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Can we get a stand-alone Asam Sensor without the Sim Settlement attached?

POETICDRINK2U

New Member
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3
I want to know is there a stand-alone Asam Sensor Mod.

Asam Sensors:

-Patrols(human, robots, Brahmin, or combo)

-Security(Human, Robots, Dogs, Mutant, Ghouls)

-Hospital/Clini

-Bar

-Street Cleaning Sentry Bot

-Water/Sewage

-Electrician

-Laboratory


Plans:

Glass

Greenhouse(various sizes. pick size)

Cottage

Single-Family

Outpost(various sizes)

Military Base

Strip Mall

Mall

Farm(Various size)

Warehouse/Factory

Wrap Around Farmhouse

Bank

Market

Supermarket

Diner

Small Building

Vault




download - 2024-04-29T040925.499.jpg
 
You really can't. The ASAM is pretty intrinsic to Sim Settlements and I don't know how you would make it work without the rest of the mod.
 
That would require a lot of time and resources, and I don't think the team would divert that from adding new content.

But let me ask, what is it that you are tying to accomplish? Do you just want to build plots without having to unlock them through the story line? If so that can be one in the Holotape. Or is there something else you are looking for?
 
Regarding "SS2 mechanics" without "SS2 storyline"

Kinggath has said that a mechanics-only release is not in the cards, yet. It's not feasible right now because he would have to maintain two separate codebases and that's a non-starter. That said, he has considered the possibility of releasing a mechanics-only version of the mod once other development on SS2 is complete. And that's still potentially a few years away since they have various ideas kicking around and in progress.

To Chef's point, however, you can play with the SS2 mechanics and ignore the story, but you'll likely need to keep a few things in mind:
  • Plotzing about Plots
    • You can use the Cheats section of the City Manager 2078 holotape to unlock all plots/plans/etc. I think you can do it through MCM as well. You'll have access to whatever you want to build.
  • Silent Treatment
    • Once you've done that, you can just ignore the SS2 storyline. The Stranger will still spawn in the first settlement in which you build a beacon, but if you don't engage with him you should be fine.
      • Granted, he's your first source of ASAMs, so it may be tricky to get them at first, but there are ways
        • I think the "unlock everything" described above will also unlock the recipe to craft ASAMs (and boxes thereof) at the City Planners Desk.
        • They usually show up in the inventories of merchants around the Commonwealth (Carla, Trudy, Myrna, Daisy, Deb, etc.)
        • The boxes of them in Concord Hardware will probably still be there
        • If nothing else: console commands
      • You could make it easier to avoid The Stranger by building your first beacon in a settlement you never plan on using. I think he'll just hang out there as a result.
      • You could, arguably, completely avoid The Stranger by never building a recruitment beacon; that would be somewhat counterproductive as it would be difficult to get people to populate settlements, but there are still ways:
        • Send companions there
        • Build automatrons
        • Specific recruitable NPCs
          • Give Sheffield a Nuka-Cola
          • Find the Vault-Tec Rep
          • I'd suggest the other recruitable merchants, but there's a bootstrapping issue as you can't recruit them until your settlement network population hits certain thresholds
        • You could try focusing on settlements that are pre-populated: Abernathy Farm, Tenpines Bluff, County Crossing, Greentop Nursery, Warwick Homestead, Finch Farm, The Slog, Greygarden
        • Sometimes the recruitment quest for a settlement will send you to clear another settlement. When you report back, they'll "tell their friends it's safe to move in" and after an in-game day or two a few settlers will show up in that other settlement
        • There's a whole series of mods by LarannKiar that make various NPCs (Virgil, Shelly Tiller, Arlen Glass, Ricky Dalton, Jenny/K1-98, etc.) into recruitable settlers, though you sometimes have to complete certain tasks first. (For example, you have to get to the point that Virgil is human again and you have to provide him with a Hazmat suit or similar so he can safely leave his cave and cross the Glowing Sea.)
        • The Recruitable Settlers mod adds around 30 or so people to recruit.
I hope this helps.

EDIT: Forgot this initially: if you try this, be mindful of some of the SS2 settings. One such example: you'll probably want to complete disable the Disease mechanics, as without the storyline you'll never have an HQ capable of researching disease cures. There may be other such things to consider.
 
Last edited:
Regarding "SS2 mechanics" without "SS2 storyline"

Kinggath has said that a mechanics-only release is not in the cards, yet. It's not feasible right now because he would have to maintain two separate codebases and that's a non-starter. That said, he has considered the possibility of releasing a mechanics-only version of the mod once other development on SS2 is complete. And that's still potentially a few years away since they have various ideas kicking around and in progress.

To Chef's point, however, you can play with the SS2 mechanics and ignore the story, but you'll likely need to keep a few things in mind:
  • Plotzing about Plots
    • You can use the Cheats section of the City Manager 2078 holotape to unlock all plots/plans/etc. I think you can do it through MCM as well. You'll have access to whatever you want to build.
  • Silent Treatment
    • Once you've done that, you can just ignore the SS2 storyline. The Stranger will still spawn in the first settlement in which you build a beacon, but if you don't engage with him you should be fine.
      • Granted, he's your first source of ASAMs, so it may be tricky to get them at first, but there are ways
        • I think the "unlock everything" described above will also unlock the recipe to craft ASAMs (and boxes thereof) at the City Planners Desk.
        • They usually show up in the inventories of merchants around the Commonwealth (Carla, Trudy, Myrna, Daisy, Deb, etc.)
        • The boxes of them in Concord Hardware will probably still be there
        • If nothing else: console commands
      • You could make it easier to avoid The Stranger by building your first beacon in a settlement you never plan on using. I think he'll just hang out there as a result.
      • You could, arguably, completely avoid The Stranger by never building a recruitment beacon; that would be somewhat counterproductive as it would be difficult to get people to populate settlements, but there are still ways:
        • Send companions there
        • Build automatrons
        • Specific recruitable NPCs
          • Give Sheffield a Nuka-Cola
          • Find the Vault-Tec Rep
          • I'd suggest the other recruitable merchants, but there's a bootstrapping issue as you can't recruit them until your settlement network population hits certain thresholds
        • You could try focusing on settlements that are pre-populated: Abernathy Farm, Tenpines Bluff, County Crossing, Greentop Nursery, Warwick Homestead, Finch Farm, The Slog, Greygarden
        • Sometimes the recruitment quest for a settlement will send you to clear another settlement. When you report back, they'll "tell their friends it's safe to move in" and after an in-game day or two a few settlers will show up in that other settlement
        • There's a whole series of mods by LarannKiar that make various NPCs (Virgil, Shelly Tiller, Arlen Glass, Ricky Dalton, Jenny/K1-98, etc.) into recruitable settlers, though you sometimes have to complete certain tasks first. (For example, you have to get to the point that Virgil is human again and you have to provide him with a Hazmat suit or similar so he can safely leave his cave and cross the Glowing Sea.)
        • The Recruitable Settlers mod adds around 30 or so people to recruit.
I hope this helps.

EDIT: Forgot this initially: if you try this, be mindful of some of the SS2 settings. One such example: you'll probably want to complete disable the Disease mechanics, as without the storyline you'll never have an HQ capable of researching disease cures. There may be other such things to consider.
Thanks, appreciate this feedback. I wanted to use mods and build alongside the plots. I didn't want the story to distract that.
 
As I recall, Pra's recruitment beacon does not meet the requirements for "placing a beacon" in vanilla and possibly not in SS2. If this is true, you could still have recruitment beacons and not get The Stranger appearing.

There is also the console command for gaining settlers, which is how I was doing it anyway in SS2 because the allowed recruitment was so darn slow. Issue the following from the console while in building mode.

player.placeatme 20593

Immediately exit the console and grab the new settler with a Move command. Move them to the settlement you are in, or anywhere else you want them. You must do this step because otherwise they will wander off and belong nowhere.
 
Another console command to try is as follows (this was buried somewhere in the "how to build your own plots" pages on the wiki, from memory):
  • cqf ss2_npc_recruitmentmanager settlers X
(replace X with the number you want it to spawn - in my experience, don't do it with more than 3 or 4 at a time or it seems to get backed up)
This command automatically makes them members of the settlement you're currently standing in, no need to quickly assign them to one before they wander off. As the script name suggests, this is built into SS2, not "base game", so obviously it will only work if SS2.esm is enabled.

And, while it's a pain to do, the Radiant Quest "Rogue Robot" you get from either Ada or Isabel (depending which ending you got) from completing Automatron sometimes has you rescuing 2-4 Settlers from said robots - if you get to them in time to keep them alive, then talk to them, they'll join one of your settlements. (side note: they don't appear to check your Charisma Population Cap before joining, so you CAN go over that this way)
 
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Similar thot: Is there a setting to have a mayor/town design without it resetting and erasing what is already built?
I would like to use the ASAMs as a shortcut to have built the things I want, but at some point let the mayor add on to that. But not kill what I have already done or zoned.
 
Similar thot: Is there a setting to have a mayor/town design without it resetting and erasing what is already built?
I would like to use the ASAMs as a shortcut to have built the things I want, but at some point let the mayor add on to that. But not kill what I have already done or zoned.
I can't speak to any under-the-hood issues/limitations with this, but a big part of it is that mayors and city plans aren't some dynamic settlement generation system. They're the in-universe explanation for simply importing a settlement design that another person built and exported. If you didn't clear out the settlement first, then things you built could be in the same places as items the city plan places and it would be a mess.
 
If you use Workshop Framework layouts instead of full city plans, there's an option to place the new items without scrapping anything existing. Look for WSFW layouts on Nexus or some city builders include the WSFW layout (for one level, usually Level 3) as an optional download.
If the WSFW layout places something on top of what you've already buiilt, you can just scrap whichever objects you don't want there.
 
So the mayor isn't in any sense designing or deciding what gets built... Maybe I was putting too much on it.
What if the plan just took a long time to build, rather than showing the 'time lapse' aerial view as it is built? The scripting could tell you about it the same as plots upgrading while you are away (with the notification that announces completion).

Maybe if it were done piecemeal this way, it could add a check for collision with something already built and not add that single plot. That way I could build what I want as long as I am ahead of the slow rollout of the design. This would have a more realistic feel as the settlement would organically get added to rather than appearing all at once. I could see this causing a whole lot of scripting tho.

The mayor scheme (unless you find and disable it) is a hard requirement for some of the HQ buildout. This kind of discriminates against a more hands-on town build approach. My mid-ch 2 bog down was probably worsened by the fact that I had all the settlements but only 2-3 with mayors. Until I found the setting that said mayors weren't a hard requirement for supplying HQ.
 
Regarding "SS2 mechanics" without "SS2 storyline"

Kinggath has said that a mechanics-only release is not in the cards, yet. It's not feasible right now because he would have to maintain two separate codebases and that's a non-starter. That said, he has considered the possibility of releasing a mechanics-only version of the mod once other development on SS2 is complete. And that's still potentially a few years away since they have various ideas kicking around and in progress.

To Chef's point, however, you can play with the SS2 mechanics and ignore the story, but you'll likely need to keep a few things in mind:
  • Plotzing about Plots
    • You can use the Cheats section of the City Manager 2078 holotape to unlock all plots/plans/etc. I think you can do it through MCM as well. You'll have access to whatever you want to build.
  • Silent Treatment
    • Once you've done that, you can just ignore the SS2 storyline. The Stranger will still spawn in the first settlement in which you build a beacon, but if you don't engage with him you should be fine.
      • Granted, he's your first source of ASAMs, so it may be tricky to get them at first, but there are ways
        • I think the "unlock everything" described above will also unlock the recipe to craft ASAMs (and boxes thereof) at the City Planners Desk.
        • They usually show up in the inventories of merchants around the Commonwealth (Carla, Trudy, Myrna, Daisy, Deb, etc.)
        • The boxes of them in Concord Hardware will probably still be there
        • If nothing else: console commands
      • You could make it easier to avoid The Stranger by building your first beacon in a settlement you never plan on using. I think he'll just hang out there as a result.
      • You could, arguably, completely avoid The Stranger by never building a recruitment beacon; that would be somewhat counterproductive as it would be difficult to get people to populate settlements, but there are still ways:
        • Send companions there
        • Build automatrons
        • Specific recruitable NPCs
          • Give Sheffield a Nuka-Cola
          • Find the Vault-Tec Rep
          • I'd suggest the other recruitable merchants, but there's a bootstrapping issue as you can't recruit them until your settlement network population hits certain thresholds
        • You could try focusing on settlements that are pre-populated: Abernathy Farm, Tenpines Bluff, County Crossing, Greentop Nursery, Warwick Homestead, Finch Farm, The Slog, Greygarden
        • Sometimes the recruitment quest for a settlement will send you to clear another settlement. When you report back, they'll "tell their friends it's safe to move in" and after an in-game day or two a few settlers will show up in that other settlement
        • There's a whole series of mods by LarannKiar that make various NPCs (Virgil, Shelly Tiller, Arlen Glass, Ricky Dalton, Jenny/K1-98, etc.) into recruitable settlers, though you sometimes have to complete certain tasks first. (For example, you have to get to the point that Virgil is human again and you have to provide him with a Hazmat suit or similar so he can safely leave his cave and cross the Glowing Sea.)
        • The Recruitable Settlers mod adds around 30 or so people to recruit.
I hope this helps.

EDIT: Forgot this initially: if you try this, be mindful of some of the SS2 settings. One such example: you'll probably want to complete disable the Disease mechanics, as without the storyline you'll never have an HQ capable of researching disease cures. There may be other such things to consider.
Some other things to tweak: The vanilla layout and encounters of several locations would have to be manually turned back on at the entrance of the various locations that figure in the SS2 plot: GNN obviously, the downtown hospital, BADTFL, etc.
 
Some other things to tweak: The vanilla layout and encounters of several locations would have to be manually turned back on at the entrance of the various locations that figure in the SS2 plot: GNN obviously, the downtown hospital, BADTFL, etc.
They should be fine. They don't get hijacked until the actual points in the story. If you didn't progress the SS2 storyline, they should stay vanilla.
 
So the mayor isn't in any sense designing or deciding what gets built...
A system where the mayor decided what gets built would likely require a pretty advanced AI that I'm not even sure exists outside of science fiction. Such a powerful system would require F4SE to integrate with the game along with a lot of custom code. Read: Expensive and time consuming. The result would not be available to xbox players and thus Kinggath would never do it.
it could add a check for collision with something already built and not add that single plot.
As far as I know, this is not possible to do at run time.
 
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