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Dynamic soundscape issues

Axonum

Member
Messages
64
An issue I found is with the dynamic soundscape. The dynamic soundscape does not seem to work with the independent Conqueror cities for me. They don’t play any sounds even with a lvl 2 independent city. I'm using the three-in-one SS version.
 
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The Oberland Station scenario you mentioned is working as intended. You can refuse to help the neutral/unallied settler or do their quests - totally open to you to decide. Be a good guy, get in good, come back later with your raider squad and terrorize them mercilessly if you want. Or just tell them off and walk away. With Conqueror, you don't need to have a settlement on your side to turn them into a vassal, same as with Nuka World content.

My Conqueror soundscape was pretty whacked when I took over a settlement - the soundscape remained the happy version with people laughing and so forth.
 
My Conqueror soundscape was pretty whacked when I took over a settlement - the soundscape remained the happy version with people laughing and so forth.

The raider version of the soundscape still hasn't been implemented. Will likely show up in one of the next couple of patches.
 
An issue I found is with the dynamic soundscape. The dynamic soundscape does not seem to work with the independent Conqueror cities for me. They don’t play any sounds even with a lvl 2 independent city. I'm using the three-in-one SS version.
The soundscape is configured after the first time you arrive in a settlement dynamically so that it can function on future visits. This is a limitation that can't be avoided with the current coding of the soundscape. Will likely be something that can never be fully fixed due to the way the game allows for detection of spaces that are not loaded in memory.
 
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