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SS2 Game 3 Progress Summary

Slb1

Active Member
Messages
601
OVERALL: After 160+ hours including replays (BoS, survival, Level 48, 15 settlements, 72 active mods), FO4/SS2 is playing reasonable well, considering legacy vanilla FO4 issues, compatibility/incompatibility of mods, game complexity, and SS2 is a work-in-progress. There have been 12 CTDs, again to some degree due to my impatience. Thanks to KG and the gang.

MINOR BUGS/ANNOYANCES/MINOR RANT:
  1. Settlers Assigned to Multiple Plots - this has been previously discussed - https://simsettlements.com/site/index.php?threads/settlers-working-multiple-plots.17203/#post-115462
  2. Stodge and City Plans - this has been previously discussed - https://simsettlements.com/site/ind...fter-choosing-leader.13917/page-2#post-113134
  3. 1x1 residential plot ladders - the ladders do not snap to the 1x1 residential plots (big thanks to all for these plots)
  4. Decals (Not SS2, Minor Rant) - after 2 hours, including 6 CTDs due to the AWKCR Paint System Simplified mod https://www.nexusmods.com/fallout4/mods/34727, repeatedly building the decal workbench and hunting for materials, and researching the internet to unlock the decal crafting, the "light bulb finally went on" and found an easy method to put BoS decals on power armor and combat armor chest piece: (a) buy Decal - BoS 1 (Power Armor) and Decal - BoS 2 (Combat Armor) from Teagan, (b) use console command player.showinventory to show the decals in my inventory with the BaseID, (c) use console command player.additem <BaseID> # where # is the number to be added to my inventory, and (d) install decals at the armor workbench.
QUESTIONS:
  1. Settlement Status and Happiness Details - Imho, the FO4 Pipboy/Data/Workshops summary is somewhat inaccurate/incomplete and coupled with SS2 complexity/scripts, I frequently have to travel to a settlement to understand its status. As someone who micromanages everything, is there a log or something that I can access on each settlement that lists the actual values of the status components, particularly happiness, so I can avoid travelling to all my settlements to wait/watch while the status updates itself - particularly happiness and the arrival of new settlers? (Note: I suspect the answer is "No", but I may have missed the solution)
  2. Settler Reassignment: attempted to reassign two settlers (out of 10) to different recreational plots - (a) called a Town Meeting/Gather Around to check the settler's SPECIAL with my Vit-O-Matic and several settlers were always moving around with my movement and (b) the reassignment did not appear to take - I assume this was my impatience coupled with slow scripts. So, is there anyway to (a) freeze settlers in place and (b) verify reassignment faster? I understand that automatic assignment can be toggled on/off and everyone can be Time for Reassignment by the Town Meeting Gavel.
Thanks to all
 
  1. 1x1 residential plot ladders - the ladders do not snap to the 1x1 residential plots (big thanks to all for these plots)

A workaround that I have found is to use a 1x1 floor from the vanilla workshop items, then snap the ladder/stairs to the vanilla floor prior to putting a 1x1 res plot on top of the 1x1 vanilla floor.
 
OVERALL: After 160+ hours including replays (BoS, survival, Level 48, 15 settlements, 72 active mods), FO4/SS2 is playing reasonable well, considering legacy vanilla FO4 issues, compatibility/incompatibility of mods, game complexity, and SS2 is a work-in-progress. There have been 12 CTDs, again to some degree due to my impatience. Thanks to KG and the gang.

MINOR BUGS/ANNOYANCES/MINOR RANT:
  1. Settlers Assigned to Multiple Plots - this has been previously discussed - https://simsettlements.com/site/index.php?threads/settlers-working-multiple-plots.17203/#post-115462
  2. Stodge and City Plans - this has been previously discussed - https://simsettlements.com/site/ind...fter-choosing-leader.13917/page-2#post-113134
  3. 1x1 residential plot ladders - the ladders do not snap to the 1x1 residential plots (big thanks to all for these plots)
  4. Decals (Not SS2, Minor Rant) - after 2 hours, including 6 CTDs due to the AWKCR Paint System Simplified mod https://www.nexusmods.com/fallout4/mods/34727, repeatedly building the decal workbench and hunting for materials, and researching the internet to unlock the decal crafting, the "light bulb finally went on" and found an easy method to put BoS decals on power armor and combat armor chest piece: (a) buy Decal - BoS 1 (Power Armor) and Decal - BoS 2 (Combat Armor) from Teagan, (b) use console command player.showinventory to show the decals in my inventory with the BaseID, (c) use console command player.additem <BaseID> # where # is the number to be added to my inventory, and (d) install decals at the armor workbench.
QUESTIONS:
  1. Settlement Status and Happiness Details - Imho, the FO4 Pipboy/Data/Workshops summary is somewhat inaccurate/incomplete and coupled with SS2 complexity/scripts, I frequently have to travel to a settlement to understand its status. As someone who micromanages everything, is there a log or something that I can access on each settlement that lists the actual values of the status components, particularly happiness, so I can avoid travelling to all my settlements to wait/watch while the status updates itself - particularly happiness and the arrival of new settlers? (Note: I suspect the answer is "No", but I may have missed the solution)
  2. Settler Reassignment: attempted to reassign two settlers (out of 10) to different recreational plots - (a) called a Town Meeting/Gather Around to check the settler's SPECIAL with my Vit-O-Matic and several settlers were always moving around with my movement and (b) the reassignment did not appear to take - I assume this was my impatience coupled with slow scripts. So, is there anyway to (a) freeze settlers in place and (b) verify reassignment faster? I understand that automatic assignment can be toggled on/off and everyone can be Time for Reassignment by the Town Meeting Gavel.
Thanks to all
I have noticed how a lot of the 1x1's don't have snap points but that is on all not just stock SS2 plots it seems ones from add-ons are the same. The vanilla floor and snap to that then place plot works for me when its needed. I would like to add that settlement reporting and more of it is a big request and I am sure is being worked on. That said I am one of those people that try to minimize certain micro tasks in settlements so I can micro in other areas and detailed reporting makes that easier. I can focus on what NEEDS done vs what can wait. Right now the complexity of the backend of plots is what I am try to work with. Example, what plots are going to require what resource as they upgrade. Some will have higher defense, water, food, etc needs vs other. Balancing production and providing enough of these vs needs is a lot more in-depth with SS2 than it was with SS1 I feel. It seems there's a lot more of this to micro manage and planning for the future without over extending is important.
 
As for the settlers and working multiple plots while it can be a pain to manage what they are doing, its sometimes good free labor. I am the guy that will try and equip my settlers with the gear and outfits for the job. But when you got someone working industrial, commercial and ag you don't really know what you should be equipping them with. Yes I have confirmed on my game at least one settler showing as working 3 jobs.
 
Settlers Assigned to Multiple Plots - This is a known issue and is on the "list"
Stodge and City Plans - I have looked into this and have been unable to understand why this happens... I did have to 'hack' a bit to make this part of the quest work properly in my patch.
1x1 residential plot ladders - This is also a known issue. Something to do with the collision on the plot interfering with the snap points. This can only be fixed by someone with knowledge and $$$ software.
Settlement Status and Happiness Details - I too look forward to the day when we can have our SS1 style reports! Maybe we can bribe @pra to make some tools? :giver:
There is a bug in the auto assignment code. I know Kinggath was looking into it, but I do not know if he has made any progress.
 
Happiness is one of my most consistently irksome details whenever I'm building up a settlement because I'm never 100% sure if a lowering happiness is due to a lack of basic resources due to a glitch or automatic reassignment, because of the stupid roof-over-bed mechanic breaking (again), or if there was an attack that I never received a notification for (which has happened twice in the last year). To combat this I started using the base game cages to start catching cats and releasing them into the settlements for a passive, unmanned and entirely self-sustaining happiness boost.

Just don't do this in the ToD, it's a good way of making the game have a feline aneurysm as it tries to load in all of the actors into a cell on approach.

But what I'm getting at is that simplified notifications for settlement details would be fine... were this game engine not infamous for breaking in new and inventive ways every chance it gets.
 
A workaround that I have found is to use a 1x1 floor from the vanilla workshop items
Thanks - after 5 years of FO4 and KG mods, I am a dedicated fan of "work-arounds."
That said I am one of those people that try to minimize certain micro tasks in settlements so I can micro in other areas and detailed reporting makes that easier. I can focus on what NEEDS done vs what can wait.
I "micromanage everything", and better reporting would definitely be helpful. :drinks
I am the guy that will try and equip my settlers with the gear and outfits for the job.
Playing with the Better Settlers/mortal mod (https://www.nexusmods.com/fallout4/mods/4772), all my settlers are equipped with BoS fatigues and a full set of heavy armor. In a recent attack at Nordhagen by a high level set of mutants, one settler had virtually no health remaining and limped back to the settlement. Knowing this game, manually armoring that settler, probably saved me a lot of time because that settler may have had 3 jobs and if I lost him/her, the settlement happiness would have tanked and taken me hours to find/fix it. Manually upgrading armor and weapons was a fully learned experience from SS1/Conqueror where my early "vanilla" assaulting force was always out-armored and outgunned and losses were heavy. There were also other problems, see https://simsettlements.com/site/ind...-request-to-kinggath-and-the-designers.17287/. However, KG et all have done an excellent job to get us to this point:good
But what I'm getting at is that simplified notifications for settlement details would be fine... were this game engine not infamous for breaking in new and inventive ways every chance it gets.
Now that is a true statement.
 
Thanks - after 5 years of FO4 and KG mods, I am a dedicated fan of "work-arounds."

I "micromanage everything", and better reporting would definitely be helpful. :drinks

Playing with the Better Settlers/mortal mod (https://www.nexusmods.com/fallout4/mods/4772), all my settlers are equipped with BoS fatigues and a full set of heavy armor. In a recent attack at Nordhagen by a high level set of mutants, one settler had virtually no health remaining and limped back to the settlement. Knowing this game, manually armoring that settler, probably saved me a lot of time because that settler may have had 3 jobs and if I lost him/her, the settlement happiness would have tanked and taken me hours to find/fix it. Manually upgrading armor and weapons was a fully learned experience from SS1/Conqueror where my early "vanilla" assaulting force was always out-armored and outgunned and losses were heavy. There were also other problems, see https://simsettlements.com/site/ind...-request-to-kinggath-and-the-designers.17287/. However, KG et all have done an excellent job to get us to this point:good

Now that is a true statement.
I use better settlers mortal mod but go a step further and use Modern Weapons and Modern Armor mods. You can see in some of the other threads the kind of damage my games weapons put outa nd everyone gets them, raiders, gunners, you name it. So I take settler equipment very serious I have to or my settlers wouldn't survive long. I have also discovered how to use clothing and equipment on settlers to max out the job skills like you wouldn't believe through the use of legendary modifications. I have settlers equipped as good as me with 2000+ DR just to get by. Normal combat armor in my game might as well be tin foil. Same with most suits of Power armor Until upgrade the crap out of them. Even them my normal armor out does power armor.
 
because of the stupid roof-over-bed mechanic breaking
FYI - You can turn this off in the WSFW settings.

I wonder if this happiness tanking issue is a bug in the auto assignment system. My last 5 playthroughs have been full manual. I have not noticed any drops. Most of my settlements are 90%+ with just one relaxation type rec plot.
 
FYI - You can turn this off in the WSFW settings.

I wonder if this happiness tanking issue is a bug in the auto assignment system. My last 5 playthroughs have been full manual. I have not noticed any drops. Most of my settlements are 90%+ with just one relaxation type rec plot.
I have been wondering if the auto assignment flaw(s) have been causing the happiness issue myself. I haven't done a full manual run though. I might have to create one and see if that alleviates the issue on my playthrough.
 
I wonder if this happiness tanking issue is a bug in the auto assignment system. My last 5 playthroughs have been full manual. I have not noticed any drops. Most of my settlements are 90%+ with just one relaxation type rec plot.
Small clarification - my "happiness would have tanked" was intended to be somewhat humorous, but relevant. In this game, I am using auto-assign, and there have been settlements where my PipBoy shows reasonable stats and after traveling to the settlement, the happiness arrow turns "down and red", but the plots do not show red and the vanilla stats across the top are all good. So I wait ~5 minutes in the settlement to allow the scripts to "catch up". Frequently, nothing changes - so a more immediate and accurate settlement report would be appreciated and a time saver for me.

On auto-assign, 9 of my 15 settlements are currently 80%+ with multiple recreation plots. I will change from auto-assign to manual - to see if this changes the happiness stats.

Thanks to all

PS: In my game 2 as the Minutemen, I kept a "loose" track of settlement stats, but one settlement went from 75+ happiness to 20 in a very short time frame which required my immediate attention and some effort to find the cause. Now I keep a paper record of the number of settlers and settlement happiness to detect a trend change.
 
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I've had cases where settlements have straight up left despite only showing 60% happiness and a down arrow - which means that the game is registering a 0 Happiness settlement before the UI does. This actually became a major problem in one playthrough and I had to turn off settlements leaving in WSFW settings to make them stop, because Tenpines just had a little unhappiness gremlin under someone's bed that would just make them leave over and over and I never figured out why.
 
In my game 2, after a settlement quickly dropped from 75+ to 20 and spending much time to understand/fix it, I also turned off settlement leaving at PipBoy/Workshop Framework Controls/Options/Settlement Options/Allow Settlement to Leave.

On the other hand, Stodge is the mayor of Outpost Zimonja and its happiness just dropped from 72 to 67 - Mayor Stodge can fix it.

These issues will give KG et al full employment for years, so to speak:yess
 
FYI - You can turn this off in the WSFW settings.

I wonder if this happiness tanking issue is a bug in the auto assignment system. My last 5 playthroughs have been full manual. I have not noticed any drops. Most of my settlements are 90%+ with just one relaxation type rec plot.
Remember things like tons of turrets or loud things like generators will tank happiness too. I have a settlement that has a lot of turrets and it makes happiness go down alot.Settlers at least most of them don't like loud things by their homes.I had this issue at Finch farm deleted 1 turret by a house and never had the problem again.
 
I've had cases where settlements have straight up left despite only showing 60% happiness and a down arrow - which means that the game is registering a 0 Happiness settlement before the UI does. This actually became a major problem in one playthrough and I had to turn off settlements leaving in WSFW settings to make them stop, because Tenpines just had a little unhappiness gremlin under someone's bed that would just make them leave over and over and I never figured out why.
This kept happening to me with Finch last playthrough. It was a turret by a house that kept doing it. I deleted the turret and my happiness never did it again and never lost Finch to happiness issues.
 
This kept happening to me with Finch last playthrough. It was a turret by a house that kept doing it. I deleted the turret and my happiness never did it again and never lost Finch to happiness issues. Apparently the people person in that house hatted noise at night.
 
I had no idea loud things lowered happiness. On one hand I can see it being a thing to help further dissuade spamming base game power and defenses, on the other I don't think I've every even seen or heard of this prior to it being mentioned in this thread.
 
I had no idea loud things lowered happiness. On one hand I can see it being a thing to help further dissuade spamming base game power and defenses, on the other I don't think I've every even seen or heard of this prior to it being mentioned in this thread.
This is a mechanic of the base game.
 
I didn't know that either! I thought that was one of those apocryphal things like "activating radio relays will improve recruitment at nearby settlements because the relay signal-boosts your recruitment beacon" that nobody could confirm or deny!
 
The wiki says otherwise but I promise I have proven it to be true in more than one game. Especially early on in my Fallout plays. I used to spam turrets and generators and always had poor numbers and always had issues until I read a few articles tried it and it does make a difference. IMO anyway mileage and opinion may vary widely.
 
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