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Few questions about few mods

comziz

Active Member
Messages
222
Hello,
I'm trying to prepare a most compatible mod list and eliminate any possible bugs before I even start my new game. So I've been reading what I could find overt the past few days.

  1. The FAQ page touches on the subject of "Salvage Beacons" and says both can be used at the same time, what are the main differences in mechanics with the original mod and built in system?
    Also, I will be using "IDEK's Logistics Station" as well, how would the performance affected later and deeper in the game, if all 3 were enabled along with vanilla supply lines?
  2. There's an incompatibility listed for "IMP - Invisible Marker Pack (redux)" would that also extend to "Settlers Go Shopping - invisible marker version?
    I know there's a compatibility patch for SGS for SS2 but that uses the main version with markers and while both versions can be installed at the same time it is advised not to place invisible markers near main vendors but only near modded shops and I don't want to risk doing that so I don't want to install the main version.
  3. There's also a known issue listed with "Build High - Expanded Settlements 5.0" and I was wondering if it would be safe to use this mod as long as the "Builder's Patch" option is not selected when installing?
  4. Finally, according to the list below, provided by "Settlement Keywords Expanded" I placed the SS2 before Alternate Settlements and after Snap&Build. But the installation page on this site says that all other mods should come after SS2.
    How can I further adjust my load order for the best compatibility?
Fallout4.esm
Unofficial Fallout 4 Patch.esp
<< ESM files that doesn't alter Settlements >>

HUDFramework
Baka ScrapHeap
Mod Configuration Menu

SettlementKeywords.esm
Homemaker.esm
Robot Home Defence.esm
Snap'n Build.esm
<< Any other ESM that alters Settlements >>

Move That Workbench
Place Everywhere
Workshop Framework
Workshop Plus

Sim Settlements 2 >> This is where I currently have SS2
Sim Settlements 2 Extended
IDEK's Logistic Station 2
Tech Settlements
SS2 Tiny Living
SS2 Wasteland Ventures
Leaders and Legends of the New Commonwealth
DD All in one Standalone

<< Any ESP that alters Settlements >>
AlternateSettlements.esp
Better Vendor Stalls
OCDecorator.esp
OCDispenser.esp
SKE_OCD_Patch.esp
Business Settlements.esp
BusinessSettlements-SKPatch.esp
<< Any other ESP >>

Build High - Expanded Settlements 5.0 >> Without "Builder's Patch"
Scrap Everything


PS: I have 100's of more mods but I only listed the ones I considered important
 
I'm not sure of the rest, but I'll answer a couple of your points there.

The FAQ page touches on the subject of "Salvage Beacons" and says both can be used at the same time, what are the main differences in mechanics with the original mod and built in system?
The ones built into SS2 require a settlement within range of where you put the Beacon (the range is roughly the straight-line distance from Sanctuary to Starlight) that has both a Caravan Plot and a Communications Plot active. There's actually two different flavors of Beacon, one that works the same as 'Salvage Beacons' did and another that generates 'virtual resources' (with a chance to unlock special plot designs depending on where you put the Beacon).

Also, I will be using "IDEK's Logistics Station" as well, how would the performance affected later and deeper in the game, if all 3 were enabled along with vanilla supply lines?
Performance in terms of FPS/Script Lag, not substantially, but again - the "Virtual Storage" system, which is a big part of what SS2 is trying to do. That only 'links together' between settlements within that same range as the Beacons use when the settlements are linked by Caravans (IDEKs uses the same range for that).
 
I'm not sure of the rest, but I'll answer a couple of your points there.

The ones built into SS2 require a settlement within range of where you put the Beacon (the range is roughly the straight-line distance from Sanctuary to Starlight) that has both a Caravan Plot and a Communications Plot active. There's actually two different flavors of Beacon, one that works the same as 'Salvage Beacons' did and another that generates 'virtual resources' (with a chance to unlock special plot designs depending on where you put the Beacon).

Performance in terms of FPS/Script Lag, not substantially, but again - the "Virtual Storage" system, which is a big part of what SS2 is trying to do. That only 'links together' between settlements within that same range as the Beacons use when the settlements are linked by Caravans (IDEKs uses the same range for that).
I see, so there's a range mechanic difference. Event hough it seems like a reasonable range, I think I'll enable the original beacon mod as well so I can select which settlement to deliver them, no matter where I am on the map.

Thank you so much for the info.

You do not need this mod. You can use Place Everywhere's 'extra selection' to move a workbench.
So that's what that option was for! =D All these years I haven't used it cause I wasn't sure what it did.
And I literally just disabled that hot key this morning, so I can assign something else to INSERT key.

I will reconsider this and perhaps remove the other mod.
Thank you so much for the info.

EDIT: Funny thing, I just disabled "Move that wokbench" mod and I can still move it around, EVEN if the extra selection key is disabled. I guess that mod changes settings permanently.
 
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I see, so there's a range mechanic difference.
Yeah, I think its meant to be a kind of roleplay immersion thing. It seems a LITTLE short to me, like maybe it should increase with the plot levels or something? IDK.
 
Yeah, I think its meant to be a kind of roleplay immersion thing. It seems a LITTLE short to me, like maybe it should increase with the plot levels or something? IDK.
Well, "immersion" has always been a subject relative to people. For example I consider it more immersive for me to be able to contact and command whichever settlement I choose for the items to be delivered.
If there was an option to call upon on the nearest settlement workers and tell them to carry items to a chosen settlement, I would also do that. But no need to complicate things even further =P
I think I'll just enable the original salvage mod and call it a day. And build the built in salvage system just for the quest and visual variety I guess
 
EDIT: Funny thing, I just disabled "Move that wokbench" mod and I can still move it around, EVEN if the extra selection key is disabled. I guess that mod changes settings permanently.
I would not recommend removing mods in an active save. Mods (especially those with scripts) get baked into the save file. If you want to remove it, wait until you start a new game.
 
I would not recommend removing mods in an active save. Mods (especially those with scripts) get baked into the save file. If you want to remove it, wait until you start a new game.
Thank you for your concern.
When you said I don't need it I immediately tried it.
So far so good and the feature is still working. I hope it doesn't get jinxed =D
 
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