BurlyTurnip4184
New Member
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- 20
On XBOX, mod list below!
Two possibly related issues:
1) When using Wasteland Workshop cages and beta wave emitters, pacified creatures attack Sim Settlement unique settlers (at least pre-recruitment). Example: the pet radscorpions at Finch Farm keep stinging the bejeezus out of Carne Asada as you try to talk to him, interrupting the dialogue. Doesn't seem to happen with regular visitors (the various "visiting [profession]"). Example: Starlight Drive-In is currently a mole rat preserve, and it hosts visitors just fine (but no unique SS2 have shown up yet).
2) Prof. Goodfeels remain in Sunshine Tidings (thanks to Moddable Robot Settlers). When Hubert got made Mayor there as part of the main quest, his Children of Atom buddies decided to open fire on the poor Professor (I guess he probably holds some heterodox beliefs). I don't know whether they'd also go aggro on Greygarden robots (or Slog ghouls?), but they definitely spare the medical Protectron that Hubert travels with.
This feels like it might qualify as a "bug" (assuming it's not a conflict; see below). Something something faction flags?
It should be said that both are work-aroundable (you avoid #1 by not having a recruitment beacon where you have beta wave emitters, or you'll have to purge your pets if a recruitable settler shows up and you actually want to talk to them; you fix #2 by not assigning Hubert to places with vanilla not-settler NPCs). But, my spouse has a particular playstyle, and it involves lots of critters and robots, so...
Load order:
Unofficial patch
WSF
SS2
HUD Framework
Puma’s Longer Power lines
Adjustable UI volume sliders
Craftable Cats
Everyone’s best friend
Cheat terminal
Icebreaker - Settlements - Settler Dialogue Overhaul
More Realistic Cats
Better Settlers XBOX
More Where That Came From
Start Me Up - Full Dialogue
Quick Player Respec
Full Dialogue
Moddable Robot Settlers
SS2 Wasteland Ventures
Two possibly related issues:
1) When using Wasteland Workshop cages and beta wave emitters, pacified creatures attack Sim Settlement unique settlers (at least pre-recruitment). Example: the pet radscorpions at Finch Farm keep stinging the bejeezus out of Carne Asada as you try to talk to him, interrupting the dialogue. Doesn't seem to happen with regular visitors (the various "visiting [profession]"). Example: Starlight Drive-In is currently a mole rat preserve, and it hosts visitors just fine (but no unique SS2 have shown up yet).
2) Prof. Goodfeels remain in Sunshine Tidings (thanks to Moddable Robot Settlers). When Hubert got made Mayor there as part of the main quest, his Children of Atom buddies decided to open fire on the poor Professor (I guess he probably holds some heterodox beliefs). I don't know whether they'd also go aggro on Greygarden robots (or Slog ghouls?), but they definitely spare the medical Protectron that Hubert travels with.
This feels like it might qualify as a "bug" (assuming it's not a conflict; see below). Something something faction flags?
It should be said that both are work-aroundable (you avoid #1 by not having a recruitment beacon where you have beta wave emitters, or you'll have to purge your pets if a recruitable settler shows up and you actually want to talk to them; you fix #2 by not assigning Hubert to places with vanilla not-settler NPCs). But, my spouse has a particular playstyle, and it involves lots of critters and robots, so...

Load order:
Unofficial patch
WSF
SS2
HUD Framework
Puma’s Longer Power lines
Adjustable UI volume sliders
Craftable Cats
Everyone’s best friend
Cheat terminal
Icebreaker - Settlements - Settler Dialogue Overhaul
More Realistic Cats
Better Settlers XBOX
More Where That Came From
Start Me Up - Full Dialogue
Quick Player Respec
Full Dialogue
Moddable Robot Settlers
SS2 Wasteland Ventures