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WIKI / FAQ Basic SUBMISISON - DRAFT FAQ

pakman

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Here is a draft faq or wiki section; use as necessary.

DRAFT UNOFFICIAL FAQ FOR SS2

Welcome to the Sim Settlements 2 Brief FAQ.

What is this?

This is a collection of answers to common questions and brief facts to help a player new to SS2 (Sim Settlements 2) before the wiki is done.

Why is this here?

The full wiki is still under construction, as is the full official FAQ, this is a temporary measure to address some common questions and issues.



INSTALLING AND SETTING UP THE MOD

Short Answer:

Remove ALL SS1 mods, make sure you have the SS2 required mods, and if you had SS1 before, start a new game.

Longer Answer:

SS2 can be installed like any other mod on the PC.

In fact, there is a secondary file with extra PC assets (textures, face files, etc.) so as to not put the main file too large.
Make sure to install the latest versions of the required mods;
  • HUDFramework
  • Workshop Framework

Also, if removing SS1 from a previous save, it will be necessary to start a new game. Fallout 4 does not support mods being removed mid game, and while there are a few mods that may not have an impact (like a pure texture mod), SS1 was a major mod, and removing it will require a new game.

Also, story wise, the SS2 changes begin in sanctuary, so a new game ensures the full SS2 experience.

What about compatibility with Sim Settlements 1;
Short answer;
Not compatible. Yes, you should remove all your SS1 mods.

Longer answer:
Sim settlements 2 has been redesigned and completely re-written from the ground up - this will enable it to do a lot more and run without impacting performance a lot better than its predecessor.

Unfortunately, this also means that all older SS1 mods are not compatible.

Some largest mods are already converted, and others are on the way.
  • Sim Settlements 2 - Pra's Random Addon 2
  • Sim Settlements 2 - Ruined Homes and Gardens 2.0
  • SS2 Superstructures - A Sim Settlements 2 Addon Pack
  • Wasteland Venturers Sim Settlements 2 Addon Pack

What about other mod compatibility;
Overall, SS2 should be compatible with most mods - unless they were specifically designed for SS1, or made major changes to the basic workshop scripts (those mods would have more than likely incompatible with SS1).

Known compatibility Issues;

* None yet, as they come up, will be listed.

Other mod patches already available;
  • Sim Settlements 2 - The Bleachers A Diamond City Story - Patch - fixes a minor graphical issue between SS2 and the Bleachers mod.
  • Silent Protagonist Patch Compilation - patch for the silent protagonist mod.

Where is Conqueror and Rise of the Commonwealth?
Short Answer;
They are not incorporated yet, and will be coming in the future.
Longer Answer:
While SS2 has an large amount of features (check out the description page for the main mod, reading everything) the core of SS2 does not include Conquer or the full Rise of the Commonwealth experience. News on those will be released over time.



What does "the full Rise of the Commonwealth Experience" mean.
Some of the concepts of ROC, and selection of starter city plans are included in SS2, but more content will come over time.
More details to follow.
(MODERATORS - ADD MORE CONTENT HERE).

About Using a Mod Manager.
Is using a mod manager on PC necessary?
Short Answer;
Yes, use either Vortex or MO2. Really.
Longer Answer;
A good mod manager helps in finding issues and turning mods on and off and is essential in managing any load order where mods may have conflicts or are ever removed.
  • Vortex is powerful, somewhat easy to use, and well supported.
  • Mod organizer 2 is very powerful, not as easy to use, and well supported.

Both are used successfully by tens of thousands of users.
Check on youtube for tutorials by gamerpoets on successful installation.
If starting a new game and changing a lot of mods, it is the perfect time to move to a better mod manager.

Installing and Setting up SS2 Continued:
How Do I know it is installed?
You should see it in the MCM on the PC. If not using the MCM, it is highly recommended.
There are numerous posts and videos on setting up the MCM and its requirements

SS2 MAIN QUEST LINE TOPICS:
How do I start SS2;

Short Answer:
There is a new magazine on the workbench in sanctuary. It talks about building a radio beacon, and even comes with materials to build one.
Once this is done, things start.

Longer Answer:
Once building a radio beacon (sanctuary is suggested, as you will have to build a lot of plots for later unlocks) the "stranger" will arrive, and start a series of quests.


I can’t find the magazine – it is not on the sanctuary workbench!
This is most likely caused by either;
SS2 is not installed correctly.
A mod conflict with some kind of overhaul.

Compatibility check: The mod clean and simple does not conflict with finding the magazine in Sanctuary.

Starting: Does the player need to build the beacon right away?
No, but it is suggested to do so before completing too many quests or doing too much world exploration - as other SS2 content could be bypassed or encountered ahead of time, and could be confusing in nature.

Starting: Can I start building other things in sanctuary?
Yes, of course. However, it is suggested to pay attention to the SS2 quests - they have specific requirements on plots (for example, one quest talks about residential plots, NOT beds - they are different).

Do I have to do the SS2 Quests?
No, it is not required, but highly suggested. Besides an in game tutorial on all the SS functionality, it also has a lot of new story content and great characters.

How do I skip the quests and get the plots etc.!
Short Answer:
Use the City Manager holotape to unlock content. Get the holotape from the first page of the MCM.
Long Answer:
there is not long answer to this topic, clearly you have been spoiled at this point. :)


I have never used SS1, and want to put SS2 in mid game, can this be done?
Yes, absolutely, however, this may cause some quest oddities and depending on how far in the main game, the player will get a lot of messages starting out, as the SS2 quests unlock content based upon what was done.

While not required, it is strongly suggested to start a new game.

SPECIFIC SIM SETTLEMENTS 2 FUNCTIONALITY

BUILDING and MANAGING PLOTS;
Do the Plots built in the tutorial quests need external power?

(MODERATORS - ADD MORE CONTENT HERE).

Can Plots be moved after being built?
Yes, plot can be moved in the workshop. However, it is suggested during the tutorial plots being built, NOT to move any of them until the specific quest stages or tasks are complete.
(MODERATORS - ADD MORE CONTENT HERE).

Is there a penalty for moving a plot, or changing its type after it has been built?
(MODERATORS - ADD MORE CONTENT HERE).

Some of plots are difficult to place, especially interior plots, can a player use Place Everywhere?
Yes, however you may need to later pick up, and then cancel the plot placement to get the game engine to register the new location.

There were console commands to assist in this in SS1, unknown if there are in SS2;
(MODERATORS - ADD MORE CONTENT HERE).

What are these icons in workshop modes? Does the building is red, is it broken?
Short answer:
They are indicators of plot type, and status. No the red building is not broken.

Longer Answer;
The icons tell the plot type (residential, agricultural, etc.) and sub type (building supplies, etc.) and match the icons as seen in the workshop menu. The Residential plot is red, because that matches the color of its type in the menu.
The Number is the level of the plot, and the character icon is if the plot is occupied.
(MODERATORS - ADD MORE CONTENT HERE).

How Do I get more ASAM Sensors?
The story line will give you access to more as you progress.

Another way to get sensors is;
Answer coming!
(MODERATORS - ADD MORE CONTENT HERE).

SPECIFIC QUEST RELATED TOPCS:

How do I put the ASAM “on the ground”?

That is a figure of speech in the dialog – if the player missed the quest objective in the message window in the upper left, check the quest log – the player is to build a plot.

Can I go to the museum or clear out the raiders BEFORE making the first beacon?
Yes, you can. However, as stated previously, many ss2 quests cover specific in game areas, so it is suggested to follow the SS2 main quest for a while.

I built the stuff in Sanctuary, but the stranger has no new dialog!
Note: the quest for building after returning the Concord refuges requires agriculture/industrial PLOTs and Residential PLOTS – not bed. Make sure you have all the plots required by the quest by checking in your quest log.

Can I help Abernathy farm before doing SS2 quests?
Yes, but you should wait – an early stage in the SS2 quest line will take you to the satellite array.

Having trouble with the hostages!
They can be tough, especially in survival. A companion helps, as does either combat enhancing food/chems/meds/alcohol or if wanting to bribe them, charisma enhancing.

West Everett Estates – I can’t find the Asams after killing everything!
The super mutants in the basement will not attack if you try to talk first, and not advance into their areas too far.

NOTE TO ADMINS: Perfect is the enemy of done - I know all you guys are busy, but SOMETHING is better than a 100% complete and comprehensive perfect document.
Thank you for all of your support on this amazing mod.
 
Thank you for this!

We'll go through this and see if there are any points we missed and add them.
 
We've added some of points you hit to the FAQ and Troubleshooting sections of the wiki and credited you as a contributor. We'll add some of the more quest-specific items (assuming they aren't patched out) to the relevant quests as the Quest Walkthroughs are developed. :agree:
 
We've added some of points you hit to the FAQ and Troubleshooting sections of the wiki and credited you as a contributor. We'll add some of the more quest-specific items (assuming they aren't patched out) to the relevant quests as the Quest Walkthroughs are developed. :agree:
Thank you. I am glad to help in any way.

My only regret is I don't know more to contribute to other sections!
(ahh...time, or most precocious commodity).

As I learn more, I will look at areas in the wiki that have yet to been developed, and see about submitting more rough draft text.

thank you again to the entire team for an awesome mod.
 
I don't suppose by chance any of you fine humans have the console command to get Jake's radio to trigger after Well,Well,Well would you? I've waited an age like he asked but no trigger to get Hub of the Problem to activate. I don't feel like throwing 14 hours of game play away so any help would be grand.
 
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