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How's the compatibility these days? I've been in the mood for a Nuka Raider/SS2 playthrough but it looks like Chapter 3 might complicate that so I'm going to ask here before I sink 60 hours into realizing the systems are fundamentally incompatible. If simple things like the old thread on...
ha wish I'd known this before my last playthrough. I hadn't had a city plan build and upgrade properly since SS1 so I tried a "RoTC plans only" run thinking that would weed out some of the more glaring errors. At least I noticed your comment before assigning any plans this run!
Do you have a...
The long save bug is a weird one. Totally unpredictable. I've got a 20 person Sanctuary, all fully developed plots, another 10 settlements with 1 on city plan (which is either badly bugged now or I'm using a crappy city plan, Can't be sure without more testing. Starting to suspect it's the city...
Alright well I figured it out. I had "pay plan costs from inventory" set to "off" and it won't automatically pull out ASAMs with that setting. Fixed that and everything went back to working just grand. I don't know why I assumed that popup would be an exception to that rule! Since you can't...
I checked, they are definitely all enabled. Doing a fresh light start (just SS2 and CC content) to check for conflict with the specific CC stuff I've got.
As the title says. I have been attempting to get cities to build using city plans, it can automatically start a city for the Who can? ASAM quest and I can get through that to the scanner/beacon stage but that is the only time I can get a city plan to build. Any other time I get a...
Another thread with this problem suggested waiting to load SS2 mods until after the Pip Boy is obtained. That seems to go counter other instructions but the original user said it worked.
Plots do upgrade after going vassal, yes.
Having IDEK in raider or vassal settlements was much too powerful, imo. Bypassed intended mechanics. Balance breaking. Definitely works as described.
Internal plots are your friend in those small settlements. External wall + internal lining.
One other thing. It's almost stupidly outbalancing to use SS with raiders. When a single settlement can produce 300+ food (I had Sanctuary and Abernathy robot only, all lvl 4 agri) you only need a couple to feed the entire commonwealth. The best was Abernathy-Sanctuary-Red Rocket (internal...
Yeah this all checks out with my experiences. There are a couple other similar threads.
I haven't tested Mytigio's alternate recruitment but will do so when possible on this playthrough.
City plans work fine with raiders except pop goes too high most times. My previous game I was using the...
Yeah I love this idea. I am waiting for this city plan contest info but I'm intending to work on a Pack or Operator set.
First need to figure out how to cap NW raider recruitment to city plan though.
It moved around fine. Arms moved just right. Attacked from it's modified torso position. The force was with it. I tried enabling/disabling, respawning, fast travelling, moving it. Stayed that way.
I had an old mod that did that, the Defense Robot mod original. I forget the exact name, let...
There are several things specific to my game that could have caused this, from that mod mentioned to a bat I run to make my automatron bots all protected when I start up. I thought there was a possibility that was an obvious bug so I mentioned it.
oooh, just saw this. Deleted that save. Yes, the Army Bots plot. It produced an Assaultron. In all ways a proper assaultron. Provided defense, worked plots, except that the torso and the legs were not visibly connected. Purely visual glitch.
The only other mod I had modifying bots is this...