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Third Time's the Charm or Good God I spent Six Hours setting all of this up and doublechecking everything, please let this make it all work!

MarkMonfang

Member
Messages
99
My head hurts... so much...

but hopefully this all works and I can finally put down City Plans and stop stressing about how to build up the settlement.

Also city plans hopefully build Interior Plots better than I can!

Here's the technical stuff I know you people love. BTW, the Load Order is modified from LOOT, LOOT has it different from the Wiki recommendation.
 

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My head hurts... so much...

but hopefully this all works and I can finally put down City Plans and stop stressing about how to build up the settlement.

Also city plans hopefully build Interior Plots better than I can!

Here's the technical stuff I know you people love. BTW, the Load Order is modified from LOOT, LOOT has it different from the Wiki recommendation.
Looks good to me at least.
 
Forgot to update this.

Bad news, Thuggyverse just kills the game for me. It freezes and goes nonresponsive after launching. Not sure if I made a mistake or if it is just too many things going on at once. Sadly, I will not be able to establish peace in the Commonwealth without destroying two factions. Sad day.

(Might just try and turn on Outlaws/Renegades and Project Valk to get my peace ending.)

Everything went fine after that! Found the magazine, got Paston out of trouble. Did the vanilla settlement quest and then summoned Jake. That part of the quest went really fast actually.

Told him his store was safe and then...

Went to Tenpines because a Settlement was in Trouble.

Helped a guy kill his Synth replacement. I would have actually spared the Synth but when I convinced the guy to lower his gun, the Synth drew his.

Got blasted for it.

Now I am due to clear out Corvega Assymbly before heading back to Jake and finishing the first half of the quest.
 
I've been able to run both Thuggyverse (all of them) and SS in the same game.... but as Sacremas noted on the Project Valkyrie discord, it does take a long time for the game to start-up. I'm usually in the 3 to 5 minute window, from the time I click on the FO4 icon to the Red Rocket start screen. I know there have been some others that have found they can not run both groups in the same save game. You can get to the peaceful ending with just OAR and PV, but (as I understand it) it's OAR that is the long load... It contains the main textures / meshes / ect. that are also used by both PV and Depravity. Not sure if Commonwealth Bounties relies on OAR, but it's one of my favorite mods just because of the extra spawn point & extra enemies added.... the rocket launcher outside Corvega has tagged me more times then I can to remember ;-)

They are worth the effort if you can get them up and running
 
I've been able to run both Thuggyverse (all of them) and SS in the same game.... but as Sacremas noted on the Project Valkyrie discord, it does take a long time for the game to start-up. I'm usually in the 3 to 5 minute window, from the time I click on the FO4 icon to the Red Rocket start screen. I know there have been some others that have found they can not run both groups in the same save game. You can get to the peaceful ending with just OAR and PV, but (as I understand it) it's OAR that is the long load... It contains the main textures / meshes / ect. that are also used by both PV and Depravity. Not sure if Commonwealth Bounties relies on OAR, but it's one of my favorite mods just because of the extra spawn point & extra enemies added.... the rocket launcher outside Corvega has tagged me more times then I can to remember ;-)

They are worth the effort if you can get them up and running
These mods have been known to cause issues with SS2 quests related to the Ron and his dialog. SS2 is tied to the actual vanilla quests and altering them causes unforseen issues.
 
Forgot to update this.

Bad news, Thuggyverse just kills the game for me. It freezes and goes nonresponsive after launching. Not sure if I made a mistake or if it is just too many things going on at once. Sadly, I will not be able to establish peace in the Commonwealth without destroying two factions. Sad day.

(Might just try and turn on Outlaws/Renegades and Project Valk to get my peace ending.)

Everything went fine after that! Found the magazine, got Paston out of trouble. Did the vanilla settlement quest and then summoned Jake. That part of the quest went really fast actually.

Told him his store was safe and then...

Went to Tenpines because a Settlement was in Trouble.

Helped a guy kill his Synth replacement. I would have actually spared the Synth but when I convinced the guy to lower his gun, the Synth drew his.

Got blasted for it.

Now I am due to clear out Corvega Assymbly before heading back to Jake and finishing the first half of the quest.
There is a new alternative to Thuggyverse called Subversion. It allows you to manipulate the factions to work well together w/o all that heavy Thuggyverse gameplay. I haven't tried it with SS2, but I am using it in another one and everything is working smoothly so far.
 
There is a new alternative to Thuggyverse called Subversion. It allows you to manipulate the factions to work well together w/o all that heavy Thuggyverse gameplay. I haven't tried it with SS2, but I am using it in another one and everything is working smoothly so far.
I plan to try this mod after i Play a few more non fo4 games. That should let any patches and issues get worked out before Ivey around to it. But he does a few things that I wish the base game did. Like all 4 factions alive at the end and not aggressive against each other.
 
Honestly the only threat to the Minutemen are both Brotherhood and Institute. However Brotherhood leadership is never to be trusted even if allowed to stay around and therefore should be taken out.
 
i am using thugyverse and ss2 and not seeing problems .. just waiting on the 2nd installment of ss2
There is a character sidequest or two in SS2 that are in locations changed by that "Thuggyverse" where the changes render the ss2 stuff non-doable.
 
I've learned the hardish way that script heavy games and mods can blow stuff up. Even with aids like Buffout 4 and LOOT, sometimes you need professional help in forums like this. I can do fresh installs of these guys and have completely different issues. Windoze itself is weird. SS2 is a uniquely petulant child among mods, for whatever reason.

Someone has a method for installing/turning on mods in groups as a new game progresses, to allow their scripts to "settle in" cleaner. It requires a new game, but sometimes you just have to. I can't find it though, and I don't know the right keywords to get Google to dig it up.

Worst case scenario, you might have to choose whether you want SS2 or some fave mods, or just live with the bugs.
 
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I've learned the hardish way that script heavy games and mods can blow stuff up. Even with aids like Buffout 4 and LOOT, sometimes you need professional help in forums like this. I can do fresh installs of these guys and have completely different issues. Windoze itself is weird. SS2 is a uniquely petulant child among mods, for whatever reason.

Someone has a method for installing/turning on mods in groups as a new game progresses, to allow their scripts to "settle in" cleaner. It requires a new game, but sometimes you just have to. I can't find it though, and I don't know the right keywords to get Google to dig it up.

Worst case scenario, you might have to choose whether you want SS2 or some fave mods, or just live with the bugs.
I’ve seen exactly what your describing before. You start mod group a before going to vault start mod group b in the vault start mod group c after exiting the vault.

I can not remember where I read about it though as I read a lot of stuff on mods load order and stuff.

my guess would be group a is appearance mods textures and stuff that changes the base game

Group b would be Addon stuff weapons armor and level list changes and stuff that changes locations in the game

Group c would be like followers and stuff that doesn’t affect the base game or mods that add to workshop

Honestly though it’s all a guess as it’s been about a year since I last looked into it.

pretty sure ss2 would need to be loaded in before exiting the vault and probably before visiting the vault and ss2 Addon packs may be cool to add before vault exit and maybe even after exiting the vault.

stuff like thuggyverse would for sure need to be loaded before exiting the vault as it changes a lot of stuff so maybe load his stuff in the intro scenes then load ss2 in the vault portion and Addon packs after exiting and see if the results are ok.
 
@stryker1999 I believe you are referring to BaGs by Raybo.
IMO Addon Packs could / should be added just before or after leaving the vault. Most mods should be initialized by then so the script load should be less Registering an Addon consists of copying a good chunk of an Addon's records and saving them in the SS2 scripts.
The WSFW threading system does a pretty good job of handling this, but we are still at the mercy of :todd: and the Papyrus VM.
 
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@stryker1999 I believe you are referring to BaGs by Raybo.

IMO Addon Packs could / should be added just before or after leaving the vault. Most mods should be initialized by then so the script load should be less Registering an Addon consists of copying a good chunk of an Addon's records and saving them in the SS2 scripts.
The WSFW threading system does a pretty good job of handling this, but we are still at the mercy of :todd: and the Papyrus VM.
That’s exactly what I was thinking and remember reading about. It basically layers the mods in to make it less stressful to the game when starting. Although I normally just fire like 150 mods from the start and let it go cause I’m lazy.
 
That’s exactly what I was thinking and remember reading about. It basically layers the mods in to make it less stressful to the game when starting. Although I normally just fire like 150 mods from the start and let it go cause I’m lazy.
150? Those are some rookie numbers son. In this racket you gotta get those up.
LOL.
 
150? Those are some rookie numbers son. In this racket you gotta get those up.
LOL.
I know my Skyrim list is 400 , but for fallout 4 besides weapons and ss stuff I have a limited setup. Although out of like 150 most of it is weapons and stuff like raider overhaul minuteman overhauls and bos gear changes. Maybe be time to start a new Fo4 with a bunch of texture mods and stuff soon.
 
I know my Skyrim list is 400 , but for fallout 4 besides weapons and ss stuff I have a limited setup. Although out of like 150 most of it is weapons and stuff like raider overhaul minuteman overhauls and bos gear changes. Maybe be time to start a new Fo4 with a bunch of texture mods and stuff soon.
I have 287. 1 weapon mod, 1 armor mod and the rest is SS2, building and clothing mods.
 
Apart from some power issues and odd repair needs, my build works well. I tend to leave the vault and look down, go have a ciggy and come back 15 minutes later. All quests fire up and my quest log has 50 entries before I've even reached Sanctuary.... which is not as fun as it sounds lol. My quest log is a nightmare for OCD.
 
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