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Sim Settlements 2 change the stats of all settlers affected to a settlement, not only the one it creates?

Strec

Active Member
Messages
140
If so, the result is that any NPC created by an other mod with special stats can have his SPECIAL changed... Bad.
 
Is this something you’ve experienced? Or are you just theorizing here?
 
This mod?

Last updated​

25 June 2018

Original upload​

31 May 2018

Posted on 12/12/18 in your mod forums:
"hoping if author doesn't want to continue it that someone will continue it for them seems like a great idea and would be a shame for it to stay unfinished"
You never even bothered answering the only post to your mod forums.

Please go troll elsewhere.
 
You never even bothered answering the only post to your mod forums.
Yes, I did only answer on the Nexus thread, not in the forum, sorry.

Where do you see a troll?

The mod is in a state, since 2018, completly functionnal, so what is the problem? Must I do some "dummy" updates just to refresh the DLs? It's not my cup of tea. As the mod worked very well I had no reason to update and I only go on Nexus when I play FO4, and I answer the question when I come.

Seeing Sim Settlements gave me some new motivation to play FO4 so I come back and test it, and, as my mod is complementary, in the same time I look at it to see if it works with SS2 and, EVENTUALLY, if I must change something in it or add feature, point. No troll and no need to be rude (and I consider I'm polite with you, the word I had in mind was not 'rude' ^^).

And I repeat, I only modify the mod when there is a blocking bug or if I want to add/modify feature, was not the case for now, can change depending on my tests of SS2.

For example I immediatly see 2 things :
1/ The stats I roll on my settlers are too high for SS2, it's transform the mod in a cheat. I may change that to something more reallistic and corresponding to the SS2 balance.

2/ If I find the courage to make some plots I thing the 'slaves' feature can be developped a little more.
 
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Kinggath asked the community to make a list of every settler mod people use like 1-2 years ago to prevent mod conflicts.
Your mod was not listed among them. Most likely because your mod was already considered abandoned and uninstalled by the people who did try it out.

Those mods that were listed had their conflicts resolves and some of them like Recruitable Settlers got the SPECIALS added to the SS2 mod. In other words the SS2 team bent over backwards to make updates to accommodate our mods.

If you wanted to to try and resolve a mod conflict with your mod creating a topic complaining SS2 broke your mod aint the way to do it. I would suggest trying a private conversation with Kinggath.
 
Looks like your mod simply slipped through the cracks and was missed as a mod that could be incompatible with SS2, even though it works flawlessly with SS1.
No matter - I am certain that, as your other post shows, you're familiarising yourself with the new systems in SS2, and I am hoping that making updates to your mod, in order for it to be compatible with SS2 is not too much trouble for you.
I hope you continue to develop your mod, so that it works as well with SS2 as it did with SS1.
Good luck with it, and let us all know how you get on with SS2 - your mod should 100% be included in the community assets. I'm sorry that it was missed.
 
Thanks for the 2 answers, did not know the query done some years ago.

For now I've no problem with SS2, my mod works well if I stop the SS2 from rerolling the special and it's sufficient for my current tests on SS2, later I'll see and if I get the motivation to work back a little on FO4 I'll solve the problem. For now I did not look at the code, to early :)

For now I roll a dice on each stats independently but if I rework my mod due to SS2 I'll surely adapt it to create some settlers with precise profiles like farmer, scavenger, ... (e.g. high stats in some special compensed by low stats in others) and generic settlers with mediums stats that will use the training facilities of SS2.

But I'll wait a little to see where SS2 goes because for now it seems every stats are not used (I've only see perception for water and intelligence for power).

Note that it don't change the problem, in my mind the roll of the stats may be done at NPC creation, not at NPC affectation, but it's not very important (I'll verify but I think that the special of the 2 NPCs delivered with Lily are changed between the moment when they appear and the moment you accept them and Lily in the settlement ^^ )
 
Thanks for the 2 answers, did not know the query done some years ago.

For now I've no problem with SS2, my mod works well if I stop the SS2 from rerolling the special and it's sufficient for my current tests on SS2, later I'll see and if I get the motivation to work back a little on FO4 I'll solve the problem. For now I did not look at the code, to early :)

For now I roll a dice on each stats independently but if I rework my mod due to SS2 I'll surely adapt it to create some settlers with precise profiles like farmer, scavenger, ... (e.g. high stats in some special compensed by low stats in others) and generic settlers with mediums stats that will use the training facilities of SS2.

But I'll wait a little to see where SS2 goes because for now it seems every stats are not used (I've only see perception for water and intelligence for power).

Note that it don't change the problem, in my mind the roll of the stats may be done at NPC creation, not at NPC affectation, but it's not very important (I'll verify but I think that the special of the 2 NPCs delivered with Lily are changed between the moment when they appear and the moment you accept them and Lily in the settlement ^^ )
FYI, I haven’t unlocked everything but I already see that all stats (except luck, maybe I need to unlock it) have their use.
 
FYI, I haven’t unlocked everything but I already see that all stats (except luck, maybe I need to unlock it) have their use.
Someone said the other day that they'd unlocked the Luck "Training" plot, and that its description tells you that Luck gives a "chance for bonus production". I'm guessing just a percentage per day to give more of whatever resource they're generating at their work plot, haven't verified it myself but that's about what I'd have guessed it to do anyway.
 
Someone said the other day that they'd unlocked the Luck "Training" plot, and that its description tells you that Luck gives a "chance for bonus production". I'm guessing just a percentage per day to give more of whatever resource they're generating at their work plot, haven't verified it myself but that's about what I'd have guessed it to do anyway.
Then that would mean every stat is used
 
Note that it don't change the problem, in my mind the roll of the stats may be done at NPC creation, not at NPC affectation, but it's not very important (I'll verify but I think that the special of the 2 NPCs delivered with Lily are changed between the moment when they appear and the moment you accept them and Lily in the settlement ^^ )
The issue here is SS2 doesn't control how settlers are created in most cases. It handles settlers made via the vanilla recruitment beacons, via the automatron workbench, special quest settlers that are sent to a settlement as part of a vanilla or custom quest, etc.

As such, it can't only roll stats on creation, because it doesn't make very many settlers of it's own, most of them come from other systems.
 
Someone said the other day that they'd unlocked the Luck "Training" plot, and that its description tells you that Luck gives a "chance for bonus production". I'm guessing just a percentage per day to give more of whatever resource they're generating at their work plot, haven't verified it myself but that's about what I'd have guessed it to do anyway.
I unlocked the Luck training plot on a previous playthrough... But do you think I could remember what I did to unlock it? lol

Rough guess is its ties to total Training plots in all settlements.
 
Someone said the other day that they'd unlocked the Luck "Training" plot, and that its description tells you that Luck gives a "chance for bonus production". I'm guessing just a percentage per day to give more of whatever resource they're generating at their work plot, haven't verified it myself but that's about what I'd have guessed it to do anyway.
yes
 
I imagine well that plots for all stats are ok, no problem on this :)

I was speaking of the non-recreational plots needing special stats, for example the advanced water production plot needs high perception and the power production plot needs high intelligence.

As I started modifying my mod to balance attributes I look for information on this, mainly to know what level of a stat (skilled, savant) is needed for a plot ( I imagine all advanced plots will need 'skilled' and all high tech plots will need 'savant'?)

edit: I've updated my mod and created a patch avoiding SS2 rerolling my recruits/slaves SPECIAL without changing anything on any other settlers (created by Vanilla or other modders) and starts an alpha test of this version, if someone else want to test he/her is welcome ^^
I don't know if I can open a thread here for my mod because it's not directly an add-on as it only (for now) permits to generate settlers, even if th new version is done to have settlers balanced for SS2 :)
 
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Nope, just need one of each of the other stats.
Thanks for helping me fire up the grey matter... I believe I'm missing Intelligence, so that would make sense.
I was speaking of the non-recreational plots needing special stats, for example the advanced water production plot needs high perception and the power production plot needs high intelligence.
I have not got far enough to be much help, but I believe you are on the right track. I managed to unlock an advanced ag plot and it required a 'skilled' NPC.
 
Bah, I finished modifying my mod to adapt it for SS2 and I'm currently testing it before relaunch on Nexus so I'll let it in beta mod for a while waiting for SS2 to grow and will adapt the balance depending of the needs.
For me, and anyone who like to micro-manage, it's really cool to be able to choose which settler to send to a specific settlement.
 
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