The Sim Settlements 2 version of this mod is now available! Find it here! All future updates and support will be done for the Sim Settlements 2 version, so this is pretty much the final version of this mod for Sim Settlements 1. I hope you'll check out the Sim Settlements 2 version and I will continue to provide new content there.
I know there's no more updates for this version of the mod but I have a question. Why is the High Rez Texture pack required? I've never had a mod require it before, and my computer definitely can't handle it.
I'm not seeing that the Rad Dawn or Sweet Rad Dawn caffeinates me. I've checked in FO4Edit, and the only thing affecting the two teas is the LOST Vis-G patch, and it has the same information as your mod. It doesn't change anything but adding the tag to the name of the tea. Other drinks will pop up the caffeinated message, but I don't get it with the tea. What else could be affecting the tea?
Edit: I just checked my pip boy effects, and saw that Nuka Cola creates a separate effect for caffeine instead of just saying that it caffeinates. I don't get that message from just consuming the tea.
I'll look into that. I copied the same magic effect from Nuka Cola so I'm not sure why it's different unless it's a scripted event when consuming Nuka Cola that's somehow separate from the magic effect.
That is weird. Looking in FO4Edit, I looked at all the effects that Nuka Cola has, and there's nothing out of place between Sweet Rad Dawn Tea and Nuka Cola. Next thing I try will be to wait until I'm tired and see if the tea has any affect. Honestly, I should probably have done that first.
Edit: It does not. If someone else can verify that the caffeine effect does happen, I might just have to accept that I have too many mods.
I think I found the issue. It was missing the Object Type Caffeinated. I've added that keyword and it looks (though looks can be deceiving) like it solved the problem.
Hey, sorry, might have a super noob question here (new to SimSettlements), but, when you say there are skins available, where are those? Are they something I need to download? Are they in-game? I'm just really confused.
And another question, I am using the Rock Lobster martial plot. The mirelurk ran a decent distance away from the settlement to kill some attackers, but now he is just sitting there dormant away from the plot and and the settlement. Any way to fix this? Will he come back?
Thanks for anyone that can help, love this add on!
You'll want to click on the ASAM sensor on the plot's power pole. There you will see some choices, and select "customize plot" and then there's an option to change the skin. Sometimes the skins don't load (this is more an issue of just sim settlements taking time to load all the content, so if it doesn't load you may have to check back later), but otherwise there will be a brief pause and then you will see skin options.
As to the mirelurk, you can either refresh the plot (also accessible via the ASAM sensor on the plot's power pole) and he will return to his original spawn place as the plot is very quickly rebuilt - you should also do this if your mirelurk is killed - or you can leave the settlement and when you come back later the mirelurk will probably be back closer to the plot.
Did you change anything with the crafting recipes besides adding the Tato Latke? The bean burgers don't need bread anymore, and I can't make bread or either kind of Spuckie anymore. I still have the Spuckies I had in my inventory before updating the mod, and bread shows up in the Console Help command, but I can't see where I would make either the sandwiches or the bread.
Unfortunately, yes - the spuckies are gone. I noted in the patch notes that the spuckies had been removed, but also the bread, which I hadn't mentioned explicitly. I've corrected it now to make that more clear. The issue is those were made using retextures of the donuts and the donut bars. That's why, by removing the dependency, I also had to remove those food items. It's an unfortunate loss, but if there are any 3d modelers or anyone out there who knows free modders resources with sandwich meshes I'd be happy to add them back in. I just couldn't use the Slocum Joe's donuts and donut bars which was essentially what those items were made out of.
Here's a mod from New Vegas that made loaves of bread. The mod hasn't been updated in a while, but Mr. ZuTheSkunk has been active as recently as today. He doesn't list that he gives permission to use assets, but maybe he could help?
That might be a possibility. I got permission from him to use the assets, but I'm going to have to convert them from FONV assets to FO4 assets. Haven't done that before, so this will be interesting.
Everyone who wanted this mod to no longer require the Creation Club content has gotten their wish! This mod no longer has the Slocum Joe's Workshop as a dependency. In honor of the occasion, I've created posted two articles. One gives in-depth information about the mod's Sim Settlements plots, including which ones won't appear if you don't have the Slocum Joe's Workshop pack (only two of them!) and what resources all the plots produce. The other is about Milk Patches, which is a much more complicated subject than I ever thought it would be. I have four, and it tells you which one to use depending on what mods you are currently working with.
The old beta version of the Creation Club Free file is still there, but it has been deprecated to be an "Older File" now. It will no longer be supported as the main mod does not require the Creation Club content anymore. I recommend you finish any playthroughs you might have using it, then switch to the main version of the mod when you start a new playthrough.
For now, yes. There's only one recipe in the non creation club version that would use the milk (Commonwealth Noodle Surprise) - this recipe doesn't require milk in the non creation club version. All the items that require milk in the main mod besides that one have been removed, so the patch wouldn't really do anything anyway if you are using the non-creation club version of the mod. Really none of the milk patches are necessary if you're using the non-creation club version because the milk doesn't really serve any purpose in that case.
If you think the oven is fun you should definitely try out the mixologist workbench. If you have a high CHA build with party boy/party girl you can become a monster with some of the drinks there.
This house is now clean. Wasteland Imports no longer requires AAF. AAF no longer requires Wasteland Imports. Everything should work as advertised and thank you for pointing out the oversight.
Thank you TurmoilPriest2003 This has to be one of the most fun inducing add-ons for Sim Settlements, and Fallout 4 Workshop System, really enjoying it so far, very entertaining, If you're taking suggestions, I may have quite a few, but keep on doing what you're doing, it is awesome!
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Edit: I just checked my pip boy effects, and saw that Nuka Cola creates a separate effect for caffeine instead of just saying that it caffeinates. I don't get that message from just consuming the tea.
Edit: It does not. If someone else can verify that the caffeine effect does happen, I might just have to accept that I have too many mods.
And another question, I am using the Rock Lobster martial plot. The mirelurk ran a decent distance away from the settlement to kill some attackers, but now he is just sitting there dormant away from the plot and and the settlement. Any way to fix this? Will he come back?
Thanks for anyone that can help, love this add on!
As to the mirelurk, you can either refresh the plot (also accessible via the ASAM sensor on the plot's power pole) and he will return to his original spawn place as the plot is very quickly rebuilt - you should also do this if your mirelurk is killed - or you can leave the settlement and when you come back later the mirelurk will probably be back closer to the plot.
https://www.nexusmods.com/fallout4/images/167593/
The old beta version of the Creation Club Free file is still there, but it has been deprecated to be an "Older File" now. It will no longer be supported as the main mod does not require the Creation Club content anymore. I recommend you finish any playthroughs you might have using it, then switch to the main version of the mod when you start a new playthrough.
This has to be one of the most fun inducing add-ons for Sim Settlements, and Fallout 4 Workshop System, really enjoying it so far, very entertaining, If you're taking suggestions, I may have quite a few, but keep on doing what you're doing, it is awesome!
Endorsement and Kudos to you!