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Settlement Guard Posts

you dont need a leader mod - just go into workshop mode - pick whomever you want, then assign them to the city planner's desk - hey presto - leader.
o.o Seriously? Is that like in the quest line of the mod somewhere and I just missed it when Jake told me? Or on the wiki and i'm just blind? I will admit i didn't go through the wiki much farther when i started clicking things getting a big happy 'Coming Soon'. Kinda gave up on it then. But if that's all i have to do then it's great. Though one advantage of those leader mods was, settlements with preexisting settlers actually had names and not just 'Settler'. Thank you for that.
 
you dont need a leader mod - just go into workshop mode - pick whomever you want, then assign them to the city planner's desk - hey presto - leader.
Yes. True. Everybody keep saying that.

But I get what she means. With SS1 we had leader packs that added a lot of people, most named settlers from settlements. And these had leader cards that fit (most of the time) the story of the settlers. Blake Abernathy had a farming trait, his wife had a commercial bonus trait etc. Even if these had fewer traits than companions, it still felt better to assign someone this way rather than point a random settler to the desk and call it a day.

And to answer him, yes, I do believe leader packs could be made for SS2 in the future. Probably not by the team itself, it will most likely be an addon but I don’t see why it couldn’t be something we see once people get some time to play with the tools.
 
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Yes. True. Everybody keep saying that.

But I get what he means. With SS1 we had leader packs that added a lot of people, most named settlers from settlements. And these had leader cards that fit (most of the time) the story of the settlers. Blake Abernathy had a farming trait, his wife had a commercial bonus trait etc. Even if these had fewer traits than companions, it still felt better to assign someone this way rather than point a random settler to the desk and call it a day.

And to answer him, yes, I do believe leader packs could be made for SS2 in the future. Probably not by the team itself, it will most likely be an addon but I don’t see why it couldn’t be something we see once people get some time to play with the tools.
First of all. thanks for clarifying what I was trying to say. Second of all: She. ^.^
 
o.o Seriously? Is that like in the quest line of the mod somewhere and I just missed it when Jake told me? Or on the wiki and i'm just blind?
It never got explicitly said, but one of the trailers showed someone doing just that using Sturges. And your player character mutters "I should assign someone to this" if you use the desk youtself.
 
I didn't think about the player saying that, because it's something the player has always said prior to SS2 (for me at least). But that is something that should be mentioned either on the wiki or the main quest. (if it isn't on the wiki already)
 
I didn't think about the player saying that, because it's something the player has always said prior to SS2 (for me at least). But that is something that should be mentioned either on the wiki or the main quest. (if it isn't on the wiki already)
It used to be said by the player when looking at things that could have people assigned to it. Like crops for instance.

Not gonna lie, I hadn’t really picked up on it either until someone pointed it out.
 
A lot of design decisions in Ss 1 and 2 are that sort of subtle oldschool "give a clue or two, theyll figure the rest out by themselves" way OLD games used to do everything - kinggath has specifically said as much in his lets plays and stuff. Judging by these forums that strategy no longer flies.
 
A lot of design decisions in Ss 1 and 2 are that sort of subtle oldschool "give a clue or two, theyll figure the rest out by themselves" way OLD games used to do everything - kinggath has specifically said as much in his lets plays and stuff. Judging by these forums that strategy no longer flies.
I'm all for that approach if I've never played a game, but the biggest issue with SS1, and SS2, is that you not only have to learn new mechanics, but you also have to un learn the old ones. I played a couple thousand hours of FO4 before I downloaded SS1, so there was a lot of reflex memory so to speak. Conqueror was even harder for me in this regard, as it was tough to keep the new needs and interactions straight.

SS2 is actually brilliant in that it has a natural integrated tutorial. There are still some areas that I would have liked some explanation for, or at least documentation.

I know, however, that the team would be happy to smooth these things out if they had time. It has been such an amazing launch, so really I'm just nit picking.
 
I'm all for that approach if I've never played a game, but the biggest issue with SS1, and SS2, is that you not only have to learn new mechanics, but you also have to un learn the old ones. I played a couple thousand hours of FO4 before I downloaded SS1, so there was a lot of reflex memory so to speak. Conqueror was even harder for me in this regard, as it was tough to keep the new needs and interactions straight.
Yeah, to be fair, it is kind of jarring when that "strategy" is put right there next to vanilla Fo4's braindead follow-the-marker design.
 
Nearest we could tell, the robots reverting has something to do with fast traveling away before the robot finishing loading or something. So it errors out and reverts them to the default. Those who play survival rarely ever see it due to no fast traveling.

There is a mod on Nexus that does not fix it, but it does change what the default robot is. I think it did like all assaultrons or something (too OP for my tastes.)
The robots resetting to default protectron actually happens if the robot is in a cell that undergoes a cell reset while that robot is in it.

It happens more frequently when they are set to a caravan/trade route, because they actually move through the world space and if a cell they pass through resets, they'll go back to defaults. (more common when they are passing through very infrequently visited cells).

It can also happen in settlements however or anywhere else. Industrial City (the add-on I made for SS1 many moons ago) very much suffered from this bug. A lot! I masked it by making setting my robots "default" parts be a random assortment of possible parts so it would be less obvious, but for basic automatrons built at a bench, they always start off with nothing but a basic protectron body, and that's the part list assigned to their actor record in the CK when the reset happens.

To my knowledge bethesda has not done anything to fix this bug and no mod I've ever heard of has truly resolved it.

Edit: oh, the reason you see it less in survival isn't the lack of fast traveling, it's because the cell reset time is bumped up substantially so that dungeons won't reset so fast, and places you clear stay cleared. In survival it's something like 35 in-game days between visits to trigger a reset and something along the lines of 80 days for a cleared cell (like a dungeon) to reset.

In non survival it's something like 7 in-game days and something around 20 for cleared cells instead, so a LOT more resets happen if you don't play survival.
 
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The robots resetting to default protectron actually happens if the robot is in a cell that undergoes a cell reset while that robot is in it.

It happens more frequently when they are set to a caravan/trade route, because they actually move through the world space and if a cell they pass through resets, they'll go back to defaults. (more common when they are passing through very infrequently visited cells).

It can also happen in settlements however or anywhere else. Industrial City (the add-on I made for SS1 many moons ago) very much suffered from this bug. A lot! I masked it by making setting my robots "default" parts be a random assortment of possible parts so it would be less obvious, but for basic automatrons built at a bench, they always start off with nothing but a basic protectron body, and that's the part list assigned to their actor record in the CK when the reset happens.

To my knowledge bethesda has not done anything to fix this bug and no mod I've ever heard of has truly resolved it.
Your explanation makes so much more sense than "it was nearby when you fast traveled" which can kinda cause what you said depending upon the time passed fast traveling and how quickly the cells will reset. The real reason it is seen less on survival is due to the 30 day reset timers.
 
I have the same issue, the settlers keep unassigning themselves from guard posts. Anyone found a fix yet?
 
I have the same issue, the settlers keep unassigning themselves from guard posts. Anyone found a fix yet?
No but I would really appreciate a fix soon as well. Right now it seems its either play with SS2, or without it, as vanilla functions and SS2 functions are battling it out. As suggested earlier, sadly, just stack turrets until you unlock the Martial Plots provided you have the resources (which can be awfully immersion-breaking!)
 
I'm all for that approach if I've never played a game, but the biggest issue with SS1, and SS2, is that you not only have to learn new mechanics, but you also have to un learn the old ones. I played a couple thousand hours of FO4 before I downloaded SS1, so there was a lot of reflex memory so to speak. Conqueror was even harder for me in this regard, as it was tough to keep the new needs and interactions straight.

SS2 is actually brilliant in that it has a natural integrated tutorial. There are still some areas that I would have liked some explanation for, or at least documentation.

I know, however, that the team would be happy to smooth these things out if they had time. It has been such an amazing launch, so really I'm just nit picking.
I've played over 6,000 hours of FO4 and I sometimes I still have to go check out YouTube or the Wiki for something I've forgotten.
 
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