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SS2 Game 3 Progress Summary

There is at least one residential plot that comes with a turret on it at higher levels but it is a skin designed for a specific npc. So who knows if that has been patched over the years.
 
Here's another one I have found to work. Places for people to sit. The more chairs in areas people hang out you have the more happy seems to go up. I don't know but hey it seems to work for me.
 
And another great helper is the Solar panel mod. Each solar panel is a happy boost and they are quiet power you can place high up above attack reach. Roofs high on walls etc. 10 v panels puts out 100 power and 10 extra happy boost. Compared to a Tesla Advanced power plot that DOES affect happiness this is a great alternative.
 
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Learned something new - thanks to dinelen_darkstar
I have been playing Fallout since 1, and while I love NV for the Vegas part I am Battle Born all the way, 4 and its settlement system scratched an itch like no other. I have since made it my mission to find ways to make it a better funner game and break it everyway possible. I have never completed the base game cause I destroy my save every time usually somewhere after I build Vault 88 to its max and then max again. Settlement happiness is something of my Nemisis. But and with every new SS version it is even more so. But that's ok. And for the chairs thing it really clicked for sure this play through, going from imo theory to law at the Castle. Everyone was cramming around in one room by the bar there was limited seating. I added chairs and what do you know the happy meter went right up and never did the happiness crash like it was again. This seems to be even more prevalent if you have visitor on and I use visitors and unlimited.
 
scratched an itch like no other
I started with FO3 and then New Vegas, but 100% agree with FO4 "scratched an itch like no other." I completed the main quest three times - twice as BoS and once as the Minutemen. What brought me back year after year was KGs mods.

I am now testing the "chair" theory at Sanctuary, Zimonja and Greentop - four chairs each in settlements where happiness is 70ish and red/down.
 
I started with FO3 and then New Vegas, but 100% agree with FO4 "scratched an itch like no other." I completed the main quest three times - twice as BoS and once as the Minutemen. What brought me back year after year was KGs mods.

I am now testing the "chair" theory at Sanctuary, Zimonja and Greentop - four chairs each in settlements where happiness is 70ish and red/down.
It seems every settlement with a city plan has one or two places everyone like to hang out. I add seating in those areas. And let me tell you if you ever use the Crack House Endurance trainer Rec plot or the Wall Endurance Rec plot, everyone in the settlement hangs there using Jet all day. At least in the settlements I put it in they sure did. Its was bad enough no one will go to their jobs anyway but those plots locked them there all day and night. They never even went to bed once a Crack House hit the neighborhood. Talk about immersion.
 
I started with FO3 and then New Vegas, but 100% agree with FO4 "scratched an itch like no other." I completed the main quest three times - twice as BoS and once as the Minutemen. What brought me back year after year was KGs mods.

I am now testing the "chair" theory at Sanctuary, Zimonja and Greentop - four chairs each in settlements where happiness is 70ish and red/down.
Good Luck and hope it works. Everyone builds settlements for different reasons, mine is a very in-depth self created storyline for each place in the world and I really like places to visit that feel like settlements of their theme. Its nice to go to a settlement and spend a day or two with my people and just chill, sell of stuff, re-equip and maybe craft some upgrades for my settlers. If people are a little unhappy I get it, living in the wasteland sucks, but I try and provide a nice place for people to live, work, with enough food, water and play and zero defense concerns. And I never burden them with to high of taxes. They are the best armed and equipped people in all the commonwealth. What else could they want? I am a very benevolent Emperor, I mean General.
 
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Currently, I am testing the "chair theory" by @dinelen_darkstar see https://simsettlements.com/site/index.php?threads/ss2-game-3-progress-summary.17289/page-2 My initial short term observation: Sanctuary and Greentop moved up 9 happiness points quickly with no other "apparent" change to the settlement. However, Outpost Zimonja which is mayored by Stodge, dropped 9 points.

This raises another question - my current Allow Settlements to Leave is "off". If the setting is "on", what happens to a settlement with a mayor whose happiness drops to "0". Does it leave and, if so, how do I get it back? Maybe do a SS1/Conqueror liberation assault :good.

PS: I recognize that mayored settlement happiness should not drop to "0", but ......
 
Currently, I am testing the "chair theory" by @dinelen_darkstar see https://simsettlements.com/site/index.php?threads/ss2-game-3-progress-summary.17289/page-2 My initial short term observation: Sanctuary and Greentop moved up 9 happiness points quickly with no other "apparent" change to the settlement. However, Outpost Zimonja which is mayored by Stodge, dropped 9 points.

This raises another question - my current Allow Settlements to Leave is "off". If the setting is "on", what happens to a settlement with a mayor whose happiness drops to "0". Does it leave and, if so, how do I get it back? Maybe do a SS1/Conqueror liberation assault :good.

PS: I recognize that mayored settlement happiness should not drop to "0", but ......
I always set this to not able to leave. Once I got them they aren't going anywhere. Short of a coupe which isn't about to happen I treat my people good. Maybe I should break out the stock and show them what being unhappy gets them.
 
how do I get it back?
IIRC, the same as when you first got the settlement. You may be able to just activate the workbench or have to do a quest. I can imagine the fun trying to find the quest giver in a settlement of 20...
 
If it's one of the Minutemen-associated settlements like Tenpines, generally you can tune into the radio and they'll get you the quest as soon as its available. If you're not Minutemen this playthrough you probably need to just start chasing down whoever you haven't talked to yet.
 
IIRC, the same as when you first got the settlement. You may be able to just activate the workbench or have to do a quest. I can imagine the fun trying to find the quest giver in a settlement of 20...
If you are on PC you can use console commands. I had to do this to even get past a couple Minuteman Radiants. Especially if you clear the Training yard before someone sends you there to do it.
 
If you are on PC you can use console commands.
You don't need console commands. You can just go up to the workbench and select 'manage' -> 'claim this settlement' xBoxers can do this too...
 
You don't need console commands. You can just go up to the workbench and select 'manage' -> 'claim this settlement' xBoxers can do this too...
If you are using the Manage workshop setting yes. I did this with Finch last playthrough a lot cause it kept dropping off. Turned out to be a weird stuck dialog or something that never actually cleared after completing the original get this settlement quest with Abraham As soon as I just console commanded it complete it never happened again..
 
Maybe I should break out the stock and show them what being unhappy gets them.
My first thought was stocks of wine, beer, booze, but nooo medieval wooden type:drinks

Thanks to everyone that responded to "how do I get it back", but I have done it again - not quite explained myself. So try again: I sent Stodge et al to Outpost Zimonja, and decided to watch how well the game manages a mayor run settlement. Zimonja's happiness has been declining for days, and I am doing nothing to find/fix this. I did however try the "chair theory" which at the moment is not working at Zimonja. So, if I turn "settlement leaving" to on and happiness drops to 0:
  1. does a mayor-run settlement actually leave and
  2. if it does, what are my options to get it back with it being mayor-run and only named npcs in the settlement (excluding the console command)?
Another bit of not-quite-relevant background, I played Conqueror extensively and two new methods of settlement conquest were added:
  1. take out the factions guards at the settlement and access the workbench and
  2. conduct a full scale settlement assault.
Based on several threads at the time, it appeared KG et al had not intended Method 1 to work, but it did which allowed me to reset the city plan because the existing one had serious pathing issues, see https://simsettlements.com/site/ind...-request-to-kinggath-and-the-designers.17287/. Method (2) resulted in several epic assaults, but there were also issues/bugs.

There was one assault at Ten Pines using NDCowdy's design (his city designs were easily accessible first rate city plans) by me, Ada, 3 Personal Guards in power armor and 10 Minutemen versus 17 gunners and at least a gazillion turrets. What made it memorable for me, due to his design, I could stand back and mostly watch - being the general and all. :grin Watching two Personal Guards in power armor with mini guns blazing away in the gate was epic.
 
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My first thought was stocks of wine, beer, booze, but nooo medieval wooden type:drinks

Thanks to everyone that responded to "how do I get it back", but I have done it again - not quite explained myself. So try again: I sent Stodge et al to Outpost Zimonja, and decided to watch how well the game manages a mayor run settlement. Zimonja's happiness has been declining for days, and I am doing nothing to find/fix this. I did however try the "chair theory" which at the moment is not working at Zimonja. So, if I turn "settlement leaving" to on and happiness drops to 0:
  1. does a mayor-run settlement actually leave and
  2. if it does, what are my options to get it back with it being mayor-run and only named npcs in the settlement (excluding the console command)?
Another bit of not-quite-relevant background, I played Conqueror extensively and two new methods of settlement conquest were added:
  1. take out the factions guards at the settlement and access the workbench and
  2. conduct a full scale settlement assault.
Based on several threads at the time, it appeared KG et al had not intended Method 1 to work, but it did which allowed me to reset the city plan because the existing one had serious pathing issues, see https://simsettlements.com/site/ind...-request-to-kinggath-and-the-designers.17287/. Method (2) resulted in several epic assaults, but there were also issues/bugs.

There was one assault at Ten Pines using NDCowdy's design (his city designs were easily accessible first rate city plans) by me, Ada, 3 Personal Guards in power armor and 10 Minutemen versus 17 gunners and at least a gazillion turrets. What made it memorable for me, due to his design, I could stand back and mostly watch - being the general and all. :grin Watching two Personal Guards in power armor with mini guns blazing away in the gate was epic.
When you start a city happiness wiill go down until it hits a leveling point and then go back up. Mine go down to like 40 then go up never had one go all the way to 0. Any settlement will leave if that setting is on. I turn it off. To get it back you have to Claim the Settlement with WSFW.
 
I usually micromanage everything, manually build settlements and no mayors. With SS1/Conqueror I did use prebuilt settlements with no mayors. So with SS2, decided to experiment with mayor control of a settlement, because it was an integral part of the Chapter 1 arc. So I sent Stodge et al to Zimonja and:
  • 2d 20 hrs - Zimonja happiness is 57% - manually added 6 mg turrets, because defense was red
  • 4d 0hrs - Zimonja happiness is 75%, no arrow
  • 5d 12hrs - Zimonja happiness is 74%, red down arrow, no chairs
  • 6d 1h - Zimonja happiness is 62%, red down arrow with 4 chairs
Planning to allow Zimonja to "play itself" to see where this takes me.
To get it back you have to Claim the Settlement with WSFW.
I am hoping Chapt 2 includes some improved Conqueror elements, so a liberation assault is necessary.
 
I usually micromanage everything, manually build settlements and no mayors. With SS1/Conqueror I did use prebuilt settlements with no mayors. So with SS2, decided to experiment with mayor control of a settlement, because it was an integral part of the Chapter 1 arc. So I sent Stodge et al to Zimonja and:
  • 2d 20 hrs - Zimonja happiness is 57% - manually added 6 mg turrets, because defense was red
  • 4d 0hrs - Zimonja happiness is 75%, no arrow
  • 5d 12hrs - Zimonja happiness is 74%, red down arrow, no chairs
  • 6d 1h - Zimonja happiness is 62%, red down arrow with 4 chairs
Planning to allow Zimonja to "play itself" to see where this takes me.

I am hoping Chapt 2 includes some improved Conqueror elements, so a liberation assault is necessary.
I am finding that I like the current basic city plans for boilerplates. I save launch a city plan, see what it looks like. If I like it I keep it and add on. If I don't I see what it was kinda going for (I Use designer choice) and then just reload the save before I built and just ad hoc it the way I like better.
 
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