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Currently Investigating

In one of the patches for SS2 chap 1, Thuggy helped the King with some compatibility problems, and, for me at least, solved almost everything with the 2 mods. But SS2 2.0 and chap 2 must have changed something that generated another conflict.

Today I'm starting a new playthrough with a few QOL, armour and weapon mods, but no other quest mode besides SS2 chap 2. Let's see how it goes :) If anything with pertinence happens, I'll post the problem along with the mod list :)

I think this could be technically done but the story conflicts are unresolvable for me. I suppose if you wanted to roleplay someone whose mind was split by the trauma of watching their spouse die, losing their child and waking up 200 years after being nuked then it could work out just fine because the SS would have to be flipping through different realities for it to make sense.
 
I think this could be technically done but the story conflicts are unresolvable for me. I suppose if you wanted to roleplay someone whose mind was split by the trauma of watching their spouse die, losing their child and waking up 200 years after being nuked then it could work out just fine because the SS would have to be flipping through different realities for it to make sense.
Oh totally. RP wise it makes no sense at all. I had one Tina in my settlements and another as a companion killing drug dealers with me. I think that character just stopped asking questions after all he had seen and kept going :P
 
the quest "Angel of Mercy" is having a similar issue as the CPD quests of Ellis not replying
 
Does anyone have the quest stages for kicking off the CPD initial quest ?? I did Caleb's quests and nothing and I have over 30 residential plots and control at least 10 settlements and still nothing !
 
We did everything we could to be compatible with all mods. The only thing I'm aware of in Depravity that the hijack can't help with is one of the missions to destroy a certain complex that we use pretty heavily... though even if we could be compatible with that quest, would be tough to RP an explanation where you get to do both! So I look at it as a player choice moment.
Reading your answer and being disappointed I had to react. Using the exact same door and exact same building(s) has nothing to do with being compatible or "we did everything we could" You obviouse did not. I can understand though why you would choose those buildings. I'm just very disappointed that in this case your word and work difference from eachother. I really got the impression that nobody you or the "team" cares about being incompatible with that mod. No matter how you word or phrase it to make it look good. Fact is I love Sim Settlements but I also love work of other mod authors and I am not the only one. Besides SS2 I run something like 25 other Story Quests in my setup, without any issues untill Chapter 2 released that is. My setup is extensivly tested a 1000+ hours and it's also a Collection since Closed Alpha testing started for Vortex. (How did your testers totally missed the Save Game issue? b.t.w. They only have SS2 installed?) Besides expressing my disappointment I do have a suggestion / question though, I like to make a mod to completely move Depravity/Fallons/Concord door and interiour to another location in Concord or the edge of it? I'm willing to create such a solution but I'm not skilled enough (yet) However with some guidance / pointers I can do a lot and study a lot, since time I have in spades. About the big building that is left.. there is only one little Quest in Depravity that wants you to go there. A solution could be by advancing the quest by conversation through the Quest giver, no issues RP wise, again I'm willing to do the same, but I do need some help with it.
 
Reading your answer and being disappointed I had to react. Using the exact same door and exact same building(s) has nothing to do with being compatible or "we did everything we could" You obviouse did not. I can understand though why you would choose those buildings. I'm just very disappointed that in this case your word and work difference from eachother. I really got the impression that nobody you or the "team" cares about being incompatible with that mod. No matter how you word or phrase it to make it look good. Fact is I love Sim Settlements but I also love work of other mod authors and I am not the only one. Besides SS2 I run something like 25 other Story Quests in my setup, without any issues untill Chapter 2 released that is. My setup is extensivly tested a 1000+ hours and it's also a Collection since Closed Alpha testing started for Vortex. (How did your testers totally missed the Save Game issue? b.t.w. They only have SS2 installed?) Besides expressing my disappointment I do have a suggestion / question though, I like to make a mod to completely move Depravity/Fallons/Concord door and interiour to another location in Concord or the edge of it? I'm willing to create such a solution but I'm not skilled enough (yet) However with some guidance / pointers I can do a lot and study a lot, since time I have in spades. About the big building that is left.. there is only one little Quest in Depravity that wants you to go there. A solution could be by advancing the quest by conversation through the Quest giver, no issues RP wise, again I'm willing to do the same, but I do need some help with it.
"Your stuff sucks! I could do it better, but I don't know how! Help me!"

For real bro, this is what you sound like.

Also:
1. each other
2. obviously
3. until
4. extensively
5. I'd or I would
6. interior

Nvm the multitude of sentence fragments, hanging clauses, and missing punctuation. If you're gonna be a jerk, at least use the spell check.
 
"Your stuff sucks! I could do it better, but I don't know how! Help me!"

For real bro, this is what you sound like.

Also:
1. each other
2. obviously
3. until
4. extensively
5. I'd or I would
6. interior

Nvm the multitude of sentence fragments, hanging clauses, and missing punctuation. If you're gonna be a jerk, at least use the spell check.
Sorry English is not my native language, I only speak 4 and English is not my favorite. Sorry you could not totally understand what I was trying to communicate. I never said "Your stuff sucks" "I could do it better". Please read it again and at a slower pace.
Thankfully there are always individuals like yourself who assume everything is an attack, even calling me a jerk for no reason. Maybe next time instead of attacking someone on their grammar skills, communicate constructive. For real bro.
 
I really got the impression that nobody you or the "team" cares about being incompatible with that mod. No matter how you word or phrase it to make it look good.
The response to your comment could have been more tactful, but the above, if it is not “an attack,” is at the very least obnoxious. The fact that you did not use the exact words, “your stuff sucks,” doesn’t mean you didn’t convey a fairly bewildering and condescending attitude. You didn’t, for example, use the exact words, “What the hell is wrong with your beta testers?” But you said it all the same, and oddly gratuitously as the save issue has nothing to do with this.
This, despite the fact that “we did everything we could to be compatible with all mods,” is in no way contradicted by the fact that a mod exists that modifies the same world space.
Calling people names is really never necessary, especially here, but I hope they remove you.
 
Reading your answer and being disappointed I had to react. Using the exact same door and exact same building(s) has nothing to do with being compatible or "we did everything we could" You obviouse did not. I can understand though why you would choose those buildings. I'm just very disappointed that in this case your word and work difference from eachother. I really got the impression that nobody you or the "team" cares about being incompatible with that mod. No matter how you word or phrase it to make it look good. Fact is I love Sim Settlements but I also love work of other mod authors and I am not the only one. Besides SS2 I run something like 25 other Story Quests in my setup, without any issues untill Chapter 2 released that is. My setup is extensivly tested a 1000+ hours and it's also a Collection since Closed Alpha testing started for Vortex. (How did your testers totally missed the Save Game issue? b.t.w. They only have SS2 installed?) Besides expressing my disappointment I do have a suggestion / question though, I like to make a mod to completely move Depravity/Fallons/Concord door and interiour to another location in Concord or the edge of it? I'm willing to create such a solution but I'm not skilled enough (yet) However with some guidance / pointers I can do a lot and study a lot, since time I have in spades. About the big building that is left.. there is only one little Quest in Depravity that wants you to go there. A solution could be by advancing the quest by conversation through the Quest giver, no issues RP wise, again I'm willing to do the same, but I do need some help with it.
You need to learn a lot more than modding.
If you bash the people then ask them for help you aren't going to get it.
Life Lesson. You need to learn it.

Your best option would have been, "I want to get these two mods to work, can someone show me where to go to find out how to separate the two doors?"

That would have given you the result you wanted. Now your best option is watching youtube videos and experimenting.
Experimenting is always the best option in learning something.
Find a door in base game, and try to move it and see what happens.
 
Doesn't it say somewhere that the mods are not compatible to begin with? I think it did.

Then you get people putting them together anyways and complaining that you ruined their mod.

I wouldnt lift a finger to help them if that's the case. Pick a mod. Enjoy and move on. You can't have everything.

All this over hooker/booty mods. Yeesh

EDIT: Right from the Wiki
Other mods that may cause issues, but require further investigation:


  • Project Valkyrie
  • Fusion City Rising

  • Faction Redux
  • Raiders, Gunners, or Ghouls

  • Depravity
  • Outcasts and Remnants
 
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Reading your answer and being disappointed I had to react. Using the exact same door and exact same building(s) has nothing to do with being compatible or "we did everything we could" You obviouse did not. I can understand though why you would choose those buildings. I'm just very disappointed that in this case your word and work difference from eachother. I really got the impression that nobody you or the "team" cares about being incompatible with that mod. No matter how you word or phrase it to make it look good. Fact is I love Sim Settlements but I also love work of other mod authors and I am not the only one. Besides SS2 I run something like 25 other Story Quests in my setup, without any issues untill Chapter 2 released that is. My setup is extensivly tested a 1000+ hours and it's also a Collection since Closed Alpha testing started for Vortex. (How did your testers totally missed the Save Game issue? b.t.w. They only have SS2 installed?) Besides expressing my disappointment I do have a suggestion / question though, I like to make a mod to completely move Depravity/Fallons/Concord door and interiour to another location in Concord or the edge of it? I'm willing to create such a solution but I'm not skilled enough (yet) However with some guidance / pointers I can do a lot and study a lot, since time I have in spades. About the big building that is left.. there is only one little Quest in Depravity that wants you to go there. A solution could be by advancing the quest by conversation through the Quest giver, no issues RP wise, again I'm willing to do the same, but I do need some help with it.
So, you want the SS2 team to research EVERY SINGLE MOD EVER MADE to make sure they don't conflict with any?
 
So, you want the SS2 team to research EVERY SINGLE MOD EVER MADE to make sure they don't conflict with any?
I worked it out once. From Nexus alone there was more than 9,223,372,036,854,775,807 possible Load Orders. And that was 6 months ago so it'd be even higher now. That's just plain not possible to test every possible one.
 
I worked it out once. From Nexus alone there was more than 9,223,372,036,854,775,807 possible Load Orders. And that was 6 months ago so it'd be even higher now. That's just plain not possible to test every possible one.
That was kind of my point, it's not possible, nevermind reasonable to expect.
 
Doesn't it say somewhere that the mods are not compatible to begin with? I think it did.

Then you get people putting them together anyways and complaining that you ruined their mod.

I wouldnt lift a finger to help them if that's the case. Pick a mod. Enjoy and move on. You can't have everything.

All this over hooker/booty mods. Yeesh

EDIT: Right from the Wiki
Other mods that may cause issues, but require further investigation:


  • Project Valkyrie
  • Fusion City Rising

  • Faction Redux
  • Raiders, Gunners, or Ghouls

  • Depravity
  • Outcasts and Remnants
If it was only about booty and hookers I would not have included any of those mods in my list.
I don't know why you point me to that wiki but I clearly stated before that I run about 25 more Quests mods in my setup alongside SS2 without any issues untill the release of Chapter 2.
 
I pointed you to that because it clearly states there's possible conflicts. You chose to ignore that part.

Learn to ask for help in a better way.
 
The response to your comment could have been more tactful, but the above, if it is not “an attack,” is at the very least obnoxious. The fact that you did not use the exact words, “your stuff sucks,” doesn’t mean you didn’t convey a fairly bewildering and condescending attitude. You didn’t, for example, use the exact words, “What the hell is wrong with your beta testers?” But you said it all the same, and oddly gratuitously as the save issue has nothing to do with this.
This, despite the fact that “we did everything we could to be compatible with all mods,” is in no way contradicted by the fact that a mod exists that modifies the same world space.
Calling people names is really never necessary, especially here, but I hope they remove you.
I'm just calling how I see it, stating facts. Hanging and putting words on me trying to make up for an attack and the fact that someone is calling names than concluding the post with a wish that I get removed? Excuse me?
Also if I wanted to use those words you are trying to pin on me I would have used them myself in such way.
So yes it's a genuine question, How did the testers missed that Save Game bug?? And there is still the fact that Chapter 2 choose to use doors and buildings in use by another well known mod.
 
Nobody owns the the doors. They can be placed anywhere by anyone.

Joer (Gun For Hire) said basically the exact same thing.

There's a fact for you.
 
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I pointed you to that because it clearly states there's possible conflicts. You chose to ignore that part.

Learn to ask for help in a better way.
Again.... I have NO issues / conflicts with the other 25+ Quest Mods including the ones in that wiki. I did investigate, patched a few things. I'm ignoring nothing.
 
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