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Visitors to Longfellow's Cabin

D

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I've been building exclusively in Far Harbor on my current "test" savegame. This is not exactly a "bug" but I figured it was worth posting.
Had to head back into the Harbor-town as part of a quest, and who do I see but... a Simsettlements Visitor. I know "Old Longfellow" always had an 'idle' package when he was at home that included going into town, but I didn't know others there used it too. TBH it's pretty cool even if it is (probably) "unintended".
Now I'm going to be constantly paranoid that Unique Settlers have wandered THAT far
Additional note: Jake does NOT spawn even from a vanilla Recruitment Beacon out here in Maine
 

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Since you're testing in FH, can you connect to the commonwealth with a caravan plot?
 
I've been building exclusively in Far Harbor on my current "test" savegame. This is not exactly a "bug" but I figured it was worth posting.
Had to head back into the Harbor-town as part of a quest, and who do I see but... a Simsettlements Visitor. I know "Old Longfellow" always had an 'idle' package when he was at home that included going into town, but I didn't know others there used it too. TBH it's pretty cool even if it is (probably) "unintended".
Now I'm going to be constantly paranoid that Unique Settlers have wandered THAT far
Additional note: Jake does NOT spawn even from a vanilla Recruitment Beacon out here in Maine
Actually the FH settlers wander off. The settlers from Dalton's Farm and the Visitors Center visit each other's settlements. Echo Lake also wander off, but don't show up at other settlements. It makes assigning settlers challenging. At the Nuka World Red Rocket, they also wander off, but I haven't followed them to see where they go.
 
Since you're testing in FH, can you connect to the commonwealth with a caravan plot?
I'll pop back over to the Commonwealth and throw one in at Coastal Cottage and see what happens. Give me a few hours.

Actually the FH settlers wander off. The settlers from Dalton's Farm and the Visitors Center visit each other's settlements. Echo Lake also wander off, but don't show up at other settlements. It makes assigning settlers challenging. At the Nuka World Red Rocket, they also wander off, but I haven't followed them to see where they go.
Interesting. I haven't seen anyone that has an assignment wander off yet.
 
I'll pop back over to the Commonwealth and throw one in at Coastal Cottage and see what happens. Give me a few hours.


Interesting. I haven't seen anyone that has an assignment wander off yet.
 
The assigned ones stay put, at least until leisure time. If they don't have enough leisure enticement, they may wander off anyway, especially Dalton Farm, Visitors Center, and Longfellow Island. Some wanderers end up at the Hotel, too. I had one helping me kill ghouls the last time I was there. Oh, and the guards wander away too.

SS2 may work differently and keep them in the settlements. I haven't gotten to the DLCs there with SS1 or 2 so I can't say.
 
The assigned ones stay put, at least until leisure time. If they don't have enough leisure enticement, they may wander off anyway, especially Dalton Farm, Visitors Center, and Longfellow Island. Some wanderers end up at the Hotel, too. I had one helping me kill ghouls the last time I was there. Oh, and the guards wander away too.

SS2 may work differently and keep them in the settlements. I haven't gotten to the DLCs there with SS1 or 2 so I can't say.
To be honest, I like it - it's all well and good to build these nice villages, but the spaces between the designated Settlement Zones are still so empty. Especially since the "Addon Pack" I was working on was, essentially, "what if NPCs Travel people were set to spawn from specific Plots"...
 
Some additional thoughts from this savegame, rather than make a new thread:

  • the robot arms on the base mod 2x2 Advanced Farms creep me out for some reason
  • the Crow siblings have dialog together which is amusing (actually conversing, like the Quincy Five do with each other) - wish more of the Unique Settlers did that
  • hope we get more copies of that "LPP Prototype" gun Gremlin wanted, actually tried it out myself; "plasma" projectile but with WAY faster projectile speed, and only uses Fusion Cells as ammo
  • that "Condensers Down" Far Harbor Settlement Quest is an unpleasant experience, especially when the Uniques somehow end up aggroing each other; since theyre all Protected, that firefight will now never end
  • just learned that the unique settler Adams (the guy with the minigun) has his own house-skin design if you talk to him again after recruitment
 
I'll pop back over to the Commonwealth and throw one in at Coastal Cottage and see what happens. Give me a few hours.


Interesting. I haven't seen anyone that has an assignment wander off yet.
Then SS2 is keeping them there. Thought it might.
 
Then SS2 is keeping them there. Thought it might.
Since my last post I did see Adams hanging out in the Harbor-town, but it was at like 4am game time - he seems to have caught the "doesn't actually go to bed" issue despite having a Residential plot all to himself.
 
I’ve wondered about that for some time. Before ss I would occasionaly find individuals popping up in nukaword settlmentd who had obviously moved over from elsewhere in the park, and I used seversl clothing mods to to test what was going on. I half wonder if they new they were going to do nuka world, and there it would make sense if the folks moved around a bit, because everyone was right there. And it’s a theam park , everything is less than an hours or so walk in there, and between its above ground paths and it’s version of utiladoors, even after 200 years it’s probably ridiculously eazy to get arround on foot.


where as with the commonwealth it made more sense if everyone more or less stays close by,
 
Since you're testing in FH, can you connect to the commonwealth with a caravan plot?
Now that you mention it, no. I thought that it was a design decision and made the assumption that it is the same story with the Nuka-World settlements.
 
Now that you mention it, no. I thought that it was a design decision and made the assumption that it is the same story with the Nuka-World settlements.
I mean, in real-world terms, the base game map is maybe 30 miles across, but Bar Harbor is ~250miles from Boston, so it kind of makes sense that that's "out of range". But in gameplay terms...
 
  • hope we get more copies of that "LPP Prototype" gun Gremlin wanted, actually tried it out myself; "plasma" projectile but with WAY faster projectile speed, and only uses Fusion Cells as ammo
Interesting tidbit - The original design docs for the quest actually called for the LPP to be a useless McGuffin. You'd find a broken one, hand it over to Gremlin, and that would be it. Having a firing version in the game is something I wasn't even told about.
 
Interesting tidbit - The original design docs for the quest actually called for the LPP to be a useless McGuffin. You'd find a broken one, hand it over to Gremlin, and that would be it. Having a firing version in the game is something I wasn't even told about.
Thats interesting! For the quest itself, yeah, it wouldve worked fine as a non usable item, but now that it IS there... my mind is ablaze with future content theorising.
 
Well 250 miles + at least part of that is by boat.
I mean, in real-world terms, the base game map is maybe 30 miles across, but Bar Harbor is ~250miles from Boston, so it kind of makes sense that that's "out of range". But in gameplay terms...
 
It's kind of funny now that I posted this half-wondering if it was actually a bug, and version 1.0.4a proved it was actually a glimpse into how it was meant to be working all along.
 
Well 250 miles + at least part of that is by boat.
One would assume that, until you see the settler you assigned to the supply line just walk up onto the beach by the settlement like "The Creature from the Rad Lagoon" with his trusty pack brahmin following behind.
 
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