Fallout 4

15409 comments

  1. kinggath
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    Conqueror is now live! The third expansion pack for Sim Settlements adds the ability to start your game with settlements built up, the ability to attack and conquer settlements, tons of Raider themed options, and even a raider-based quest line!: Conqueror
  2. kinggath
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    SimSettlements.com is now live! Includes a wiki with detailed information on the mod (still a work in progress! ) and forums for comments, suggestions, bug reports, or just hanging out!

    Please make suggestions and help requests here: SimSettlements.com

    If you find what you believe to be a bug, make a Help post on the simsettlements.com forums. Lots of people can help to solve the issue or chime in and confirm it is a bug so we can address it.

    Thanks!
  3. damanding
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    For all those having trouble with Sanctuary, Red Rocket, and Abernathy farm please check this out.

    Triangle Of Death
  4. kinggath
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    Attention VR Players and Pirates -

    Late 2019, Bethesda made a change to the Creation Kit, all mods saved in it are marked with header version 1.00.

    Your version of the game does not support this, you either need to go back to an older version of Sim Settlements (likely 4.1.7), or use FO4Edit to change the header version to 0.95. (This applies to any of my mods updated after November 2019)
  5. spartacus1013
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    There appears to be a new bug with this mod after the last update. Followers, by that I mean quest NPCs who will follow you on certain quests and not companions, bug out and don't behave as they should. Certain other triggers for progression in quests might not happen as well. Examples I've experienced since the patch include...
    
    : The quest Dangerous Minds, at the end when the Courser is meant to show up and give Kellogg new orders, the Courser never teleports in. Only way I got past it was to force the quest progression via the console.
    : The quest Confidence Man, upon entering the brewery with Travis, his pathing fails miserably, if he moves at all. In most of my attempts he walked towards a wall on entering the interior and stayed there, not following me. After clearing the brewery and rescuing Vadim, Travis still wasn't there, and didn't trigger the follow up dialog. Only way I made it work was use the "moveto player" to get Travis into the room, which triggered the event with Vadim. But even after that, upon finishing the quest, both Travis and Vadim simply stood there, not leaving the room to go back to the city. I one again needed to use "moveto player" to get them both back to Diamond City, where they eventually started behaving properly again.
    : The quest The Secret of Cabot House, on entering the Asylum, Cabot is standing by the door. After saying a couple lines, he's meant to run to the left side of the room through an unlocked door, but instead just stands there at the locked door on the right side of the room. This is the only one of these quests where I did troubleshooting to narrow down the problem, and the only one I can fully confirm is caused by SS. When everything is disabled, it works fine. WIth just SS enabled, it's bugged.

    I know this mod has more of less been abandoned since SS2 started but a fix for this would be greatly appreciated. I lean heavily on this mod for my settlements and this would destroy the vast majority of them if I had to disable it.
  6. GTjavie21
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    Works well! Any other mods I should download like Rise of the commonwealth that is good with this mod?
  7. MagicMorales
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    This is an older version of Sim settlements, Get the improved version Of SS its called SS2 (download all chapters)
    https://www.nexusmods.com/fallout4/mods/73394
    1. Ecthos
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      Don't do it folks. SS2 is NOT like SS1. 
  8. Kaenji95
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    An mod that advertises self sustainable settlements shouldn't be difficult to use nor take an hour checking tutorials, videos and freaking bad websites just to understand it. that kind of defeats the purpose of it in my opinion
    1. DelanoCal
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      Stop crying and make your own mod then, tough guy. just my opinion
  9. Raesk12
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    is this mod supported with the new gen update? cuz i installed it but i have no audio for some reason
    Edit: never mind i just disabled and enabled it and i got audio back
  10. Kmorin4
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    I disabled all mods following the Fallout 4 update as it broke F4SE and every other mod I use relies on it. I started a new save to play in the meantime so now I have (A) save file with mods from before the update and (B) save file without mods from after the update. I haven't gone back and touched (A) yet. Just now I am reactivating all mods including Sim Settlements and trying to test them on this (B) save but this mod does not seem to work as there is no special section in the build menu like there normally is. I tried downloading a new mod that relies on F4SE (Place Everywhere), and this new mod seems to be working so I would say in conjunction that means F4SE is working as well. I'd have to assume Sim Settlements is the issue for me, but I've had this mod and had it working before the update. The file path doesn't seem to have changed. I've tried purging and redeploying everything. Any ideas? Does this mod need to be updated as well for it to work with the new F4SE version? Thank you!
    1. Dragonskin777
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      There's a stickied post on F4SE page that explains how to revert your files to pre update.
      It's the second post.

      https://www.nexusmods.com/fallout4/mods/42147?tab=posts
  11. RonnieJay
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    This mod is breaking settler and by extension follower pathing. Even quest specific npc's. Couldn't complete two Nick Valentine focused quests (early ones) because he wouldn't move for me to follow nor could i progress Vault 81 questline to get Currie (Same issue). Until I disabled other mods during troubleshooting and found this was corrected when SS was disabled.

    Unless this an issue with the F4SE with the recent update, keep an eye on this one folks.
  12. itsipit
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    I've searched online, consulted ChatGPT, and even checked the Sim Settlement website (https://simsettlements.com/web/wiki/index.php?title=SSPatch) to find a compatible version for the game version 1.10.138, but unfortunately, I couldn't find any relevant information.

    As a last resort, I'm posting this message here in the hopes that someone might be able to point me towards the compatible version for FO4 1.10.138. Thanks in advance for any assistance.
    1. PomumSutor
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      why the f*#@ would you ask chatgpt
    2. Azolture
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      Because it crawls the web and gives fast, good answers?
    3. ximreaper
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      you do realise that chatGPT is only up to date until like 2020? you can ask it until which date it has information. just saying.

      BTW: so did you confirm it does in fact not work with the new patch or are you just trying to make sure? i wanted to get it too :(
    4. Lurian9
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      2022
    5. Thebrobi2
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      Ximreaper, it crawls the web for current information, it doesn't matter when its last update was (Which, btw, can be as late as December of 2023)
  13. ronyalan
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    If you just want the building part.
    I recommend you stick with this mod over SS2.

    SS2 is very story focused and full of schemes and issues to deal with.
    SS1 is more limited, but he is very faithful to his proposal,more simple and fun to use.

    a must have mod

    10/10
    1. IKobi
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      Is just sad this MOD is no longer being supported nor improved, it doesn't have any of the improvements made on SS2.
    2. YourDeathWillCome
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      That's because this mod is irrelevant. SS2 does everything this mod does and better.  There's literally no reason not to have it in the first place. Honestly, I don't even know why it's still here.
    3. JackMars
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      Because SS2 adds a bunch of story/quest stuff that people aren't interested in. A bunch of the quests are set in worldspace areas that conflict with other mods.  SS2 is a huge mod and needs to be the center of your load order similarly to LOTD. Some people just want the buildings and some more settlement automation.


      Also the HQ system for chapter 2 is hot garbage. And chapter 3 is buggy, game crashing mess.
    4. Socratatus
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      It's still here because it's simpler with less things to go wrong and works pretty well for VR users (as long as you use the right version or change the number).
    5. thehivebrain
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      SS2 now forces you to engage with SS1-Conqueror style mechanics. I am in the process of removing it from my load order. May return to SS1 or stop using his work altogether.
    6. Gildergreens
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      I'm with you on this and appreciate the author for not obliterating it.
      The "Settlement system" in vanilla FO4 is a cool idea, but a bit cringe worthy at the same time. Going to give this a go.
      ("Feature Creep" has been the boon of many a good mod through the years.)
  14. Zyler22
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    I recently disabled this mod on vortex in order to diagnose a crashing issue. When I re enabled it, my sim buildings were gone, both from my settlements and from the workshop menu. What do you guys think I should do to fix this? Is there a way to make my buildings reappear, or will I have to build them again? 
    I'm coming here for advice before I try anything so I don't break something else haha
    1. Gildergreens
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      Zyler22, if you disabled it for testing and made any saved games they will be permanently buggered, in case you didn't know. After re-enabling it, you'll have to load a saved game from BEFORE you disabled it. The game engine doesn't react well for removing large mods like this one.
      For a enjoyable game, you really should not mess around with your mods AFTER you've started a playthrough. Safest would be to make a copy of your "profile" in Vortex and test with that one. I don't use Vortex myself as MO2 is my preferred modding tool.
      Hope this helps.