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do settlers auto assign based on best SPECIAL?

LadyAthena

Active Member
Messages
168
If I haven't touched any of the original settings for Sim Settlements 2, will settlers auto train, and auto assign themselves to the best available jobs?
 
Want to fix a script for a mod I have in the works to do just that? Its been sitting in the "I'm sick of bugfixing" pile for the last couple of weeks... You could sort all settlers in a settlement by special stat and turn tracking on/off for each NPC. I can't seem to figure out WTF I did wrong in my sorting function........ maybe tomorrow??? ;)
I can't even fix my own papyrus fragments, so... I'll wait with baited breath for you to be inspired :hearts
 
Vitomatic bars can go as high as 24, i scanned Strong and got this result for his strenght; and i remember many SPECIAL characters with values around 12, Codsworth intelligence is one but all robots have this value but Curie once she become a synth
Inteseting, I thought it was that it will show the number no matter how high, but from my own testing the little coloured bars next to each stat only counted from 1 to 10.
 
Inteseting, I thought it was that it will show the number no matter how high, but from my own testing the little coloured bars next to each stat only counted from 1 to 10.
I looked at the numbers not at the bars also because Strong has 1 in almost everything 24 strenght and dont remember if he has something at 4 5
I think that graph bars are capped at size 10 for graphic reasons but what counts are the numbers; just my 2c, i dont know if assigning Strong to an industrial will make it produce four times than a normal settler; i dont even know if i can assign Strong to a plot. I'll tell once i enroll my big friend

Edit
Just checked on Codsworth; all bars with 10+ values have the same lenght. The question is: it's a graphic thing, because the graph is limited in size and what matters are the numbers shown or all values 10+ are counted as 10
 
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I'll wait with baited breath for you to be inspired
Partial inspiration???
20211209152419_1.jpg
20211209152454_1.jpg
This is the one I'm most happy about:
20211209153025_1.jpg
It works good when SS2 needs a kick in the shorts and display the correct data on the needs meter.
20211209153014_1.jpg
When I loaded this save, homes / jobs / hobbies were stuck at 1 at seemed to refuse to budge. :)
Now to get the rest of it finished and working........... (do I really need an "and" there??)

We need to find Uituit and convince him to make some plots that use bone!
 
The question is: it's a graphic thing, because the graph is limited in size and what matters are the numbers shown or all values 10+ are counted as 10
It's definitely just a graphic thing. The Municipal:Water (Basic tier) plot Sturges was assigned to here was producing over 200 Water.

ScreenShot3.png
 
My educated guess is that you edited Sturges values somehow.
I checked too switching a 10 with a 12, i dont know (yet) how to edit and there was a small improvement
There's console commands to do that. I went with a value that large because that way it shows the point I was making, there's no way the Perception bar there is ~25 times longer than the rest.
 
I can't remember exact details, but technically the "scan results screen" is a BOOK object. (The same thing as all the random notes you pickup and read... or not....) I want to say each bar is its own mesh and each bar length between 0 and full bar is its own mesh, but I don't remember for sure. What I do remember is its not an object for a noob to look at in the CK for inspiration!

Anyway IIRC, the bars are predefined in 10% increments with a stat of 10 = to 100%

Open the console and click on the NPC you want to manipulate. An 8 digit hex number should appear in the middle of the screen. (you may need to try from another angle if it did not)
To see what a value is, enter:
getav SPECIAL where special is the stat name. i.e. strength
To set a value:
setav SPECIAL X x being the value to set
 
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