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List of Compatible Mods for Sim Settlement 2

What happens if you use RotC city plans with Gun for Hire?
There is a known, unfixable issue where if a Plot or a City Plan 'levels up' automatically while you aren't present, and if the general script-load on your system is at the right level of too high, AND you go through a full loading-screen at that point... the game gets confused as to where it is meant to be putting the new objects for the leveled-up plot/city, and dumps them into the next Interior Cell [possibly only if it's an "interior settlement"] you enter instead of where they should go. This is not unique to "Gun for Hire", it's just one of the places it can happen ("Home Plate" is pretty common for it too), and it's more likely to happen with the ROTC Cities because of how mega-detailed they are.
 
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Only fix I’ve found and it’s really just a workaround is turn auto city upgrades off. But that’s good to do even without gun for hire cause it lets you decide when upgrades should happen.
 
"Tales from the Commonwealth" definitely works fine. I've heard some people claim "We are the Minutemen" MIGHT be causing some issues but only at certain points during the Jake Questline.
I think the "Thuggyverse" stuff though did cause problems - iirc one of those mods (maybe "Depravity"?) changes a location that SS2 also wants to use.
Its so sad that we cant just have all of the Thuggyverse mods work with the excellent Sim Settlements 2 I really feel like I cant have one without the other. Couldn't they have just used a different location rather than the Fallons in Concord?
 
We are the Minutemen (Questionable)
I use this and it's never caused a problem, nor do I see any reason why it should. All it does is put the brakes on the minuteman radiant quests, delays retaking the castle til lvl 20, and levels up the MM factions and their gear along with the player. It increases the number of MM patrols but You and What Army adds many more and no one is reporting issues with that.
 
Doesn't it remove all NPCs everywhere? It's a cool mod but don't think it would work mechanically or thematically, SS2 exists in the world and makes references to it all the time. Including being sent to vanilla places and interacting with NPCs. Unless you want it without the quest, just settlement building. Then probably yes.
 
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