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Today I Learned (screenshots v2)

I've seen a pacified ghoul constantly attack Carl Meade, Tredwell wipe out Railroad agents at Mercer, and companions kill Sneake, but I've never seen Deaf Nadine go aggro
Even without SS2, my settlers occasionally start shooting at wild animals that enter the perimeter, neutral NPCs, my quad bike, my vertibird, or each other. Last week it was a rabbit, which seemed to be immune to all damage, so the settlers are shooting at it and the dog is trying to bite it, and it just sits there rubbing its face. Before you ask, I don't recall if the rabbit is vanilla or added by a mod.
 
As I understand it, anyone flagged as 'unique' in their data can never die from the Disease system - a deliberate choice so it doesn't accidentally break quests.
Yeah only way to kill off mama is giver her drugs. Other then that she will fight and kill most everybody with her crazy high strength.
 
Even without SS2, my settlers occasionally start shooting at wild animals that enter the perimeter, neutral NPCs, my quad bike, my vertibird, or each other. Last week it was a rabbit, which seemed to be immune to all damage, so the settlers are shooting at it and the dog is trying to bite it, and it just sits there rubbing its face. Before you ask, I don't recall if the rabbit is vanilla or added by a mod.
I find this a lot with animals added by the add-on packs. Tamed monsters/animals has never been well implemented. It's something to do with the way the game loads, where the animals load in before the thing that makes them docile and they start attacking stuff. I had a deathclaw go full postal on my visitors. Joe Gallagher(or whatever his name is) didn't stand a chance and the "visiting leathersmith" didn't make it...
 
I find this a lot with animals added by the add-on packs. Tamed monsters/animals has never been well implemented. It's something to do with the way the game loads, where the animals load in before the thing that makes them docile and they start attacking stuff. I had a deathclaw go full postal on my visitors. Joe Gallagher(or whatever his name is) didn't stand a chance and the "visiting leathersmith" didn't make it...
Semi related, that's why I dropped the mod "Mutant Menagerie" from my own load order. The various new critters that adds are great and all, but the hand-placed spawns of them in the world were breaking SS2 cutscenes regularly, due to Aiden deciding he had to go shoot some Rad-Turkeys instead of telling us about this half-destroyed settlement or whatever.
 
Semi related, that's why I dropped the mod "Mutant Menagerie" from my own load order. The various new critters that adds are great and all, but the hand-placed spawns of them in the world were breaking SS2 cutscenes regularly, due to Aiden deciding he had to go shoot some Rad-Turkeys instead of telling us about this half-destroyed settlement or whatever.
I read through the FAQ a while back, and unfortunately seems that's a base game limitation in the difference between passive npcs and npcs that are capable of being in combat.

Found it better to just clear out a bunch of them before getting to the cutscene part. Lobbing a few grenades through the scene wall first helped. (but console TGM first so I didn't waste my own grenades lol)
 
I'm on a new save here, just used the cheat in the holotape to skip up to a specific quest ("Scavver's Delight" as shown on my screen).
Something got forgotten in the process, though...

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His outfit and scarf - which are separate items apparently - were in his inventory. Dude just forgot to equip them. He doesn't have his Pip-Boy, though...

Pastor Edmund still refuses to say any more than his 'greet' lines to me on this save too. And there's meant to be a scene of him and Jake talking when you get back there to start "Well Well Well"? That never played either.
He heard Preston was coming to mark a settlement on his map that needed his help. He needed to lose the Pip-Boy somehow
 
Honestly Jake would be the kinda guy to run around and help settlements. But on settlement quest #639 he'd get sick of it like the rest of us...
 
Honestly Jake would be the kinda guy to run around and help settlements. But on settlement quest #639 he'd get sick of it like the rest of us...
I see Jake being the sort that would play Fo4 with every single "extra settlement build objects/locations" mod enabled. In tgm the entire time, with mods to turn off Settlement Attacks and probably even "nothing respawns" (can you mod that?)
Whereas Aiden would likely run the full "turn it into Call of Battlefield's Duty's Honor" mod set with "War of the Commonwealth" and all that.
 
Since my old thread "Wisdom" was quite popular (by the standards of anything else I post at least), let's do a Chapter 2 version. Just post funny/educational/whatever Chapter 2 screenshots, maybe share some tips/tricks, whatever.

I'll start us off: I can't be the only one that initially assumed that "New Fallon's" in Concord and the 'photo' mechanic only worked for SS2's unique NPCs right? Turns out it works on anyone. (highlighted outfit is Preston's duster coat)
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Oh and I learned today that depending on the settlement, it's possible to get a Plot close enough to where "The Caretaker" idles at wherever your Mercer Safehouse is to give the guy somewhere to just sit down for a change.
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Fun one for this (assuming it's not already covered); it copies the exact item that was captured. So if you say go to Nuka World and want Oswald's suit w/o killing him, now you can. Image below for example.

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guess the question of the day is, would Jake tgm? He's not one to pass up an opportunity to get cool free stuff.... But he doesn't mind carrying a crate full of tech halfway across the map either.
 
Since I've got this thread open anyway, here's something I actually learned today when paying proper attention:

If I'm not mistaken, Plots can have objects on them be 'soft requirement' using objects from other mods (or even Creation Club content).

This specific Plot Design basically always gets put in Sanctuary when I'm manual-building the place - Lily and Vault Tec Rep assigned to it, although I can never remember whether Lily has to be Owner or "other occupant" to get her Vendor Bark dialog to trigger - and I only just noticed the Coffee pack CClub 'crafting station' there in the corner. Swear that wasn't there before I owned that CClub thing myself...
ScreenShot165.png

the plot you can see the HOLO HUD icons from, over Codsworth's head in the house back there, is the "END Training" plot that also uses the Coffee CClub assets

EDIT: Lily has to be the plot's designated "Owner" to get her Vendor Barks.
 
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guess the question of the day is, would Jake tgm? He's not one to pass up an opportunity to get cool free stuff.... But he doesn't mind carrying a crate full of tech halfway across the map either.
Yeah, that was a bit 'unfair' of me, I was deliberately trying to get 'total opposite playstyles'.
I can actually see Aiden being the type that'd always choose either the Jerk or SARCASM options in dialog... but has still done a full Minuteman Ending including owning every settlement and having everyone equipped for full scale war.
 
Today I learned that Jake still goes to the main story settlement while he must be somewhere else.
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And you shouldn't scrap residential plots at night, or else you'll get mysterious floating wife.
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There's a 2x2Commercial plot in the County Crossing "Basics" City Plan that is right next to the campfire the traveling Doctor-type Merchant stops at, close enough that said Merchant and his Guards can 'sandbox' to animation markers on the plot. If you make it be the "[WV] Thrifty Surgeon" Clinic-type plot (which unlocks from talking to said Doctor)...
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Now I understand why my character didn't seem to think he was a trustworthy doctor.
 
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