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Question Super Mutant Faction needs Super Mutant Redux?

Dogius_Astartes

New Member
Messages
2
Hi all,

So I am installing SS1 with Conqueror and one of the factions I want is the Super Mutants https://www.nexusmods.com/fallout4/mods/37972

In the ''Requirements'' it does not say it needs anything else besides SS1, Conqueror and Workshop Framework.

However, in MO2 it says it is missing a master named ''Super Mutant Redux'' which is this mod: https://www.nexusmods.com/fallout4/mods/11853

Now I really do not want to download it as it needs AWKCR to function. What I find weird is that it did not pop up in the requirements but it does show it's missing it as a master file.

Does this mod really need Super Mutant Redux to function or can I use it without? Or is there a Super Mutant Redux version without AWKCR I am not aware off?
 
Hi all,

So I am installing SS1 with Conqueror and one of the factions I want is the Super Mutants https://www.nexusmods.com/fallout4/mods/37972

In the ''Requirements'' it does not say it needs anything else besides SS1, Conqueror and Workshop Framework.

However, in MO2 it says it is missing a master named ''Super Mutant Redux'' which is this mod: https://www.nexusmods.com/fallout4/mods/11853

Now I really do not want to download it as it needs AWKCR to function. What I find weird is that it did not pop up in the requirements but it does show it's missing it as a master file.

Does this mod really need Super Mutant Redux to function or can I use it without? Or is there a Super Mutant Redux version without AWKCR I am not aware off?
You'd have to ask the mod author on nexus. Description just says highly recommended
 
Disable or delete the VFX SuperMutant Conqueror Faction SMR Nightkin Addon.esp, which is only there solely to add SMR specific Special Units. No current plans for updates for it at the moment.

When Conqueror mechanics come to Sim Settlements 2 I'm interested to convert or recreate this for it but it will be a new mod in order to keep things separate since just like with plot mechanics, it's likely there will be major differences between SS1 & SS2 in terms of raiding & faction mechanics. Based on what I've seen for Addon support on SS2 it will probably be possible to do it all via dynamic dependency without needing any added master files or separate patch or separate forked versions of plugin.
1639792405942.png

The base faction pack esp does not require SuperMutantRedux.esp, but is made to reference the same base game forms as SuperMutantRedux edits so as to have them get the higher stats from SMR for players who have this.
1639792538780.png

Priority for my mods will be to focus solely on Sim Settlements 2. It's much better for doing addon work, it's significantly easier & allows much more options. Most of what I do on recent plots would require a ton of separate scripting as it's just not possible on the old system & they don't have separate sizes for 1x1 + 3x3, excluding 1x1 Martial & 3x3 Agricultural. SS2 is getting updates and awesome story like with the big Chapter 2 expansion.

On SS2 we can have multiple assignment plots like this 9 person 3x3 here:
47848-1639176311-512974371.png
 
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