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)
Is there a way to functionally disable this mod? I tried it out to simplify the city creation process, but it clashes with vanilla city-building too much, and it seems to be entirely this mod to build settlements or don't use it at all. I know it is too big to uninstall, so I just want to prevent it from doing anything as much as I can.
Hello. Just wanted to ask what happens if I enable both Sim Settlements, and SS2 with chapters 2 and 3? But, I downloaded SS2 and the other chapters in-game though.
You get a lot of STATEMENTS on Nexus, and little meat to questions these days. Games old hat and people say do it/dont do it and move on
You will have conflicts out the wazoo. Different file structures, different build structures, different quest injections and the building is not the same. In 1 it was click=done. in 2 it';s far more intrusive. You would have scripts fighting each other and one long series of CTDs ( Crash to desktop)
Imagine taking a Ford drivers door and trying to put it on a Chevrolet drivers side door hinge. Now, they may LOOK like doors, but it goes so much more in to it. You have different alignments on the hinges (Script) you have different framing to allow the door to close flush (FormIDs, Edits, and prevines) and then you have a complete and vastly different wiring diagram (more Scripts, HTME, ITM,Navmesh)
And to end it all, you cant close it unless you cut it up, reshape, bondo,fibreglass, and all mess of s#*! JUST to have a door which wont even look right once painted (Patches,patches,patches) and in the END...only a master at the trade could even attempt it, were a foolish person to ask for it (Not you or me...coders/scripters)
I tried to make the WHY fun, I hope I succeeded ;)
I'm sensing that I'd be better off with Sim Settlements one if I'm a returning player looking for an interesting playthrough. I've been dealing with nothing but issues trying to install and play with these overhaul type mods it seems.
Just a quick question. I have been using Sim Settlement for a while now and I launched today and the Sim Settlement Tab in workshop is missing now and the tab missing fix mod does not allow me to fix it. Any suggestions would be helpful.
would you happen to know if this version of the mod is more stable than the latest and greatest version of the mod, i have a older PC that gets into crashing issues when using the most up to date version of the mod and i really want a stable game but also while using this mod.
as much as i love the latest version of the mod, it is very unstable and some of it's basic functions end up either not working or just cause CTD issues in my settlements.
I'm a bit late but I just started using ss and most of my NPC were not doing anything. They're just standing and not building or doing their assigned jobs. What should I do? :<
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.
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).
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.
I would just like to say how stupid excited I am to finally be able to use this mod. I've been playing on my PS4, but decided to get the PC version this month so I could use decent mods. While creating settlement stuff is actually very calming for me, it does get super boring sometimes to have the same options. So thank you for making this mod, and I can't wait to see it play out.
15382 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)
You will have conflicts out the wazoo. Different file structures, different build structures, different quest injections and the building is not the same. In 1 it was click=done. in 2 it';s far more intrusive. You would have scripts fighting each other and one long series of CTDs ( Crash to desktop)
Imagine taking a Ford drivers door and trying to put it on a Chevrolet drivers side door hinge. Now, they may LOOK like doors, but it goes so much more in to it. You have different alignments on the hinges (Script) you have different framing to allow the door to close flush (FormIDs, Edits, and prevines) and then you have a complete and vastly different wiring diagram (more Scripts, HTME, ITM,Navmesh)
And to end it all, you cant close it unless you cut it up, reshape, bondo,fibreglass, and all mess of s#*! JUST to have a door which wont even look right once painted (Patches,patches,patches) and in the END...only a master at the trade could even attempt it, were a foolish person to ask for it (Not you or me...coders/scripters)
I tried to make the WHY fun, I hope I succeeded ;)
I left an egg in there, let's see if it hatches
as much as i love the latest version of the mod, it is very unstable and some of it's basic functions end up either not working or just cause CTD issues in my settlements.
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.