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Patch 3.1.2 - Praise Be to Glorious Leader

From the nexus. I'm trying to get my game to load to see if it's really it. I'll edit the post to update you.

@Edit:
Nope. I dun work gud. I guess I'll try the bethesda.net version?

Why did bethesda.bullshit reshufled, and straight out disabled some of my mods?

@Karyusan
Nope, bethesda.bull doesn't work either. Leaders don't have perks, and HUD Framework doesn't work. Also I couldn't find the sign in The Castle, and Sunshine Tidings still has 0 watah.

Never-frickin-mind. Nobody said I have to update both, Sim Settlements AND the Addon.
 
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I got about six hours of gameplay in with the new version last night.

Stable so far, with Four ROTC settlements in various stages of development and two very complex hand-built settlements. Been fast-travelling like a madman with nary a hiccup.
 
From the nexus. I'm trying to get my game to load to see if it's really it. I'll edit the post to update you.

@Edit:
Nope. I dun work gud. I guess I'll try the bethesda.net version?

Why did bethesda.bullshit reshufled, and straight out disabled some of my mods?

@Karyusan
Nope, bethesda.bull doesn't work either. Leaders don't have perks, and HUD Framework doesn't work. Also I couldn't find the sign in The Castle, and Sunshine Tidings still has 0 watah.

Never-fucking-mind. Nobody said I have to update both, Sim Settlements AND the Addon.
nice you found it !
 
I am very new to forums and texting. Please be patient with me. I have a couple questions. The first one being, How do I download the latest 'patch'? The second one needs a little explanation first. I started a Sim Settlement at Tenpines and it was growing nicely when I went back to check on it. The one thing that bothered me was 'the dog' I can hear a dog barking (not Dogmeat) but I can't find the *#& dog! Did the 'sound guy' just add dog sounds without a dog?
 
Should I remove the crash fix patch after installing this update?
You should NEVER have more then one version of any mod active at the same time. If you're using NMM, delete/uninstall the older version before installing the update. NMM doesn't handle overwrites of mods correctly at all times.

Download the new version.
Delete the old.
Install the new.
 
Welcome!
I am very new to forums and texting. Please be patient with me. I have a couple questions. The first one being, How do I download the latest 'patch'?
Official patches, the normal ones, are uploaded to Nexus and replaces the older version of the mod. So there's no separate patch file to download. Just re-download the mod. Then unistall/delete the old version first. Then install the newer version. NEVER have two version of the same mod active at the same time.
If you chose download the mod at the Nexus page, you'll always get the latests. Sometimes, very rarely Kinggath makes aplha or beta patches available here at the forum to quickfix some issue. You should only download those if you have that specific problem, those patches are not tested as rigorously as the official Nexus releases.

The second one needs a little explanation first. I started a Sim Settlement at Tenpines and it was growing nicely when I went back to check on it. The one thing that bothered me was 'the dog' I can hear a dog barking (not Dogmeat) but I can't find the *#& dog! Did the 'sound guy' just add dog sounds without a dog?
There's settlement background noises, yes. Dogs will also be automatically recruited, like the chickens. Build a dog house and the dog will go there. Don't believe there's actually any logic checking if a dog has arrived yet or not, or alternative soundtracks for the settlement noises.
 
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Welcome!

Official patches, the normal ones, are uploaded to Nexus and replaces the older version of the mod. So there's no separate patch file to download. Just re-download the mod. Then unistall/delete the old version first. Then install the newer version. NEVER have two version of the same mod active at the same time.
If you chose download the mod at the Nexus page, you'll always get the latests. Sometimes, very rarely Kinggath makes aplha or beta patches available here at the forum to quickfix some issue. You should only download those if you have that specific problem, those patches are not tested as rigorously as the official Nexus releases.
OK I can do that! Thanks for the help!

There's settlement background noises, yes. Dogs will also be automatically recruited, like the chickens. Build a dog house and the dog will go there. Don't believe there's actually any logic checking if a dog has arrived yet or not, or alternative soundtracks for the settlement noises.
OK I've got dog houses everywhere except Tenpines, I didn't want to interfere with the working of the mod. But now I'll put a dog house there too. Thank you for the help.
 
Check out the Builder's Toolkit on nexusmod it includes a detailed tutorial for adding new leaders.

Thank you,
hadn't realized the update for the builders toolkit was out. :)

In the duplicate of kgSIM_LeaderSelectTemplate replacing List of Traits
should we use spaces, carriage returns, commas between each trait?
 
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You can actually put whatever you like in the message. It's just a display thing to help the players, it's not actually used by the code. So whatever layout makes sense to you, you could even add more information if you like. The buttons in that exact layout are what's most important about those messages.
 
You can actually put whatever you like in the message. It's just a display thing to help the players, it's not actually used by the code. So whatever layout makes sense to you, you could even add more information if you like. The buttons in that exact layout are what's most important about those messages.

Thanks again, was able to incorporate NPCs quickly.
Good tutorial :)

Followup Question:

Leader Cards contains the traits, represents individual NPCs added through the LeaderList linked into the LeaderSelectTemplate

Yet the LeaderSelectTemplate presents the information at the City Desk about traits and name of leader.
e.g.
d. Set the Title to the name of the Leader as you want it to appear on the select screen.
e. Replace the Message Text line “Leader Name” with the name of the Leader as you want it to appear on the select screen.
f. Replace the Message Text line “List of Traits

I added 4-four NPCs to test with.
What I see in game at the City Desk is one leader name and traits, pressing next shows the same name theoretically four times.

Q. >>> Does this mean to have names and traits presented in the city leader selection, addons would need multiple LeaderSelectTemplates for each leader to present their name and list their traits?

Kind of confused. You can see me trying to work through the logic.

Each LeaderCard represents the FormID of the NPC
The LeaderList allows as many LeaderCard/NPCs as an author creates
The LeaderSelectTemplate is what shows at the City Desk --- Think of this as a class of city leader all sharing the same traits?
 
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@RogPW You shouldn't alter the LeaderSelectTemplate, you need to duplicate it and alter your duplicate. I'll double check the tutorial verbiage and make sure that's clearer.

EDIT: Looked at the tutorial, definitely mentions duplicating. Each LeaderCard's LeaderSelectMessage property will be pointing at it's own Message form. So you get to individually name each one.
 
I noticed with the three available leader mods out there we already have some conflicts where they picked the same NPC. What are the risks if I have two mods with the same NPC as a leader option?
 
Per Kinggath, the same leader should appear in the list twice and it'll go with whichever one is associated with the one you picked.

(Hopefully he'll add a mod identifier on it so we can track it back to the adding mod in case of an issue)
 
@Elisys, the mystery barking dog was also getting to me when the sound first showed up. Dogmeat was right next to me and I thought that wild dogs were in my settlement lol
 
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