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Solved Can I install mid-playthrough?

GhostManPRO

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I'm level 21 with about 40 mods installed and i wanna switch over to survival, and I have never used any settlement overhauls before, should I be ok installing this mod? If so, is there a specific file i should use? Thank you :)
 
Unfortunately, there is no way whatsoever to make SS work without starting a new playthrough considering its set-up process is handled during the game's intro. However, I myself was in the same position you're currently in when I installed it and cannot but say that starting afresh with this game-changing mod on was definitely worth it. I liked it so much I even created a sub-mod for it.

Hope that helps.
 
Unfortunately, there is no way whatsoever to make SS work without starting a new playthrough considering its set-up process is handled during the game's intro. However, I myself was in the same position you're currently in when I installed it and cannot but say that starting afresh with this game-changing mod on was definitely worth it. I liked it so much I even created a sub-mod for it.

Hope that helps.
Alright thank you :) , I think I might start again anyway, War of the commonwealth and all the bodies from it is making me way to rich way to fast heheh, not quite sure how to fix that yet.
 
You are going to have a lot of trouble running WOTC and SS together. They are the 2 most script heavy mods on the nexus.
I have tried a few times as I love WOTC, but you will be lucky to make to mid game before the constant CTD's start. The 2 together will increase your save file up to about 100MB, which is indicative of a huge amount of script activity.
 
i would suggest you look at skk50's mods, in particular, combat stalkers and settlement attack system. both of these, combined with a new game and sim settlements will bring your game to life. they are a lot more stable than wotc.
i have used them in my game for a while now and i get a vibrant, exciting game and a stable game that i can play for 5-6 hours straight without any indication of a crash.
they're on the nexus and available for xbox users as well, completely configurable. try them out.
 
You are going to have a lot of trouble running WOTC and SS together. They are the 2 most script heavy mods on the nexus.
I have tried a few times as I love WOTC, but you will be lucky to make to mid game before the constant CTD's start. The 2 together will increase your save file up to about 100MB, which is indicative of a huge amount of script activity.
Thanks for letting me know, Mabye i could use the stalker mod instead? Thats really unfortunate because its so very immersive hearing fights going on in all directions.
 
i would suggest you look at skk50's mods, in particular, combat stalkers and settlement attack system. both of these, combined with a new game and sim settlements will bring your game to life. they are a lot more stable than wotc.
i have used them in my game for a while now and i get a vibrant, exciting game and a stable game that i can play for 5-6 hours straight without any indication of a crash.
they're on the nexus and available for xbox users as well, completely configurable. try them out.
Wow thank you, your awesome, now i can delete wotc guilt free. :)
 
i also have npc's travel in my load order. that brings random people walking around the commonwealth. some aggressive, some not - its one of the other mods i use to make the commonwealth a little more 'alive'.

these three mods are the ones i use with simsettlements the most as they are trouble-free and once installed and configured, that's it - they just get on with what they are doing.

one other mod i have is true storms, and with that i have ghoul horde chance set to 100, and also set to spawn in settlements, and spawn large mobs. what this does - any time there's a rad storm, i have to find cover. if i am in a settlement, it will be on the end of a ghoul mob, which, tallied with radioactivity in the storm, makes even settlements a dangerous place. you may want to look at that as well.

note; settlement attack system; - depending on how high your defence rating is, it will spawn attackers to suit. so if you go ham on turrets and defence, you can get quite large and well armed enemy patrols that will try and take your settlement apart. if you have mortal settlers, they will die. skk50 has another mod out there which will allow your settlers to use stimpaks automatically. you can give that a look too.

p.s. there is a post in these forums that i made where i was playing conquest and tried to attack tenpines bluff as a raider - at the same time, skk50's settlement attack system spawned in about 30 supermutants, armed to the teeth.

spoiler; we got slaughtered.
 
i also have npc's travel in my load order. that brings random people walking around the commonwealth. some aggressive, some not - its one of the other mods i use to make the commonwealth a little more 'alive'.

these three mods are the ones i use with simsettlements the most as they are trouble-free and once installed and configured, that's it - they just get on with what they are doing.

one other mod i have is true storms, and with that i have ghoul horde chance set to 100, and also set to spawn in settlements, and spawn large mobs. what this does - any time there's a rad storm, i have to find cover. if i am in a settlement, it will be on the end of a ghoul mob, which, tallied with radioactivity in the storm, makes even settlements a dangerous place. you may want to look at that as well.

note; settlement attack system; - depending on how high your defence rating is, it will spawn attackers to suit. so if you go ham on turrets and defence, you can get quite large and well armed enemy patrols that will try and take your settlement apart. if you have mortal settlers, they will die. skk50 has another mod out there which will allow your settlers to use stimpaks automatically. you can give that a look too.

p.s. there is a post in these forums that i made where i was playing conquest and tried to attack tenpines bluff as a raider - at the same time, skk50's settlement attack system spawned in about 30 supermutants, armed to the teeth.

spoiler; we got slaughtered.

Thank you, and hahahahh thats hilarious the super mutant horde! XD
Hahah I just started im level 7 and I just made preston the city leader and it scrapped literally everything and just made a buttload of desolate buildings, i have to say Im very impressed, Sim settlements is byfar the most well made and in depth mod ive ever used. Just two more questions, are you sure traveling npcs wont cause problems? I imagine 338 new npcs in the world might cause an issue. And Will preston add lights and power and such to the settlement as it grows? Because the whole of sanctuary looks dreadfully abandoned at night lolol.
 
npc's travel is a pretty stable mod in my game. As far as i know it's not doing a lot of intense scripting outside of spawning the npc's and allowing them to move around the commonwealth.

in sanctuary - i never build that place out other than a small, walled off encampment between the sole survivor's house and the house with the workbench.

i do this by design because it's very easy to overbuild there and you run into issues with red rocket and abernathy farm as those settlements are so close by. there's a very good post in the forums about 'the triange of death' which is these three settlements and how they can seriously impact your game.

i make sanctuary a small build with no more than 15 settlers in it at any time, red rocket i mostly don't build in, but i store power armor there. if i do build, i don't use sim settlements, i just build a few houses and have no more than six settlers in there, simply to keep its impact to a minimum in my game. abernathy is one i will use a city plan on, with the other two settlements built small or not built at all. i will use a city plan in one of those three, never more than that.

i find that following these "rules" gives me a pretty stable environment in that part of the map.
 
npc's travel is a pretty stable mod in my game. As far as i know it's not doing a lot of intense scripting outside of spawning the npc's and allowing them to move around the commonwealth.

in sanctuary - i never build that place out other than a small, walled off encampment between the sole survivor's house and the house with the workbench.

i do this by design because it's very easy to overbuild there and you run into issues with red rocket and abernathy farm as those settlements are so close by. there's a very good post in the forums about 'the triange of death' which is these three settlements and how they can seriously impact your game.

i make sanctuary a small build with no more than 15 settlers in it at any time, red rocket i mostly don't build in, but i store power armor there. if i do build, i don't use sim settlements, i just build a few houses and have no more than six settlers in there, simply to keep its impact to a minimum in my game. abernathy is one i will use a city plan on, with the other two settlements built small or not built at all. i will use a city plan in one of those three, never more than that.

i find that following these "rules" gives me a pretty stable environment in that part of the map.

Cool thank you I'll reload my save! But you didnt answer my lights question, do they add lights n power stuff themselves?
 
depends on the plot, i think.

i use a lot of internal plots in sanctuary and wire the building via a generator, so the buildings themselves have power and lights so i don't tend to use a lot of plots with features.

other plots, once powered, may have lights and other features such as radios and other effects. what i do in my game is turn off a lot of plot features, such as radios, sound emitters and so on, to try and minimise the impact of the scripts that the plots run plots on my game.

i place things like lights, radios etc myself.

i've got switches in some settlements, so that if there's an attack and the siren sounds, it will use some logic gates to power on turrets and power down lights. can't do that with plots that have a lot of built-in things, as they are sort of 'self contained' in as much as there's nothing you can do with switches and stuff, to disable them (I think).
 
@1ae0bfb8 Do you have any mod you would recommend to balance loot out? Because I've noticed with WOTC all the extra bodies leads to an overabundance of easy loot/ammo/meds/

I have found Better Locational Damage has a balancing MCM for looting... make loot as abundant or as rare as you want. Plus benefits of the locational damage part...

John
 
npc's travel is a pretty stable mod in my game. As far as i know it's not doing a lot of intense scripting outside of spawning the npc's and allowing them to move around the commonwealth.

in sanctuary - i never build that place out other than a small, walled off encampment between the sole survivor's house and the house with the workbench.

i do this by design because it's very easy to overbuild there and you run into issues with red rocket and abernathy farm as those settlements are so close by. there's a very good post in the forums about 'the triange of death' which is these three settlements and how they can seriously impact your game.

i make sanctuary a small build with no more than 15 settlers in it at any time, red rocket i mostly don't build in, but i store power armor there. if i do build, i don't use sim settlements, i just build a few houses and have no more than six settlers in there, simply to keep its impact to a minimum in my game. abernathy is one i will use a city plan on, with the other two settlements built small or not built at all. i will use a city plan in one of those three, never more than that.

i find that following these "rules" gives me a pretty stable environment in that part of the map.

I do city on Sanctuary and Abernathy, but don't touch RR. - with the condition, as I play survival, so fast travel (none) and CTD has not been a problem for me...

John
 
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