The Quick Start video is up: https://www.youtube.com/watch?v=YgnslnehGRQ
Be sure to keep your version of Sim Settlements up to date! This expansion and Sim Settlements must always be on the same version. So if you update one, be sure to update the other as well.
It's become clear to me that I can't be a one man army on the support front, I had kept up with it until about October of last year, but now things have grown to the point where I need regular help. If you receive a response from damanding or kalimac, they are helping me out to keep up with everything to ensure everyone gets there questions answered and bug reports added to my fix list.
I will still try and pop in periodically to respond to some things personally, but balancing my time between fatherhood, my job, and continuing to develop the mod has become close to impossible without help - hope everyone understands!
Im kinda stuck. At the Quest "Computer research assistant" with Mister Genius, they ask für a safety test for a rod. No matter what i answer, the answer ist always, that i am not quelified for the rod. Is there a walktrough for the Quest or what are the answers for the safety test?
I'm trying to assign the Vault Tec Rep to a trading post, but the game keeps instantly auto assigning him back to a security outpost even though I have auto assign turned off. What do I do?
PLEASE tell me there's a way we can disable quests. PLEASE. I've already had to face the Mr Genius nonsense which was excruciatingly boring enough to get through, causing my settlers to turn hostile against me because the mod author(s) are too shortsighted to realize what can go wrong. I'm f*#@ing dreading exploring more of the content in this mod because it's supposed to be an extension of the RCI Simcity mechanics, but they've injected some of the most off-point content into it.
I mean, an elaborate, UNAVOIDABLE questline about a robot trying to kill humans? f*#@ing really? Like the players need a substandard version of the Automatron DLC, which itself wasn't a stellar part of official FO4 itself?
Strange issue with advanced industrial plot magazine press. I've got 4 of them, Sanctuary, The Slog, Mechanist Liar and Vault88. Sometimes when approaching/fast traveling those I get instant CTD's. Waiting/sleeping for 3 or 4 days always solves the issue. Destroying the plot solves the issue for said settlement. Resuming the game near a magazine press can cause instant CTD on game start. Well I assume it's got something to do with the magazines that I'm missing, CTD each time a new one should be collected? Can it be open Quests like Medical/Computer/Weapon-research Assistant that cannot be completed? Missing triggers, notes and items. Do you need to enable visitors?
3 in 1 "SS has been updated..." several times solved a lot of issues in the past, but not this one.
Even a simple texture replacer, just some _d.dds files no plugin can cause trouble. SS doesn't seem to like magazine backside replacements.
I really do appreciate the work of any Author here on Nexus, but sometimes it's frustrating not finding any solution.
Does this dlc work with sim settlement 2? I notice there is sim 2 version for rise of the commonwealth. I wonder if there is also a version for this dlc, or will it be introduced in the future?
In industrial revolution, I build a community well that give +10 water, but the settlement stats are not updated. I refreshed the plot and rebuilded the local data, but the +10 water is not added :( It is a know bug?
Fast travel, restarting game, refresh plot, recalc data, that change nothing... And Hudframework bars has no numbers to show. I'm going to destroy the community well and recreate it.
Yes it worked after I destroy it. But I started another new run and it's same, the water production is not added. I'm going to destroy it for the second time, in a new game.
Edit: In my second run, destroying and recreating it does not resolve the problem... :/
Edit2: I think, I found why. It require electricity to work. When I connect electricity, the water is added.
A little question... Do industrial plot from industrial revolution count as classic industrial plot from ss for upgrading defense plot to level 3?
Edit: I found a reply on the ss wiki "Martial - To advance residential plots, they must be powered, your settlers must be reasonably happy, and the settlement must have at least 2 industrial plots for level 2, and at least 4 industrial plots for level 3 (they can be any type of industrial or advanced industrial, including interior)."
I think I find a lil problem... The lack of purified water production when we play chem user with jet / overdrive in survival... As we need a tons of water to be not totally dehydrated after each encounter.
How can have a correct production of purified water in this case?
Hi, I am running into this on a new play through, I noticed that none of my advanced industrial zones were creating stockpile items in their inventory. I ran through all the options and I saw the stockpile system was off by default, I don't remember ever turning it off. For troubleshooting I turned the setting back on and my industrial zones would still not stockpile.
For additional testing I created a new game and ran through to the museum and got the city manager's holo-tape, ran the wizard and confirmed with default settings that the stock pile system was showing off. I am showing in the documentation that this setting is supposed to be on by default, is this intentional behavior? What am I doing wrong?
Fresh install, no MCM, selected "New User" in holotape interface, verified stockpile is showing off... I've used these mods many times in the past and I've never seen this behavior before. I'm at a loss at this point :)
703 comments
The Quick Start video is up: https://www.youtube.com/watch?v=YgnslnehGRQ
Be sure to keep your version of Sim Settlements up to date! This expansion and Sim Settlements must always be on the same version. So if you update one, be sure to update the other as well.
Patch Notes can be found here.
I will still try and pop in periodically to respond to some things personally, but balancing my time between fatherhood, my job, and continuing to develop the mod has become close to impossible without help - hope everyone understands!
I mean, an elaborate, UNAVOIDABLE questline about a robot trying to kill humans? f*#@ing really? Like the players need a substandard version of the Automatron DLC, which itself wasn't a stellar part of official FO4 itself?
Strange issue with advanced industrial plot magazine press.
I've got 4 of them, Sanctuary, The Slog, Mechanist Liar and Vault88.
Sometimes when approaching/fast traveling those I get instant CTD's.
Waiting/sleeping for 3 or 4 days always solves the issue.
Destroying the plot solves the issue for said settlement.
Resuming the game near a magazine press can cause instant CTD on game start.
Well I assume it's got something to do with the magazines that I'm missing,
CTD each time a new one should be collected?
Can it be open Quests like Medical/Computer/Weapon-research Assistant that cannot be
completed? Missing triggers, notes and items. Do you need to enable visitors?
3 in 1 "SS has been updated..." several times solved a lot of issues in the past, but not
this one.
Even a simple texture replacer, just some _d.dds files no plugin can cause trouble.
SS doesn't seem to like magazine backside replacements.
I really do appreciate the work of any Author here on Nexus, but sometimes it's frustrating
not finding any solution.
Are you using HUDFrameowek as well? did the bar change in that ?
I'm going to destroy the community well and recreate it.
Edit: In my second run, destroying and recreating it does not resolve the problem... :/
Edit2: I think, I found why. It require electricity to work. When I connect electricity, the water is added.
glad u got it working.
Edit: I found a reply on the ss wiki
"Martial - To advance residential plots, they must be powered, your settlers must be reasonably happy, and the settlement must have at least
2 industrial plots for level 2, and at least 4 industrial plots for level 3 (they can be any type of industrial or advanced industrial, including interior)."
How can have a correct production of purified water in this case?
Note: I play just ss + industrial without mods
Must use Leady Belly Perk?
i never play survival so not sure if perks are differant :P
For additional testing I created a new game and ran through to the museum and got the city manager's holo-tape, ran the wizard and confirmed with default settings that the stock pile system was showing off. I am showing in the documentation that this setting is supposed to be on by default, is this intentional behavior? What am I doing wrong?
Try manual install o the mod https://simsettlements.com/web/wiki/index.php?title=Install
I set all settings to default on a new game, no problem now, weird that it defaults to off for me!
Thank you for the encouragement uituit, I was ready to give up!
The option are off in mcm