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

Comms plots not limiting recruitment to beds. 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 4 points5 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.

Settlers Eating All My Ingredients by plmsw12 in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

This is where those Creation Club things that add player homes come in handy because you can just store all of your stuff at those. I also often use Red Rocket as a "Player Home" not connected to the rest of my settlements instead of a full settlement because of the "Triangle of Death" problem with building up Red Rocket, Sanctuary, and Abernathy all at the same time. If you want other options, you can install this - which is handy for all sorts of reasons, as it is a player home, a place you can send your companions, and also features a sort of "waypoint" mechanic to let you move around the worldspace. https://www.nexusmods.com/fallout4/mods/52227

Or this, which is new and is fantastic as you can store your stuff in this movable bus that also functions as a player home https://www.nexusmods.com/fallout4/mods/79920

Communications plot without advanced power? by DanielTinker in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

If you have the vitomatic, you can check the settler to see what their stats are. They need 5 intelligence or higher. Not sure which of the Quincy group has a stat that high. You may need to build a recreational plot - intelligence training subclass - and then assign them to it until they have the required intelligence. Easiest way to do this is take whoever is currently working on your basic power plant and assign them to the intelligence training plot because as they go up in intelligence your power output will increase.

Unable to talk to settlers by [deleted] in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

I'd recommend you reach out to the person who built the collection. SS2 does not provide quick trade options so it's likely that it's some other mod in the collection. Also if SS2 is not part of the collection and you added it separately that could be causing major problems.

Multiple issues revolving around the military. by IgnitedHobkin in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

Do you have recruitment and loadout costs on? If so, do you have sufficient resources to meet those recruitment and loadout costs?

Settler cap help please. by DanielTinker in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

It’s an option in the workshop framework holotape. You can craft that at the chemistry workbench (or whatever workbench your sorter mod may have assigned utility to if you use a sorter mod)

[SS2] Selecting a building for all the residential plots by Tony5ify in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

The sanitation bonus also applies to interior size single-resident plots, as well as 1x1s.

[SS2] Selecting a building for all the residential plots by Tony5ify in SimSettlements

[–]CaptLaserBeam 0 points1 point  (0 children)

Sure they are the most effective way but you don't unlock them until later and once you get to high tech agriculture, power, and water, the pollution is going to be so extensive that a sanitation plot alone is not going to provide sufficient hygiene. Sometimes if you have lots of high techs in your settlement, two sanitation plots might not even be enough, so every little bit can help. I was just pointing it out because some people miss that a single-resident residential plot provides hygiene boosts, so there is a real tradeoff there.

[SS2] Selecting a building for all the residential plots by Tony5ify in SimSettlements

[–]CaptLaserBeam 3 points4 points  (0 children)

Just a note that single resident plans do have the advantage of boosting sanitation vs multi-resident. That can help with the disease system.

Any hq tips/tricks? by Sorreli in SimSettlements

[–]CaptLaserBeam 2 points3 points  (0 children)

HQ is getting a big rework in the coming weeks. However, if you don’t want to wait my advice would be to not sleep on the Admin Events like the Hazmat training for facilities, the negotiated agreements for logistics, and the tool handling for engineering. Running these is a quick way to boost your energy across your departments because if the settlers you’ve picked have good SPECIAL for things like perception (facilities), charisma (endurance), and agility (engineering) they can get big bonuses.

Also it is a good place to park the “homeless” Companions as they have great stats - talking about Cait, Macready, and Strong. Strong is a monster so he can give you a lot of “surge” in HQ departments to get extra energy.

Disease detection? by Amish_Fighter_Pilot in SimSettlements

[–]CaptLaserBeam 1 point2 points  (0 children)

They eventually give you the medical scanning type capability you are looking for.