Sim Settlements 2 users! This mod does somewhat work for Sim Settlements 2 but not entirely. You can build and do plot stuff (I believe lol) normally but you can't have your city build itself. That's the gist of what I understand of this compatibility issue.
City plans that automatically build up a settlement are only designed for the vanilla build size, I don't know what happens on the extended build size. I also don't fully understand how this system works but I imagine SS2 would have to have an ASE version and I would not expect kinggath or anyone else to create this special ASE version lol. This appears to just be a fundamental incompatibility with their auto building system.
If you like wandering around your settlements wondering where the heck everyone is at, this mod is for you! Your settlers are in the next town and zip code over. I need to remember to not download this mod anymore. My problems are always most noticeable for sanctuary and nordhagen. Sanctuary settlers and Abernathy farm settlers will mingle between the two. Miss abernathy, what are you doing in my sanctuary? where are my settlers? They are over at your place now? ok??? Nordhagen settlers will walk ALLL the way over to east city downs and find a chair.
For some reason, it extends SOME settlements but doesn't extend them elsewhere and even within the green borders, the settlements do not actually have the full build areas.
Ok I probably won't get an answer as this is an old mod. Maybe another user can tell me.
So I have been using this mod FOREVER. I used the version of it on xbox one with my first play of the game. It was one of the first mods I used because I just love building. I always also used scrap everything or its equivalent on xbox. My xbox game was very unstable but I just dealt with it. 100 hours or more on xbox. When I finally moved to PC I again used ASE and Scrap everything on multiple playthrough. each being very unstable but on PC I grabbed an autsave mod so when my game CTD's I would only lose 5 min versus an hour or more. Then as I became a better mod user I learned about how bad Scrap everything can be for your game and it was likely the culprit for my random and sometimes frequent CTD's So i started a new playthrough without S.E. and it was my most stable playthrough. So I started another game left out SE and this one (my current playthrough) is my MOST STABLE ever. Like 99% But I am really irked by the things I can't scrap. Place Everywhere gives you the extra objects option and that helps. But so tempted to go back to S.E. but worried about instability due to broken precombines............
Well I JUST found out that THIS MOD,ASE, breaks precombines (that may be a duh but I just never heard that before). So my question is, if my precombines are already broken because I have always been using ASE, then why not just go back to S.E. ? Why is this playthrough so stable without S.E. If the precombines are already nuked? I know it's one of those in the long run situations as the more you scrap the more trouble it causes but I am not one of those that wants to scrap entire buildings from settlements. It's more stuff that clips into my builds that I can't scrap or in the case of ASE anything that is outside the old borders and inside the new. Whats the point of having that extra space down the hill of oberland station when you can't get rid of the trees?
I know this is a long rambly post but i feel like I might as well just do it at this point even though my game is so stable. If broken precombines stresses the engine because it has to load so much individually, well my system is already doing that and it's fine. bah!
I saw this mod, and went hell yeah, followed by a second hell yeah when it worked with next Gen and my game was still stable, but now I have crippling anxiety because I don’t know what to do with all the space I have LOL.
for others wondering about SS2 it seems to work, settlers started sandboxing all over the new space almost immediately, did some test builds and as far as I can tell nothing except city plans will be a problem. Lag in the expected areas, I found just going to the corner of the build area between sanctuary and RR, than waiting a bit helps it figure out life.
But yeaaaa be prepared for build anxiety, especially Jamaica plain.. like damn bro didn’t have to go that hard. I love it!!
This has been a wonderful mod, especially with Hangman's Alley. Now I have a nice penthouse on top of a skyscraper without playing dodgeball with the Out of Bounds line!
Is there a best place in the load order to put ASE? Some of the boundaries keep changing and some settlements do not have extended boundaries. This was working VERY well even in Next Gen and suddenly these things happened.
This works well with SS2, used it for my playthrues. Also if you dreate a city plan for the SE and then use it with AE uninstalled, the settlers don't care, they use the extended area with no problem. If you however want to build outside the green box just use "place anywhere", build it inside and push it out. Done that in my last play on NG version where I don't use AE due to performance issues in the triangle of death.
- Would be good if it was a FOMOD where you could pick what settlement you want expanded.
-Since it brakes precombines it's a horror to try get running with PRP, I gave up PRP trying to get it to work together with SS2 and the other mods I had at the time.
PRP is a mod that regenerates precombines (multiple objects loading as one) throughout the game world to greatly improve performance. AE just refers to All Settlements Extended. The problem is mods that alter the worldspace, like ASE, will not work with a mod like PRP unless they use PRP as a base, or they are loaded before PRP AND they don't break vanilla precombines (by deleting an object included in a precombine). I believe ASE breaks precombines in some settlements. Best case scenario the precombines are just broken in the area they alter, affecting performance in that area. Worst case scenario it causes all kinds of visual and gameplay bugs in that area.
Settler sandbox areas are too small in some places. Currently, I've only noticed it in Jamaica Plain (which is a shame, because that settlement with new borders is a dream come true). Settlers just wont go anywhere if assigned to an object too far away from the vanilla border. Is it possible to fix it? If not by the author, then maybe someone else has any idea how to make it work?
Does this mod remove settlement attack markers or simply move them to outside the new borders? I ask because I wonder how this mod plays with SKK settlement attack system.
Just a quick question, in case anyone has experience here. Where does this need to be in terms of load order? I'm running PRP and Vliance's Deep Clean & Remodel series and I'm having a terrible time with missing buildings, particularly in Hangman's (which is always a challenge). I've been letting LOOT handle it, and It looks like it's loading before PRP and DCR - both of which are at the bottom of the load order.
I have it under "Dynamic Patches" in Vortex, but it loads it pretty high up despite my category (it loads it at 276 out of 413 currently). I'm not having any issues with this at all, with a few tweaks that I wish could be done.
Thanks. I ended up moving this to the bottom actually, because between Deep Clean and Remodel, PRP and this, I was having display issues, but more importantly editing issues. Until I moved this to the bottom, there was a conflict between what DCNR remodel had marked as editable and this. Moving both ASE's to the bottom solved that. I'm running the most current PRP, this and DCNR. Now it's working.
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This mod does somewhat work for Sim Settlements 2 but not entirely. You can build and do plot stuff (I believe lol) normally but you can't have your city build itself. That's the gist of what I understand of this compatibility issue.
City plans that automatically build up a settlement are only designed for the vanilla build size, I don't know what happens on the extended build size. I also don't fully understand how this system works but I imagine SS2 would have to have an ASE version and I would not expect kinggath or anyone else to create this special ASE version lol. This appears to just be a fundamental incompatibility with their auto building system.
So I have been using this mod FOREVER. I used the version of it on xbox one with my first play of the game. It was one of the first mods I used because I just love building. I always also used scrap everything or its equivalent on xbox. My xbox game was very unstable but I just dealt with it. 100 hours or more on xbox.
When I finally moved to PC I again used ASE and Scrap everything on multiple playthrough. each being very unstable but on PC I grabbed an autsave mod so when my game CTD's I would only lose 5 min versus an hour or more.
Then as I became a better mod user I learned about how bad Scrap everything can be for your game and it was likely the culprit for my random and sometimes frequent CTD's So i started a new playthrough without S.E. and it was my most stable playthrough.
So I started another game left out SE and this one (my current playthrough) is my MOST STABLE ever. Like 99%
But I am really irked by the things I can't scrap. Place Everywhere gives you the extra objects option and that helps. But so tempted to go back to S.E. but worried about instability due to broken precombines............
Well I JUST found out that THIS MOD,ASE, breaks precombines (that may be a duh but I just never heard that before).
So my question is, if my precombines are already broken because I have always been using ASE, then why not just go back to S.E. ?
Why is this playthrough so stable without S.E. If the precombines are already nuked? I know it's one of those in the long run situations as the more you scrap the more trouble it causes but I am not one of those that wants to scrap entire buildings from settlements. It's more stuff that clips into my builds that I can't scrap or in the case of ASE anything that is outside the old borders and inside the new. Whats the point of having that extra space down the hill of oberland station when you can't get rid of the trees?
I know this is a long rambly post but i feel like I might as well just do it at this point even though my game is so stable. If broken precombines stresses the engine because it has to load so much individually, well my system is already doing that and it's fine.
bah!
for others wondering about SS2 it seems to work, settlers started sandboxing all over the new space almost immediately, did some test builds and as far as I can tell nothing except city plans will be a problem. Lag in the expected areas, I found just going to the corner of the build area between sanctuary and RR, than waiting a bit helps it figure out life.
But yeaaaa be prepared for build anxiety, especially Jamaica plain.. like damn bro didn’t have to go that hard. I love it!!
- Would be good if it was a FOMOD where you could pick what settlement you want expanded.
-Since it brakes precombines it's a horror to try get running with PRP, I gave up PRP trying to get it to work together with SS2 and the other mods I had at the time.
Any ideas?