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Area051

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  1. Area051
    Area051
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    1.0b version available, i highly suggest upgrading.

    Fixed a rare bug where settlers wouldn't be assignable and settlements weren't able to update themselves anymore.
  2. TammoTaco
    TammoTaco
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    THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU 

    I was stuck for so long on the "Home Sweet Home" quest because raider happiness wasn't changing no matter what i did
    but this mod has finally fixed it.

    thank you so very much.
  3. LukeStar111
    LukeStar111
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    Thank you for this great mod, I am just getting into Nuka World and Raiding the Commonwealth so found this at a perfect time, unfortunately have come up with an issue, I have recently downloaded "Raider Population Hotfix" as I don't want my raider settlements getting out of control, but both your mod and that mod seem to conflict, is there anyway around this? As I do want to hard limit my Raider population so it doesn't grow too much.

    Many Thanks

    EDIT: Downloaded and got a pop up say it is breaking WSF when loading into the game.
  4. paul12344
    paul12344
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    I don't care for the NW Raiders, can I still only use the Automatron file, or do I need the main file still?
  5. EliteArcbane
    EliteArcbane
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    Hey I found a recent bug or compatibility issue with this mod. So I've been using Sim Settlements 2 along with Hudframework and I've noticed that this mod disables some of the UI elements for those mods.

    To put more specifically in SS2 there is a new settlement UI in build mode that shows settlement and plot info/house/occupancy/etc. By enabling this mod it has disable this crucial Hud needed to play that mod. I've already tested if this bug only come from this mod and so far I can confirm.

    So for those of you who are interested in downloading this mod please note it does still work fine, but I you have SS2 and Hudframework you'll be sacrificing key elements from these mods.
    1. Asametar
      Asametar
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      Unfortunately, this is so. I get the same bug with Sim Settlements 2 if this mod is active.
    2. chimaira44
      chimaira44
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      for the robot happiness there is a setting in workshop framework to set max happiness up to 100
    3. seraphael
      seraphael
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      This mod conflicts with Workshop Framework. Both have scripts affecting robot happiness.
    4. Frogzilla82
      Frogzilla82
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      For me, this mod stops my ss2 City plans from building. Even with the script override mod. Once I removed this mod, the cities were buildable. 
    5. iriemk
      iriemk
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      There is another solution to the happyness issue: SKK Workshop Ownership Utility has a functionality to switch between loose/keep settlements regardless of happyness, or even force the happyness to a fixed value of 75 or 100; it also don't distinguish between raider outpost and regular settlement, or robot or human settler, i.e. you do not have to fuss about the happy-**** at all. Dunno if or how that will interact with SS2; I don't give a wet fart about most my settlements, so not having to care about that borked mechanik has been a godsend for my game.
  6. iriemk
    iriemk
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    Yeah, spoke too soon. With all the rest of my mods installed, this has stopped working; more like it got worse. Does it matter at all where this sits in the load order? Is loose, so it shouldn't matter, right?

    Only mods in my loadorder I can think of that mess with workshop, but not DLC04WorkshopParentScript explicitly, are SKK Settlement Attack System, SKK Workshop Uitility and Workshop Framework.

    I know it's not WSF, since I tested a while with this mod and WSF and it was fine. I think this whole action started after I installed Sanctuary Hotsprings Player Home; that one does have a script that messes with WorkshopParentScript, at least SKK Workshop Utility told me so when I checked. But even with Hot Spring disabled, on a clean save, once I go in the workshop menu in an outpost, Happyness shows the little red down-arrow; it changes after a few seconds, either no arrow or up, but once I quick travel to check the next outpost, they all have lost a few points when I look. Doesn't seem to make a difference wether the outpost has direct access to water (pumps etc) or not, and all outposts have their basic necessities (pick-me-up, booze still, beds, 120+ defense, transmitter, amp)
  7. iriemk
    iriemk
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    Dude! You are THE REAL DEAL to speak with RedEye. I've been at this issue forever, tried so many tweaks, but nothing took. This works as intended though, and the raider-only fix doesn't mess with Settlement Framework either. However, since one of my tweaks included seriously pimping the output and stats on my pickmeup stations, I guess I'll have an overflow of riches now^^. Anyway, THANK YOU, Mr Area051, you just made my weekend - and my raiders VERY happy^^
  8. CyanSasquatch
    CyanSasquatch
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    Question, does this affect robot settlers across the entire game, or just in Nuka World?
  9. Rae1Vixen
    Rae1Vixen
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    Never understood why robots lowered happiness, you'd think people would enjoy having robots do some hard work for them like guardin the place or doing the hard farming labor.
  10. KnightAngleBoi
    KnightAngleBoi
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    Does this fix Robots and NW Raiders fighting each others?
    1. Area051
      Area051
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      I'm not sure i get your question, do you imply that usually robots and raiders fights within settlements ?
      If so, i never had this issue & this mod will do nothing of the sort.
  11. PixonSkullz
    PixonSkullz
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    Thank you so much for this, had been looking for something like this everywhere and couldnt find it, hated having my robots all in one settlement, alone