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Patch 1.0.10 - "Rise of the Hotkeys" - is live!

One of the notes in the changelog there actually might've answered a question I'd had for a while but not gotten an answer for - so settlers can only Train their SPECIAL stats up to 10 (before modifiers from equipment)?
 
Thanks for the info.

Hmmm....that was a couple of levels ago, including some annoying dungeons.

Is going in and wiping the city functionally equivalent as far as a "clean" game?
  • go to desk.
  • remove plan.
  • scrap all.
  • Build new desk.
  • select city plan and start again?
I attempted to reset Abernathy last night, but had no luck. I would also like to know if Pakman's process would work. Luckily, I only have three City Plan settlements so far, so if they're broken for good, I'm okay with that.
 
Just to be clear - the process I suggested works - removing a settlement and starting again.

That is core SS2 functionality - removing a settlement.

I was just asking in regards to the "cleanliness" of the process, timing scripts etc.
If it were better than using refresh - Kinggath has an incredible knowlege of how the game works (even the wonky parts he can't do anything about) and I was just trying to find out which would be better for game stability.

I went ahead and removed and rebuilt one settlement - and other than the powering taking longer than expected (it always seems to take forever for me) I now have a new level 0 ROTC settlement for my group at taffington.

It took about the same amount of time as building a new city plan - so if some folks don't mind it scrapping anything you built (I only had a few extra plots) this may be a more attractive option than the refresh - which can take some time.

EDIT: Well, scrapping and replacing Oberland leads to crashes. Not sure why.
Going to test out some scenarios. If I learn anything I will update here.
Scenario:
Remove settlement with clearing ; crash. Tested about 4 times.

Scenario:
Remove Settlement, no clearing.
Select settlement.
During clearing and building - CTD.



I have plenty of resources in my network, so not too worried about losing any that had already been spent.

thanks for the amazing mod.
 
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I had this happen in one playthrough. I had to go upstairs and kill 2 ghouls that spawned. (I think they were meant to come downstairs) After that I heard Jake kill the ghoul under the desk and start his dialog. I went back to Jake and the scene played as intended.
Same here like 2 days ago he would stand near the door till I found and killed them all.
 
Just to be clear - the process I suggested works - removing a settlement and starting again.

That is core SS2 functionality - removing a settlement.

I was just asking in regards to the "cleanliness" of the process, timing scripts etc.
If it were better than using refresh - Kinggath has an incredible knowlege of how the game works (even the wonky parts he can't do anything about) and I was just trying to find out which would be better for game stability.

I went ahead and removed and rebuilt one settlement - and other than the powering taking longer than expected (it always seems to take forever for me) I now have a new level 0 ROTC settlement for my group at taffington.

It took about the same amount of time as building a new city plan - so if some folks don't mind it scrapping anything you built (I only had a few extra plots) this may be a more attractive option than the refresh - which can take some time.

I have plenty of resources in my network, so not too worried about losing any that had already been spent.

thanks for the amazing mod.
I used the same method you asked about remove city plan and remove all records seems like it cleared out all the old scripting stuff and cleared up the issues I had with a few things. I also topped it off with wsfw scrap settlement option ( pretty sure it does the same as the remove records ) then rebuild a few settlements.

not sure that’s the best way or not but it worked.
 
I used the same method you asked about remove city plan and remove all records seems like it cleared out all the old scripting stuff and cleared up the issues I had with a few things. I also topped it off with wsfw scrap settlement option ( pretty sure it does the same as the remove records ) then rebuild a few settlements.

not sure that’s the best way or not but it worked.
How do I access the WSFW scrap settlement option? Is there a holotape for WSFW, or is it best to use MCM?

I am on PC, so if there's a command line option, I can give that a try.
 
How do I access the WSFW scrap settlement option? Is there a holotape for WSFW, or is it best to use MCM?

I am on PC, so if there's a command line option, I can give that a try.
You will see a prompt (usually activated with the space bar) when looking at the red workshop of any settlement. This has the extra options.
 
Just to be clear - the process I suggested works - removing a settlement and starting again.

That is core SS2 functionality - removing a settlement.

I was just asking in regards to the "cleanliness" of the process, timing scripts etc.
If it were better than using refresh - Kinggath has an incredible knowlege of how the game works (even the wonky parts he can't do anything about) and I was just trying to find out which would be better for game stability.

I went ahead and removed and rebuilt one settlement - and other than the powering taking longer than expected (it always seems to take forever for me) I now have a new level 0 ROTC settlement for my group at taffington.

It took about the same amount of time as building a new city plan - so if some folks don't mind it scrapping anything you built (I only had a few extra plots) this may be a more attractive option than the refresh - which can take some time.

EDIT: Well, scrapping and replacing Oberland leads to crashes. Not sure why.
Going to test out some scenarios. If I learn anything I will update here.
Scenario:
Remove settlement with clearing ; crash. Tested about 4 times.

Scenario:
Remove Settlement, no clearing.
Select settlement.
During clearing and building - CTD.



I have plenty of resources in my network, so not too worried about losing any that had already been spent.

thanks for the amazing mod.
I used this same method at hangmans alley level 4 ( did not even know level 4 existed at all ) and after a while...blue screen and my internet connection all messed up aswell so that went well...now I'm trying to "refresh my settlement" but it seems I could paint my house while waiting it to finish....

Edit: so it only took like 600 seconds but after it "finished" my settlement looks all wonky. Bits of walkways missing here and there and while it states at city manager table that its level 4 it certainly does not look like it? Should I keep on waiting still so it finishes some scripts or something...
 
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About the pathing patch, I assume it only applies to the settlements which are build with the city plans and do not affect or enhance the plain SS2, does it?
 
Just wondering what i've done wrong, in that i can't level up any buildings in sanctuary,

I only have the original 8 settlers and Preston, all have homes and jobs.

I have over 500 items in each of the building components....wood,iron etc, and a happiness of 71....yes i was waiting for the 70 threshold.

when i activate an ASAM all the plots have 'Upgrade available'....but also claim not to have enough scrap.

so when i click on upgrade it doesn't even come up with the 'calculating cost' message box.

All help gratefully received.
 
Just wondering what i've done wrong, in that i can't level up any buildings in sanctuary,

I only have the original 8 settlers and Preston, all have homes and jobs.

I have over 500 items in each of the building components....wood,iron etc, and a happiness of 71....yes i was waiting for the 70 threshold.

when i activate an ASAM all theplots have 'Upgrade available'....but also claim not to have enough scrap.

so when i click on upgrade it doesn't even come up with the 'calculating cost' message box.

All help gratefully received.
Do you have a caravan setup or a plot collecting scrap for upgrades ? Also try heading to an interior cell like diamond city and let the game run while not doing anything for a while can help if it’s a scripting backup. just as a last precaution go through your ss2 settings and make sure plot upgrades aren’t turned off.
 
Do you have a caravan setup or a plot collecting scrap for upgrades ? Also try heading to an interior cell like diamond city and let the game run while not doing anything for a while can help if it’s a scripting backup. just as a last precaution go through your ss2 settings and make sure plot upgrades aren’t turned off.
No to the caravan set up i have only the three basic ASAM's haven't done the quest to get the others yet, plot upgrades are on and going to diamond city made no difference, when i got back happiness and componenets had increased, all plots ready to upgrade but none will
 
In the video, Kinggath said that all the big bugs have been squashed. The only one I am still experiencing is in Hub of the Problem. It seems that the ghoul under the desk (kind of in the corner) where the terminal is that Jake needs to interact with first, does not trigger. It just lies there under the debris, and Jake won't move. It took a while to figure out that the ghoul was a trigger. I've been able to shoot it while it's still there in the dust, but it has never "come to life". (I'm sure there's a proper term for the ghoul to trigger, but I just can't think of it right now)
Disabling any ghoul redux mods usually fixed this.
 
Disabling any ghoul redux mods usually fixed this.
True. Mods like D.E.C.A.Y. make many changes outside of new textures and sounds. User WhiskyTangoFawks made the following comment on Nexus for D.E.C.A.Y.:

Just a heads up, this mod is incompatible with Sim Settlements 2. The Radiation cloak in the RACE record effect breaks the vanilla ghoul ambush REFR, so that they break cover before they're supposed to, which makes the Hub of the Problem quest very, very difficult to complete correctly.

Solution: delete the radiation cloak effect from the RACE record, and restore the ambush AI to the package form lists. For anyone who is using Unique Creatures and Monsters, this fix is included in my standalone patch for that's mod.
 
True. Mods like D.E.C.A.Y. make many changes outside of new textures and sounds. User WhiskyTangoFawks made the following comment on Nexus for D.E.C.A.Y.:
I use decay and love it but in order for jake to get to work in hub of the problem you just need to clear the entire building from first floor to 3rd then he functions normally. On a side note if you simply want the look of decay ghouls you can download his mod unpack it pull the texture Files then just send them to data as loose files and the ghouls look better but the rest of decay is gone.
 
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