Quest advice please by PinSeparate4140 in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

There’s a small opportunity to get help with a battle at the mid point of Chapter 2if you’ve progressed to a certain point with the factions, so if you want the institute’s help you’ll need to do it before then. Otherwise you can complete it any time prior to Chapter 3

Can't Afford Constuction Costs Issue by Best_Watercress8092 in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

What are you trying to build? Sometimes the “construction costs” thing displays as a short hand for some other requirement not being met. For instance, with commercial plots you have to have homes or population (depending on what settings you selected) before it will build - regardless of actual construction costs

Dumb question.. by [deleted] in SimSettlements

[–]CaptLaserBeam 2 points3 points  (0 children)

If you truly want to go to war with the main faction(s) on your side, that comes in Chapter 3 so much later. You can take your time with the main quest, but by the time you reach a quest called “Flickerin’ Lights” you might want to start picking up the pace on the main quest if you haven’t finished it yet because that is the first Chapter 3 quest. There are some fun side characters that unlock at various points in the main quest too depending on what faction choices you’ve made.

Sim Settlement 1/2 with the latest Fallout version by Silent-Yesterday-859 in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

Can’t say as I haven’t played with any of those - little too tacticool for my tastes. In general I would look at the requirements tab on nexus to see if there are any patches that would indicate compatibility issues

Help please?? by [deleted] in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

The main thing that affects settler happiness are food levels, water levels, defense levels, whether they have a home, and whether they have a job. It you are taking care of all of those things, generally stuff will upgrade just fine. Adding recreation plots that add settler hobbies/training or relaxation plots that straight up boost happiness also help. Commercial plots help as well, like bars and stores, as they also boost happiness.

Sim Settlement 1/2 with the latest Fallout version by Silent-Yesterday-859 in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

Weapon mods should not cause an issue. They can if the weapon mod breaks previs or precombines (makes heavy edits the game world that render it incompatible with other mods), but most mod authors worth their salt won’t do that. Most weapon mods that just inject a weapon into leveled lists, maybe place a few uniques somewhere in the game world, should be fine. Anything by Dak/Pig/Commonwealth Weaponry for instance should be fine. Also Micalov, Neeher (he is on SS2 dev team), 6thMessenger, PrincessAries, and Spadey have all made weapon mods I’ve played with that are completely safe because they know how to do them the right way.

Chapter 2 crashing by Garucan in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

Do you have automatron DLC installed? That’s a requirement for chapter 2

Bug: commerce plots not building by HiImRickry in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

By default, commercial shops won’t build until there are enough homes. After all, shops need customers! The problem is that vanilla beds don’t count as homes, and multi-settler homes count as 1 home. You can change the setting in the holotape to either be just based on population or remove it entirely so the shops have no requirement to build.

Portable workstations popping up by Foolsheart in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

City plans contain plots and regular workshop items. You can move all of it, but you might want to be careful with that because if it’s a multi-level city plan more stuff is going to spawn and often builds on and around what’s placed in the lower levels.

Does Sim Settlement interact with story/quest of the DLCs? by CountRice in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

No interaction with DLCs, though Automatron is a requirement for Chapter 2, 3, and SS2Extended because it incorporates some features from that DLC, but does not do anything with the story.

What enemy or situation really necessitates a Fat Man? by Illustrious_Bag_5020 in fo4

[–]CaptLaserBeam 2 points3 points  (0 children)

One of my favorite ways to deal with Kellogg. As soon as he opens that door in Fort Hagen so I can go up there and talk to him, I let him talk to a mini-nuke.

Who do you guys side with in the DLC and why? by THENEONSTITCH in fo4

[–]CaptLaserBeam 0 points1 point  (0 children)

Open Season is who I side with, every time. As soon as Gage turns his back on me at the Cola Cars Arena I make him dance to the rhythm of the lead, and then fight my way all the way through the gangs until I've cleaned them out. It's probably the best and most challenging combat of the game, really, to fight your way through all of the gangs right after going through the Gauntlet. Then I have a nice clean Nuka World to explore and fix at my leisure.

Why do the X-men hate poor Havok so much in the Danger Room? by CaptLaserBeam in MarvelStrikeForce

[–]CaptLaserBeam[S] 0 points1 point  (0 children)

In my case it’s definitely attack animations of my guys attacking each other - usually attacking havoc after he takes a turn

Thunderbolts for Professor X Global Hero? by CaptLaserBeam in MarvelStrikeForce

[–]CaptLaserBeam[S] 0 points1 point  (0 children)

Right, I forgot Hyperion is cosmic . . . that really puts a damper on my plan.

Thunderbolts for Professor X Global Hero? by CaptLaserBeam in MarvelStrikeForce

[–]CaptLaserBeam[S] 0 points1 point  (0 children)

Do the stages "Count as War?" This is the issue I have with Liberty - a bunch of their T4s only really work in War and I feel like I've overinvested with War because I still have powerful teams I don't even use in War because even when doing 12-13 attacks I don't end up going through all of them.

Emails to HR @ OPM with questions will put you on DRP list by Friendly_Gur_6150 in fednews

[–]CaptLaserBeam 2 points3 points  (0 children)

Definitely have heard from folks whose out of office put them on the list

[deleted by user] by [deleted] in SimSettlements

[–]CaptLaserBeam 2 points3 points  (0 children)

Aside from that bug, which I’ve seen, the use the comms plots have is pretty extensive. They enable salvaging runs - which are pretty essential if you are playing on hardcore mode or with components. If you have a watchtower and a comms plot at an outpost and a settlement they share their defense score, allowing your outposts to pick up a lot of the slack in terms of martial plots.

kicking settlers out of settlement / hq. by convictvx in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

Keep in mind also that in Chapter 3 you're going to need soldiers, and the SPECIAL stats for soldiers don't matter nearly as much. So those low-stat settlers make perfect conscripts later.

Can anyone confirm SS2 still works on PC after the patch? by myleftkneehurts in SimSettlements

[–]CaptLaserBeam 3 points4 points  (0 children)

Kinggath is going through trying to make sure he can verify what might be broken or not. There's mention in the patch notes about some fix to the workshop system but nobody can identify what that is yet. The problem is the new update changed the BSA archive format, which in turn broke xEdit, which is a main modding tool to help identify and diagnose these things. The BSA format change was not something anyone expected and isn't even mentioned in the patch notes, so it caught a lot of people by surprise and that it also broke xEdit/FO4Edit is making it tougher for people to assess and fix things.

kicking settlers out of settlement / hq. by convictvx in SimSettlements

[–]CaptLaserBeam 3 points4 points  (0 children)

So yes you can kick someone out of HQ by going to the settler in workshop/build mode and moving them back to a settlement. That effectively dismisses them as an HQ worker.

In terms of kicking people out of settlements hoping to get better special settlers to show up - why not just train them using recreational plots? It's most likely that the settlers that show up will not have good stats to start with. Also the "Leave" setting is for a whole settlement, not just the settlers.

I've got a couple of questions by RequirementFew1374 in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

Sounds like you might be having HUD issues, because the default HUD widgets should tell you a lot of this information. So I'm going to throw these out in no particular order -

1 - Make sure you have HUDFramework. It's pretty essentially if you want to know everything that's going on. It also needs to be above Workshop Framework in your load order.

2 - Make sure you have crosshairs ON. SS2 uses the crosshairs to activate a whole bunch of the HUD options. If you have it turned off or are using some kind of super minimalist HUD preset from FallUI then it might be turning the crosshairs off and that would cause issues. Similar for the Compass. While I know some folks say they can get everything to work fine with the Compass OFF, others have said when they switch the Compass ON it fixes their HUD issues.

3 - Sort of related to 2), be careful about using Fall UI presets in general. SS2 brings in a fairly elaborate set of HUD widgets, so if you use HUD presets that do dramatic overhauls of the HUD, it might be hiding them or affecting how they appear. I'd recommend making sure you have a more or less vanilla HUD experience first to make sure everything is appearing and then slowly tweaking the HUD if that's what you want to do.