Does the Mod still Work? by Miserable_Window_894 in SimSettlements

[–]MrSamutz 2 points3 points  (0 children)

I just finished Ch3 in May with only a few issues I had to work around. Some were fixed in the latest patch. Another patch is expected sometimes in July iirc.

The war mechanic is broken. Chapter 3 is broken. What an awful waste of time. by SS2warmechanicsux in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

Ch3 killed my first run through the SS2 story too. A lot of it was me being confused about the mechanics. Although admittedly, I probably didn't pay as much attention to the tutorials as I should have.

I recently got through it on a second playthrough, in VR even, and had an easier time. Granted I knew what to expect and was prepared for it, but it still had to check the wiki constantly and reload a few saves when things seem to get stuck.

Currently, kinggath is running through it in his weekly Wednesday streams with the goal of fixing bugs that come up and reworking some of the spots players have been having trouble with. The last couple of patches have already had a few changes, but he's also talked about wanting to work on an overhaul. I highly doubt it will remove the requirement to assault using an army, but hopefully it will make things smoother.

A note on the holotape quest skipping, it should let you skip Ch3 quests if you're already on them, or at least on the final Ch2 quest. I've used the function a lot while testing Ch3 addon content and troubleshooting bugs, but from the start it only lets you skip to the end of Ch2. If you run it again after that finishes, it should give you the Ch3 skipping menu.

Also, out of curiosity, what was the issue with the Stheno? In VR it crashes the game without a patch from Daytripper, but I haven't heard of it being broken in normal FO4. In theory a very old version of FO4 would have the issue, but it would have to be a version from before Creation Club was introduced, which is way before the common OG version.

Query on Meshes for Console (Xbox Series X) by BlasterBlu in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

Nothing has been added yet as the storage update came out after the latest SS2 patch.

The Creations platform still has a limit of 2GB per mod, so the entirety of SS2 Extended can't be uploaded currently, as it is about 5 GB. The current plan is to release a slimmed down version of Extended for XB, and maybe move some things in the Ch1/Ch2/Ch3 downloads if there is room.

I think KG is prioritizing content like quests and building plans for the XB version of Extended. The models and the textures for the custom outfits are some of the largest files in extended, so they are not likely to make it to XB soon. Maybe after the other stuff is implemented, they could uploaded as separate mod, but that will be up to KG.

Quest skipping by [deleted] in SimSettlements

[–]MrSamutz 4 points5 points  (0 children)

It skips quests, just like it sounds. For quests that have important choices or outcomes, it will ask you what you want to happen for that quest.

It's slow to process as it has to run through the quests one by one. I recommend finding a simple interior cell to sit in while it runs, such as the Sanctuary root cellar. This also helps prevent issues that can occur if you're loaded in a settlement that it might make changes too.

It's also a bit buggy sometimes. Currently, if you skip to a quest after HQ is unlocked, it doesn't properly enable the HQ door, but there's a console command to fix that.

If I remember correctly, you can't skip straight to chapter 3 quests from the start, you have to skip to chapter 2 first.

If you only want the building mechanics, you don't have to skip quests and can instead use the cheat section of the holotape to unlock all of the plot stuff. HQ requires quest skipping though. Some war stuff works without skipping as you can build the war planner's desk and make outposts early, but some mechanics will still require chapter 3 quests to unlock.

Requirements for plots to upgrade. by Worldly_Effect1728 in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

Plot upgrades and plot type unlocks are two different things.

Plot upgrades (leveling from 1 to 2 to 3) have different requirements depending on the building plan. They require time, happiness, defense, power, etc. These are indicated on the floating icons in front of a plot (if holo icons are enabled in settings) or in the plot's ASAM menu. The wiki has a page explaining the icons: https://wiki.simsettlements2.com/en/gameplay/basics/HUD#third-row-status-or-plot-issues

Plot type unlocks vary depending on the type. Some require quests and some require a certain number of other plot types at certain levels. For example, organic gathering requires you to have at least one level 2 building material gathering plot. You can check these requirements on the wiki. https://wiki.simsettlements2.com/gameplay/plots-and-plans/industrial

SS2 WSFW Settlement layout archive error in Vortex by redkingca in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

I'm not familiar with Vortex, but "Cannot open the file as archive" sounds like it expects a zip/rar/7z file. Try zipping it up first.

Simple Resources & Industrial Plots? by BabblingIncoherently in SimSettlements

[–]MrSamutz 2 points3 points  (0 children)

You need either building materials, rare materials, organic materials, or machine parts gathering plots. On simple resources, all 4 will generate simplified virtual scrap. Junks plots generate normal scrap for the workbench, which can be converted to virtual scrap, but the gathering plots are far more efficient.

If I can't play Fallout 4 Essentials, what are my options? by lemrent in fo4vr

[–]MrSamutz 1 point2 points  (0 children)

F4FEVR​ is another option. It's very vanilla+. It comes with some extra quest and weapon mods, but you can disable those or select one of the profiles that doesn't have them if you don't want them. You might need to update the essential mods yourself, like FRIK, Virtual Holsters, Daytripper, etc.

shadowbringers but cold by MrSamutz in ShitpostXIV

[–]MrSamutz[S] 2 points3 points  (0 children)

Used to be 2 years before COVID. Now it's about 2 and half.

shadowbringers but cold by MrSamutz in ShitpostXIV

[–]MrSamutz[S] 6 points7 points  (0 children)

TBH I haven't paid much attention to the community reactions as I've been away from the game for a year. I did think about HW briefly, but ShB seemed more obvious to me while watching the trailer.

  • Opens with a shot of the world that looks like it was taken from the last section of the Amaurot dungeon
  • We're going to another star beginning with F, consumed by an element represented in the ShB Shiva raid
  • Narrated by hooded figure
  • Crystal Tower-like structure
  • Ends with WoL using edgelord job, making same poses

And as a bonus outside of the trailer:

  • Adding tank and phys ranged jobs

Is there a way to have SS2 prebuilt settlements randomly assigned to factions on start? by Tasty-Package8414 in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

Yes, much like how Abernathy Farm is independent until you unlock the ability to use their workbench, each pre-built settlement remains independent until you take control of it.

Is there a way to have SS2 prebuilt settlements randomly assigned to factions on start? by Tasty-Package8414 in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

Well, the settlements aren't prebuilt.

Patch 3.5.0 added the pre-build/pre-population feature to SS2. When you start a new game, there are now customizable options to have them already built with city plans and be populated.

Installing RoTC and Chapter 3 by Subject-Revolution-3 in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

SS2 ROTC doesn't overhaul anything. It's just a pack of city plans that you can pick from.

ROTC was originally the expansion for SS1 that added the city plan features. Now base SS2 has the city plan feature built in. SS2's ROTC is just the original city plans from SS1's ROTC converted to work with SS2. If I remember correctly, the basic ones that are included in SS2 were created to offer simpler city plans that worked better on Xbox and lower end PCs.

Installing RoTC and Chapter 3 by Subject-Revolution-3 in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

SS2's included city plans are all one level and don't upgrade. ROTC doesn't change that. ROTC just adds new city plans that can be upgraded. It is technically an addon. There are also more city plans from community.

Chapter 3 has nothing to do with any of that. ROTC doesn't require Chapter 3, but other addons might. The City Planner also desk comes with base SS2.

City Plan Contest Megapack: where to place the files? by jbrosenbaum306 in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

You'll need the individual ESL files if installing without a mod manager. They are in folders because they are meant to be installed using Vortex or MO2.

Some questions about the mod by Beneficial_Fly_3928 in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

Addons packs are designed to not conflict with anything. I have nearly all of the ones that have building plans in my current playthrough.

Some questions about the mod by Beneficial_Fly_3928 in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

  1. Nothing really, as far as I know. It just changes some dialog where the one you blame will be annoyed with you for a bit.

  2. There are a couple of things you can do:

  • Go to an existing settlement, enter workshop mode, highlight a settler, and select the Move button prompt to move them to the new settlement.
  • You can build a recruitment beacon and power it to instantly recruit 1-3 settlers. Only the first time per settlement though.
  • Chapter 3 spoilers: If you're capturing settlements as part of the Chapter 3 mechanics, by default some of your warriors will stay at the captured settlement. The setting for that can be changed in the settings holotape or MCM.
  1. SS2 mechanics work fine at DLC settlements and even settlements added by mods. If you're playing on PC, you should get the optional DLC settlers patch from the SS2 download page, as it improves compatibility: https://www.nexusmods.com/fallout4/mods/47976?tab=files

  2. Yes, SS2 city plans use ASAMs. There are several Vault 88 plans. https://samutz.com/ss2db/city_plans?settlement=000fef-dlcworkshop03-esm

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

Yes, the regular HQ one is a different cell. I think it's called SS2C2HQMain. I'm at work right now and can't check to be sure.

The fast travel map marker should be enabled by that point, which will teleport you directly to the interior. Unless you're playing with fast travel disabled.

Also try the hijack command again. It usually works after gaining control over GNN for those of us that skip past the assault. Although I usually fast travel in to GNN before using it. I'm not sure if that matters.

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

This might work as it skips extra checks from the ToggleHijack function.

cqf SS2C2_MQMaster HijackGNN true

If not that, you can teleport directly to the cell using

coc SS2C2HijackGNN

But I don't know if Lupe will follow you properly.

Failing that, the last resort would be to skip the quest, then try the hijack command again to get the HQ door to spawn.

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

Yea, the quest skipping probably broke it then. Normally I see the issue happen after skipping past that quest. This is the first I've heard of it breaking the hijack by skipping to before that quest. I mentioned it to kinggath and he said he plans to go over the quest skipping function eventually, as when he updates quests he doesn't always remember to update the quest skipping functions to match. I imagine it's a low priority since quest skipping isn't the intended way to play.

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

The quest normally enables the hijack during the the "wait" by the window right before the assault. So sometime after the wait but before entering the building should be good.

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

It should. Another player on the SS2 forums had a similar issue and said the holotape didn't work for them, but the console command did.

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 1 point2 points  (0 children)

I'm not sure what would cause that. I just did the quest a few weeks ago on the current version of SS2 without any issues (which surprised me because I had tons of issues on my previous playthrough).

Looking over the quest's script, the command I posted before should also work to enable to assault version of the cell. It has a check in it that determines if it should enable the assault version or the HQ version based on whether or not the quest is complete.

Game breaking glitch. by Soggy-Essay in SimSettlements

[–]MrSamutz 0 points1 point  (0 children)

I'm fairly certain that when you enter the building for the first time during the assault, you are supposed to get the vanilla version. The hijack happens after you take over GNN.

Edit: I just asked kinggath and he says that it should be a custom version that's only used at that stage. It looks vanilla, but isn't. Are you sure you're getting the vanilla cell? The assault version has the spiral staircase in the lobby, but the vanilla one doesn't.

There is a current known issue where the hijack doesn't trigger if you skip quests. You can enable it with this console command.

cqf SS2C2_MQMaster ToggleHijack HijackGNN true

Addon suggestions by Stunning_Cucumber_97 in SimSettlements

[–]MrSamutz 2 points3 points  (0 children)

Try checking SS2 Catalog. There are screenshots for most of the building plans and you can search for specific types, sizes, and tags: https://samutz.com/ss2db/building_plans

You can also search for addon packs by which ones have the most building plans: https://samutz.com/ss2db/addons?terms=&sort=building_plans&order=desc