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
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!
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.
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)
I have problems with getting Vanilla Extension to work with Sim Settlement as some walls or floors are floating or not in the place they should be. I know there was a forum thread about the compatibility of these two but the two links to the screenshot to edit the files in FO4Edit do not work a. I do not know how to replace the meshes from Vanilla Extension with the Vanilla ones - or where to find them.
If someone could help me that would be much appreciated.
Hi, I'd like some help for the quest Casting Line. **Spoilers Alert if there is** After talking to the Stranger about ASAMs building a store, they gave me a quest line, "Find out what's wrong with Old Paul" but he seems to be not moving from my settlement and just kept saying "Raiders. Hurry". I've done some research that other people also have this same problem. Some say I should reset the quest but I'd just like to report this bug for future purposes. Thank you 😀
I'm not sure what the problem is dogmeat cant enter area then is build or gate is up, its like you generaly have a companion issue and why it will crash if you say to dogmeat move here ( this was in the slog )
I also notice dog-meat stay outside sanctuary and hangman's ally entery zone area its like you have forgotten something here.
And also odd with the caravan transport system they are stuck out side red-rocket tank stations, well im new to the mod but all other seem to be okay with fully auto build and do all update.
I'm not so sure its only dogmeat issue then caravan city route and cog seem to do same cant enter area. ( i have seen cow rest in middle of nowhere and did not think of it , i'm sure its because they can't enter either.
I had lower the performance and it seem to help so whatever missing script worked again, you ca try the 30 threads settings also. other then that i don't know why we cant see whats wrong its just like other explan things crash or act odd, and you can put finger on it. some odd post about try windows mode with no border can help with load time. ( very strange tips ) so few idea at this solution but as video say try lowest sim settings to see if that help.
Sorry if I've addressed this before, but even out of 15,000 forum posts, "Not Enough Resources" in the search doesn't give anything back. As spectacular as this mod is, the actual ASAMs themselves can't seem to keep up with anything because something somewhere is short on money or copper or fiber optics or whatever. The ASAMs don't take components directly from the workshop, and ASAM storage can't link between settlements the way workshops can, so you have to manually go to each and every ASAM, see if it's low on funds or components, find or buy what it needs, drop it in the desk, and hope construction finishes.Â
What am I doing wrong? Or am I supposed to be running around from ASAM to ASAM with a wrench and a pot of coffee like a downsized one-man IT department.Â
This is why I set my settings in the manager at "don't ask me for supplies, you find it and make it yourself, leave me out of it."
That way, I can swing back and see what the fledgling town (that I don't micro-manage) is doing in ways of coming up in the world. Makes the settlements turn into new towns popping up in the wasteland, and less feeling like the egomaniacal new general of minutemen is creating overgrown campsites and workbenches with borderline slavery all over the commonwealthÂ
Borderline slavery.. Really? These people come to you wanting to do a task for safety and a place to rest and eat.. That is not slavery its called survival..
Ahh, I love replying like 10 months late.. I see what settlers do as work, just like real life. Arguably working in real life is worse, especially if you work under someone, as you get a fraction of what they make. At least with settlers they split everything evenly. Honestly I'd say working in real life is closer to slavery then what's happening at settlements in Fallout 4.
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.
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.
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.
hay i just reinstal fallout4 and mods and ihave trouble with this mod its wont show on workshop menus and i tired the instruction in the video but still wont show and instal settlement menu manager and the result still the same please help me
im unable to get the 3n1 to work? ive even tried reinstalling it but im at the museum and none of the asams are in the store. i was wondering if there is a fix for this?
15358 comments
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!
Triangle Of Death
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)
If someone could help me that would be much appreciated.
**Spoilers Alert if there is**
After talking to the Stranger about ASAMs building a store, they gave me a quest line, "Find out what's wrong with Old Paul" but he seems to be not moving from my settlement and just kept saying "Raiders. Hurry". I've done some research that other people also have this same problem. Some say I should reset the quest but I'd just like to report this bug for future purposes. Thank you 😀
I also notice dog-meat stay outside sanctuary and hangman's ally entery zone area its like you have forgotten something here.
And also odd with the caravan transport system they are stuck out side red-rocket tank stations, well im new to the mod but all other seem to be okay with fully auto build and do all update.
I'm not so sure its only dogmeat issue then caravan city route and cog seem to do same cant enter area. ( i have seen cow rest in middle of nowhere and did not think of it , i'm sure its because they can't enter either.
other then that i don't know why we cant see whats wrong its just like other explan things crash or act odd, and you can put finger on it.
some odd post about try windows mode with no border can help with load time. ( very strange tips ) so few idea at this solution but as video say try lowest sim settings to see if that help.
What am I doing wrong? Or am I supposed to be running around from ASAM to ASAM with a wrench and a pot of coffee like a downsized one-man IT department.Â
That way, I can swing back and see what the fledgling town (that I don't micro-manage) is doing in ways of coming up in the world. Makes the settlements turn into new towns popping up in the wasteland, and less feeling like the egomaniacal new general of minutemen is creating overgrown campsites and workbenches with borderline slavery all over the commonwealthÂ
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
Also the HQ system for chapter 2 is hot garbage. And chapter 3 is buggy, game crashing mess.
I have manual upgrade on and i disabled city leader...
i was very conservative so remember choosing the light option for the settlements, is this the reason why? the city is already finished at this state?
this?
and ihave trouble with this mod its wont show on workshop menus and i tired the instruction in the video but still wont show and instal settlement menu manager and the result still the same
please help me