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As @yaugie helpfully pointed out, there are marginal benefits to using plots vs. beds, but the primary reason is aesthetics. The nice thing about residential plots - be it exterior or interior, is that they automatically decorate themselves and fill out the settlement space. You can certainly...
The Task List was a new feature implemented in 3.3.0 - it should show up when you look at your options either in Mod Configuration Menu or the City Manager holotape under HQ. It is a setting called "Commands Use Task List." If that is set to "ON" then you can select projects you don't even have...
If you are using the Task List (which is "ON" by default) I wouldn't worry about it too much. As you assign tasks in HQ they will be completed once the scrap is available, and those calculations aren't made until you leave HQ sometimes.
The storage is there in the SS2 menu from the beginning - if you scroll past all the usual containers you will start seeing lockers and so forth. Look for anything that says it stores "supplies" instead of "scrap." However, you really are not going to start needing "supplies" until chapter 3.
That would explain a lot - there a lot of usages of the bobbleheads NIFs as static decoration so if something changes those then it would definitely cause an issue.
I agree - I have always played SS2 on survival, but you don't have to have SS2 itself in hardcore mode if you don't want to. There's ways to modulate your experience. What I don't recommend, however, is to play on survival and then add extra stuff to make it even harder. This is where people...
I think you might be referring to the "supplies" icon for chapter 3? That's my best guess because it sort of looks like a bowling ball bag? It refers to your ammo, chems, armor, and weapons for your soldiers.
https://wiki.simsettlements2.com/en/gameplay/basics/Resources-and-scrap
Exactly - and often the City Planner has placed plots that work in that exact space based upon the layout of the furniture or walls of that particular plot, so if you choose something else it may not look right.
Exiting and reloading does often fix issues with this quest. As does fast-traveling away from the cell and then back (or taking a very long hike back to concord and then back to Olivia if you are playing survival with no fast travel).
Leader charisma score also has a chance to affect the stats of any incoming settlers, so leaders can prove beneficial that way even if they are just a regular settler who has had a lot of charisma training. But yeah, as @Antoine Soverie said - when you get the question about whether or not you...
This is why City Planners often insist on use of the Designer's Choice option being set to "ON" - the structural design of the city may not work if you change out what they have selected.
It's different for every design and based on what the designers placed but when you go to upgrade ("upgrade available" will display in the menu when you click on the blueprint on the city planner's desk), if you do not have enough scrap it will tell you how much is needed and where you are short...
You should increase the build limit but your city plan should be able to build everything at the Level 0 - foundation level - immediately upon building. in terms of the "missing items" - can you be more specific? At level 0 the city plans are often intended to have only the basic items covered...
What's difficult to tell from this screenshot is your load order - I can see what mods you have loaded but not the order in which those mods are loaded. For instance, if Workshop Framework loads before HUDFramework, that can create problems. Similarly, if Unofficial FO4 Patch loads after...
Also I'm not sure Settlement Keywords Expanded is compatible - it overhauls the settlement menus and might conflict with workshop framework if it does that.
This is sort of a deeply technical topic that deals with how PRP and Precombines/Previsibines work. You can certainly use PRP - I do, but it means you need a patch for almost everything that edits a cell. It's not that something is "broken" that needs "fixing" but due to the way previs are...
Sometimes if Jake gets stuck, you can leave the station, go to another cell, come back, re-enter the station and Jake will do what he is supposed to - but yeah the best bet is to enter with him, wait for him to finish his dialogue there, and then press forward.
I have experienced a similar thing where sometimes when you put something in the task list it can get stuck - I don't know why but it appears to be an issue.
Also can confirm the armor lab workbench appears to be having issues. I can't use it to craft either.