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  1. J

    F04 uodate - cc downloads?

    FYI - maybe they made a change to this unpopular bloatware tactic, just updated onto a previously fresh reinstall. The new update only downloaded ~500-600MB. My fresh reinstall still has the 537MB of creation club files - 26 ba2 with cc affix - but this new update added no additional cc files...
  2. J

    F04 uodate - cc downloads?

    I made fresh reinstall to start playing fo4 again so all I had with cc affix was around 600meg in my data folder. If this update adds 4gigs, no way I’m keeping that much useless files I didn’t even ask for or will ever use, delete it Is.
  3. J

    F04 uodate - cc downloads?

    Been awhile since done a F04 update and so far haven't applied the new one that just came out. Does all the creation club crap (4 gig) come automatically if you update or did they ever get around to fixing it so you don't get all that bloatware?
  4. J

    Remove City Plan - does it lower script usage?

    Answering own question above, not sure if conflict with another mod, but seems I need to do a full exit, not reload save, but exit game, start again, each time I 'Remove City Plan', before it takes effect. Had played a really long session, like ~5hrs, after removing a plan but no new settlers...
  5. J

    Remove City Plan - does it lower script usage?

    Another odd thing - settlers won't arrive at settlement I've taken back manual control over. Once I take maxed L3 city plan settlement back to manual control via Remove City Plan, no matter what I do, new settlers won't arrive. Yes - I am using setting for city plan to not recruit above plan...
  6. J

    Remove City Plan - does it lower script usage?

    Ok, figured out that 'Remove City Plan' replaced Take Back City. So onto my real question - after I get settlement to Level 3, would 'Remove City Plan' lower script usage and overall stress running many plans/settlements? Or do Level 3 city plan settlements, once hitting that max, basically go...
  7. J

    Announcement Creation Club update is coming!

    I disabled and made exe backups, just in case I start the regular launcher accidentally.
  8. J

    Are there any default heavy agricultural plots?

    Saw another post that said installing multiple faction pacts was fine, so I suppose what one could do is start Jammer line and do quests till unlocking the plots, then switch over those Jammer raider + vassal to other faction. I assume the pre-existing settlement outpost + vasal that was...
  9. J

    Are there any default heavy agricultural plots?

    Hmm, well I abandoned my last playthrough where I got furthest into the Jammer line. I had done all the bandit killing and pre-outpost requirements, taken my first outpost but not yet a vassal. My general problem was that, due to I believe (but not sure 100%) pre-building a bunch of...
  10. J

    Are there any default heavy agricultural plots?

    right, and I've got 2 currently (from Tinuvia). The question though is: 1- if you don't do Jammer but do another liberator/faction pack instead, do you miss out on the default 3x3 heavy farms? (since they're unlocked by Jammer?)
  11. J

    Confused re: comment - City Plans (installed vs activated)

    Ah! this makes sense, ty for the info. I always knew about #1 and it's very YMMV - depends on type of city plan used, your system performance and specific mod builds (and conflicts). So never expected any exact X answer here, cause some ppl can use more concurrent, some less. #2 was what I was...
  12. J

    Are there any default heavy agricultural plots?

    oh good question..didn't think of that. Yea, would like to know too since I planned on giving liberator a go once I get settlements built up manually and install conqueror later.
  13. J

    Are there any default heavy agricultural plots?

    What I would really like is a mod that enables all the Conqueror 3x3 ag plots without having the Jammer quest line done. Would be very useful for new playthrough with Conqueror uninstalled or plan to be installed later after getting settlements up/running as desired (to be later conquered)...
  14. J

    Confused re: comment - City Plans (installed vs activated)

    Only have default RotC + Simple series city plans installed. Definitely not all activated - just doing few settlements at a time (no pre-built conqueror in this playthrough). Was looking at the city plan contest entries pack (https://www.nexusmods.com/fallout4/mods/35648?tab=posts) and saw post...
  15. J

    Is there city plan option to start Level 1 (or 2, 3, etc)?

    oh I know there are workarounds if I just want to see the plans, including turning supply needs and other quick ways to level up. I just liked the conqueror feature where you could dial in the starting level, was hoping there might have been retroactive way to do same feature for RoTC.
  16. J

    Is there city plan option to start Level 1 (or 2, 3, etc)?

    I know for Conqueror, if installed, on new-game pre-build cities step you can configure pre-built settlements to be whatever level you like (with default = 1). Really like this option. However, with vanilla SS RotC - I don't see any option to configure what level city to build when city plan is...
  17. J

    Food for settlers consumed alphabetical order?

    thus far I've been planting more corn, on theory any left over carrots would just be 'waste' while leftover corn I planted as surplus to feed settlers would still be useful for adhesive. to save space I've been using internal corn/tato/MF plots - maybe what I need to do is turn basic...
  18. J

    Food for settlers consumed alphabetical order?

    Last year this definitely wasn't the behavior. Is this a new change? 1- have workshop setting to consume basic food only 2- only equal number of corn, mut fruit, and tato planted across 4 settlements = the only food item that drops/consumes is corn, resulting in large stockpiles of mut fruit...
  19. J

    Some weird issues first outpost taken over

    Problem #2 is gone by fast travel. Oddly, no matter how long or far away I traveled from, even taking days to get there, if I just ran to Starlight, using same prior save, got the missing walls, objects, etc. But when I decided to fast travel (which I normally don't do), Starlight was now...
  20. J

    Some weird issues first outpost taken over

    Not sure if intended design, bug, or some glitch unique to my situation - but I finally got Jammer quests done to point where first takeover of settlement is done. I took Starlight, a pre-built L1 city - the fight went fine (I think) and successfully took the place. However some damage was...
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