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  1. Slb1

    Settlers Stopped Populating Settlements

    My current game is playing reasonable well, but a new issue started shortly after changing the MCM settings to reflect the availability of the Comm plots. After many, many days, the population of almost all of my settlements (20) with beacons is unchanged. Also, the City Manager/Reports/Needs...
  2. Slb1

    Happiness Won't Change in Any Settlement

    I have been using the Survival Options mod for several years with no problems, see https://www.nexusmods.com/fallout4/mods/14650. With the number of CTDs and freezes that I normally experience, Fallout 4/survival would not be playable for me without this mod.
  3. Slb1

    Disease, Vaccines and Clinics - A Couple of Questions

    Thank you, but just one more question: Does this mean (a) I will need to craft a separate vaccine for each disease with different ingredients or (b) the "standard" disease cure will now include any/all researched vaccine?
  4. Slb1

    Disease, Vaccines and Clinics - A Couple of Questions

    My current game is the first where I have finished the quest Is There A Doctor in the House. Each of my settlements has a clinic and sanitation, and several hospitals have been built around the Commonwealth. Based on the Wiki: "Once a Vaccine is researched, HQs Infirmary and settlement...
  5. Slb1

    HQ Settler Pay to Prevent Desertions

    Thanks as always, but, to maintain my reputation for "a few more questions", I have a few more comments/ questions:grin: Do you have a "feel for" the desertion rate, particularly relative to the cost? While I prefer survival and SS2 hard, some fine tuning of the settings is always needed. On...
  6. Slb1

    HQ Settler Pay to Prevent Desertions

    Just had a desertion and after some searching, I found a comment by @Antoine Soverie. Regarding HQ settler pay, my best guess at the moment is - deposit caps in the Treasury at 1 cap per day per settler, but I have not found the payment method clearly stated. Assistance is appreciated. Thanks
  7. Slb1

    Patch 2.2.1 - All Systems Go is now live!

    Reposted as a question. Moderator please delete this.
  8. Slb1

    How Do I Obtain Scrap for HQ?

    Darn a second Oops! Must be my age - memory loss:grin In a recent video by KG, he mentioned that for virtual Category resources, they are used alphabetically. For steel, use 000731a4 and wood use 000731a3. These may be better choices than aluminum.
  9. Slb1

    How Do I Obtain Scrap for HQ?

    Oops! Forgot that the 500 aluminum may not be sufficient. So add enough to satisfy the Scrap Logistics requirement. Also I assume, but have not verified that the Scrap Logistics is also based on the midnight clock.
  10. Slb1

    How Do I Obtain Scrap for HQ?

    I can appreciate "frustrated". I had a similar situation with the How to HQ quest. My situation was: the first agreement is with Stodge et al and I had sent Stodge to Hangman to build NDCowdy's city plan which is heavily weighted to commercial plots. Therefore, little to no scrap. Two...
  11. Slb1

    HiTech Plot Issues - A Mod Conflict?

    Thanks - must be my age. Memory loss:grin At least now, instead of hunting for a mod conflict, I can now spend my time on changing/upgrading my settlements to include hitech agricultural plots.
  12. Slb1

    How Do I Obtain Scrap for HQ?

    In the MCM/Sim Settlements 2/Hotkeys/Resource Panel Hot Keys, you can set the keys to display this information in several different formats. Also, I use an Xbox controller and not mouse and keyboard. However, whenever my game freezes or a CTD occurs, these settings are lost, but resetting...
  13. Slb1

    How Do I Obtain Scrap for HQ?

    My method, assuming I am not planning to travel to the settlements for other reasons, is: save the game at the HQ exit door, fast travel to each settlements which is a candidate, use the City Planners Desk/Reports/Needs to review which settlement provides the best or need set of surplus...
  14. Slb1

    HiTech Plot Issues - A Mod Conflict?

    My current game is playing modestly well (ignoring the occasional CTD, freeze, black screen flash, and the CPD quest Catastrophe Prevention Drive failing to start), however, the unlocking of the Hi Tech plots has been a mixed bag, annoying issue. A'bit of background for context: Hi tech...
  15. Slb1

    Is there a way to see all my cities supplies like caps?

    Thank you - a light goes on moment. So the percentage in MCM/Gameplay/Tax Law/Global Tax Rate (default is 5%) is the amount that goes into the Workbench, e.g. 100 caps from a Commercial plot and 5 go into the Workbench and 95 go into Virtual. In my current game, I want all these caps to go...
  16. Slb1

    Is there a way to see all my cities supplies like caps?

    Thanks, but I still do not fully understand the SS2 tax mechanics. Before my current game, I never considered/built a Tax Services plot, because (1) caps were being periodically deposited in each settlement's Workbench, (2) I had more than sufficient caps from barter, and (3) plots were being...
  17. Slb1

    Is there a way to see all my cities supplies like caps?

    I built a Tax Services plot at the Boston Airport and want to better understand the tax mechanics, versus assuming. Also, I recognize the Airport has some settlement issues and this settlement may not be my best choice. Three questions: Is there a "range" associated with tax collections...
  18. Slb1

    Several More Brief Questions Regarding HQ Rooms and Resources

    To my knowledge, there are four methods to increase the caps going to Virtual: (1) build more cap generating plots, (2) donate caps to the City Planners desk, (3) use the console command (player.additem 0000000f X) to add caps and then donate to the City Planners Desk, and (4) raise taxes. I...
  19. Slb1

    Several More Brief Questions Regarding HQ Rooms and Resources

    Thanks - patience has never been one of my "strong suits". And another question - this time on taxes. At the moment and playing with Categories, I have three resources (Caps, Machine Parts and Rare) in modest deficit, one that is a trivial deficit (Organic) and one with a huge surplus...
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