the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

What If I removed the mod...

Decko

Member
Messages
44
I love this mod.. however, my role playing idea was to produce a solid business by the time I finish the game or hit level 40-50 ish... I am just now finding out you cannot make a lot of $$ with the mod..(at least not in its current state).. So, my question.. what would happen if i turned off the mod.. I currently have 5-8 towns with asams...
Thanks
 

RayBo

Well-Known Member
Moderator
Patreon Supporter
Community Rockstar
Support Team
Vault Librarian
Messages
2,471
I love this mod.. however, my role playing idea was to produce a solid business by the time I finish the game or hit level 40-50 ish... I am just now finding out you cannot make a lot of $$ with the mod..(at least not in its current state).. So, my question.. what would happen if i turned off the mod.. I currently have 5-8 towns with asams...
Thanks
:sorry
Once installed the mod gets "baked into your save file" and the game will continue to try to reference those remnants of that uninstalled mod.
There is no way to safely uninstall a mod unless you go back to a "Save File" before you installed it.
:unknw
SS2 or not, you can always make tons of caps with either purified water or jet? At least those are my go-to's. :declare

:blush
I would also say adhesive but I am a glue fiend. :crazy
 

Revived

Active Member
Messages
190
Removing any scripted mod will completely corrupt your save file. Don't do it unless you are going to start a new game.

In your current game your can slowly remove plots and reassign the settlers to vanilla beds / jobs /ect... don't remove more that a couple at a time to give the scripts some time adjust.

edit: Also, if you do start a new game, look at the original SS mod... that Sim version worked with the player getting the plot output as useable caps / resources.
 
Last edited:

Decko

Member
Messages
44
:sorry
Once installed the mod gets "baked into your save file" and the game will continue to try to reference those remnants of that uninstalled mod.
There is no way to safely uninstall a mod unless you go back to a "Save File" before you installed it.
:unknw
SS2 or not, you can always make tons of caps with either purified water or jet? At least those are my go-to's. :declare

:blush
I would also say adhesive but I am a glue fiend. :crazy
So, do you think I can just add vanilla shops to my settlements and make money? a hybrid of sorts? will the code of vanilla and mod work independently so that I can still make a few 10-200 caps a day on building trading posts?
 

Revived

Active Member
Messages
190
Vanilla can be mixed, just make sure you have the non-plot daily costs turned off in the holotape.
 

Decko

Member
Messages
44
Never heard of the non plot daily costs.. what is that? and what are the ramifications of turning it off? thank you for your help
 

Revived

Active Member
Messages
190

Sorry, it's labeled : "Operating Costs : Non-Plot" in the gameplay > costs section. Makes things like turrets and water pumps have a cost... virtual resources /caps.

not sure if vanilla merchant stalls have costs... that's why I recommending turning the cost off.
 

Decko

Member
Messages
44
I think my second option is to say the hell with it... and do nuka, and raid all of my current settlements.. ha. since I dont have a business built up at the moment..
 

Captain LaserBeam

Active Member
Staff member
Messages
187
I think my second option is to say the hell with it... and do nuka, and raid all of my current settlements.. ha. since I dont have a business built up at the moment..
Look, just go into the City Manager 2078 holotape, find the "Gameplay" section and turn off maintenance costs before you uninstall the mod. That is effectively playing SS2 on "easy mode." You can leave the construction costs on so it feels like you have to have some balance or have to collect some resources to build/upgrade buildings, but they won't require daily costs to keep going (or also turn off construction costs, up to you!). You will be surprised how much your stuff upgrades and you start to have some pretty impressive settlements.

As to the question about caps - I answered this in the other thread that was posted - once you get commercial plots they will put caps in the workbench and you start making money. You can use vanilla shops if you want to but the commercial plots/plans will give you caps like the vanilla ones do.
 

MsBathory

Active Member
Messages
213
Just out of curiosity, aside from roleplaying a business person, what do you use the caps on?
 

Captain LaserBeam

Active Member
Staff member
Messages
187
Just out of curiosity, aside from roleplaying a business person, what do you use the caps on?
I think this is an interesting question - I think of SS2 as "game within a game" - the objective being to build up your settlements as much as possible. Try to get the plots to level 3, unlock the higher levels of the tech tree, get neater and neater stuff to add. In this sense, it is like civilization or sim city where the end objective is try to get as developed as possible. And yes, it will unlock certain content that you will not see or experience otherwise.

If you're looking at this solely as "how do I make more caps" - as many have pointed out there's a lot more straightforward ways to do that in the game than through settlements, and even within settlements you would be better off trying to become a water baron or glue baron. Or, as you've pointed out, try to run the nuka world raiders and just take over all the settlements and collect from your tribute chest. In general, though, you'd make more caps just running a dungeon, picking up the loot, and selling it than most activities in the game. Of course, I'm the opposite. More often than not I'm scrapping all that loot, donating it to the city planners desk, and spending every cap I have on junk, which I also donate to the city planner's desk. It's all about what you are trying to achieve.
 

Decko

Member
Messages
44
I dont want the experience of making money by my hands.. As a business owner you setup a system (business) to make money.. and I wanted an actual different experience within the game of making money.. not the same as the previous play throughs (water, or jet)... Also, I want to be able to buy the expensive stuff at the shops.. These are a few things I have not done within the game that I wanted to do in this play through.. Im getting caps now within my sims.. I think ill continue the Commercial plots and keep going... and then im starting nuka and will figure out a balance between the two... , Thank you for your time and input.
 

Decko

Member
Messages
44
I think this is an interesting question - I think of SS2 as "game within a game" - the objective being to build up your settlements as much as possible. Try to get the plots to level 3, unlock the higher levels of the tech tree, get neater and neater stuff to add. In this sense, it is like civilization or sim city where the end objective is try to get as developed as possible. And yes, it will unlock certain content that you will not see or experience otherwise.

If you're looking at this solely as "how do I make more caps" - as many have pointed out there's a lot more straightforward ways to do that in the game than through settlements, and even within settlements you would be better off trying to become a water baron or glue baron. Or, as you've pointed out, try to run the nuka world raiders and just take over all the settlements and collect from your tribute chest. In general, though, you'd make more caps just running a dungeon, picking up the loot, and selling it than most activities in the game. Of course, I'm the opposite. More often than not I'm scrapping all that loot, donating it to the city planners desk, and spending every cap I have on junk, which I also donate to the city planner's desk. It's all about what you are trying to achieve.
btw.. I think ive missed this in my experience with SS2. So, at the desk I can donate caps and junk to help accelerate the time to build better plots and upgrade them?
 

Captain LaserBeam

Active Member
Staff member
Messages
187
btw.. I think ive missed this in my experience with SS2. So, at the desk I can donate caps and junk to help accelerate the time to build better plots and upgrade them?
Yes you can - but it won't "accelerate" it - it will just add to the virtual resources so you can pad it out if your industrials aren't producing enough. If you go to the city planner desk, and click on the little safe activator, it will allow you to donate caps or supplies (supplies are junk). Any junk you put in there will be converted to virtual resources if your caravan network has enough storage. This doesn't so much speed it up, but can help early on if you have plots that need organic materials, machine parts, rare materials and you haven't built those industrials yet. For instance, if you have scrapper and you scrap weapons, they will often give you lots of machine parts (screws, gears, copper, etc.) - if you don't have many or any machine parts industrials, you can then drop all that scrap into the city planners desk and it will be added as a virtual resource until expended.
 

Decko

Member
Messages
44
got it,, but I have 19 people in sanctuary, 20 in grayhaven, both are 80 happiness.. lots of plots, everything good.. but neither are past zero in tier.. I cannot get to progress 'UP''.... when I look at my desk it says city 0. What am i doing wrong to not level my settlements?
 

Captain LaserBeam

Active Member
Staff member
Messages
187
got it,, but I have 19 people in sanctuary, 20 in grayhaven, both are 80 happiness.. lots of plots, everything good.. but neither are past zero in tier.. I cannot get to progress 'UP''.... when I look at my desk it says city 0. What am i doing wrong to not level my settlements?
Settlements only increase in level if you are using a city plan. If you are not using a city plan, it will always show level 0. Effectively that doesn't matter because your plots will be what you are concerned with leveling if you are not using a city plan.
 

Decko

Member
Messages
44
This whole time I was supposed to click on a city plan? lol.... GRRRR.. I have a caravan and communications in grayhaven and they wont get to level 1 or 2.. practically gave up on trying to use beacons to collect stuff.. been the most annoying part.
 

Captain LaserBeam

Active Member
Staff member
Messages
187
This whole time I was supposed to click on a city plan? lol.... GRRRR.. I have a caravan and communications in grayhaven and they wont get to level 1 or 2.. practically gave up on trying to use beacons to collect stuff.. been the most annoying part.
No, you don't have to - city plans are optional. And if you had used a city plan it would not have made a difference on that issue because graygarden is too far from sanctuary to be within caravan and communications range. You need a settlement in between like starlight or sunshine tidings to connect them.
 

Decko

Member
Messages
44
this game is so frustrating.. I tried adding resources.. then it says settlers gave it back to me...?? frustrated. caravan wont go up in tier! frustrated.. build a power plant.. wont get built! build a water plant,, it just sits there.. lay down sensor, then beacon,, nothing happens.. dont know how far caravans go.. the definition of caravan is confusing.. are they moving goods back and forth like the supply line.. or are they gathering junk from beacons?? please someone help.. I want to play this mod.. and enjoy it. thank you
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
3,473
Caravans generate a "provisioner line" between settlements within range without you needing someone else doing it - the range is roughly Sanctuary->Tenpines.
They also "link together" the "Virtual Storage" of settlements - the thing up in the top right of the HUD; in this screenshot I've attached, only 100 of that storage is actually at The Castle here, and even then because I build one of the small storage crates (under the SS2 submenu in the Build Menu) in every settlement. The Castle here is getting all of its Food from other settlements, too, because the Caravans can 'redistribute' excess food/water between the settlements they're in as needed to keep every settlement's meters full if it can.
ScreenShot114.png

The caravan plot's worker doesn't travel back and forth along the link, though, they only leave when you call them out for a Salvage/Mk1 Beacon run. This shouldn't affect the functionality of the plot itself.
 
Top