somehow it's their fault they are not compatible with your preferred mod that does absolutely nothing to be compatible with anything?

Honestly with how ungrateful and entitled everyone is it's amazing we have any active mod authors left
Thyger is working on a add on to solve this bug retro activly depravety was completed long before SS2!
 
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