Regarding Sim Settlements 2 (Updated 30.11.2021): Again, I've been questioned quite often, and I know I've been away for quite a while now, but I still intend to bring NBL to SS2 very very soon, however Sim Settlements 2: Chapter 2 is in development with no date yet announced, but I indend to release SS2 NBL shortly after Chapter 2's release.
- Fixed Automatron patch missing BA2 file (May require a reinstall for the new file to be added to the Data folder correctly) - Fixed Vault-Tec Workshop patch not making any changes at all
Current Version: v2.0 (Definitive Edition)
This is a complete re-work of the Addon Pack, now using ESL file type, and best of all fixing the DLC requirements the old version had. The mod now also features a FOMOD installer so you can choose from the installer which DLCs you own so you can use the proper patches for everything to work properly. This new and final version also doesn't makes any changes to quests like before, however maintains some of the old alterations to NPCs, these alterations are mostly to make sure leaders are commandable, movable, eligible for supply lines and eligible to work in settlements (of course with some exceptions to Robots and some other exceptional NPCs).
Changelog: - Converted mod from ESP to ESL (LightPlugin) - Removed DLC requirements - Created three different patch versions for NukaWorld, Vault-Tec Workshop and Automatron DLC to make the necessary changes to some NPCs (all as ESL as well) - Changed Leader Select page text to be more compact - Removed all scripts attached to this mod - Removed Phillys Dailly from the leader list - Various leaders traits were changed or tweaked to better fit each character personality/lore
THE OLD VERSION SHOULD BE DELETED, ALSO NOTE THIS VERSION WILL WORK BEST ON NEW SAVES!
You can check each leader's traits in the Official Google Sheet page for all their info.
Important Note: I do want to apologize to everyone for being away for too long without even realizing the mods main and important issues from the old version, hopefully this new version came later than never and for those who are still playing with SS1 may use this mod at its full glory. Beware however that NBL2 will come later on for SS2: Chapter 2.
How do you move this mod below other conflicting mods in your load order as an ESL. I can't get it to go below any ESP in my load order even if I load it last it still loads in game above all active ESP mods in Mod Organizer 2. Is there a way around this or should I just download the older version of this mod before it was converted to an ESL.
Features This mod does the following to the companions : + Adds missing perks. + Adds special perks. + Adds fall damage immunity. + Adds unlimited ammo and unbreakable power armor functionality. + Adds auto teleportation when out of combat. + Allows player to modify companion distance. + Allows player to change companion aggressiveness. + Allows player to summon any companion. + Allows player to view companion stats. + Allows companions to automatically recover when they go down regardless of the game difficulty. + Allows companions to switch between primary and secondary weapons in combat. ! Fixes sneaking. ! Improves gun accuracy. ! Improves affinity perks. ! Improves bumping. They will move away from player faster and further. ! Reduces gun-bashing frequency. ! Improves combat.
Compatibility NOT compatible with any mods that alter companion combat behavior. Compatible with all other mods.
Hey, uh... Question. I'm getting a weird enemy spawn. An invisible baby Shaun named "Weave" that spawned in Sanctuary Hills and can't be killed. The ID says it's coming from this mod. Anyone know what this is?
I have seen Weave in an SS1 martial plot. Do you have a martial plot near the place you saw him? he does wander around. He should be keeping your settlement safe, and not an enemy. I don't have this mod yet, so I don't think he's related to this mod.
How does this interact with NPC settlers that can't normally be moved? For example, Mama Murphy normally can't be moved out of Sanctuary. But what if I went to Starlight Drive-In and selected Mama Murphy as my leader? Would she be automatically moved, regardless of normal restrictions?
Hi, can someone tell me if this mod can be used without DLCs installed too ? They're checked as required on other tabs here but I'm not so sure after reading the comments. I'm really looking for a mod that adds more leaders than the game's companions but I just have the base game and no DLC installed at the moment and I want to be sure this mod won't cause issues because of that; either way I'll try out some other leaders mods too.
I am sorry but yes, up to this point all DLCs are required. I didn't have much knowledge how these things work when I added the DLC characters, I know its a bummer and I plan to change this in the future.
How long does it take for a planner to start managing their city? I've done a few settlements now, and the planner doesn't seem to be dropping down plots automatically. Am at Oberland station right now, and there are 10 settlers, and only 5 beds. Been like that for a few days (real and in game).
Im sorry but this mod just makes NPCs available as leaders with certain traits, Sim Settlements handles the systems you are referring to, try asking this question in SS forums for further help with your issue: https://simsettlements.com/site/index.php
114 comments
Again, I've been questioned quite often, and I know I've been away for quite a while now, but I still intend to bring NBL to SS2 very very soon, however Sim Settlements 2: Chapter 2 is in development with no date yet announced, but I indend to release SS2 NBL shortly after Chapter 2's release.
- Fixed Automatron patch missing BA2 file (May require a reinstall for the new file to be added to the Data folder correctly)
- Fixed Vault-Tec Workshop patch not making any changes at all
Current Version: v2.0 (Definitive Edition)
This is a complete re-work of the Addon Pack, now using ESL file type, and best of all fixing the DLC requirements the old version had. The mod now also features a FOMOD installer so you can choose from the installer which DLCs you own so you can use the proper patches for everything to work properly. This new and final version also doesn't makes any changes to quests like before, however maintains some of the old alterations to NPCs, these alterations are mostly to make sure leaders are commandable, movable, eligible for supply lines and eligible to work in settlements (of course with some exceptions to Robots and some other exceptional NPCs).
Changelog:
- Converted mod from ESP to ESL (LightPlugin)
- Removed DLC requirements
- Created three different patch versions for NukaWorld, Vault-Tec Workshop and Automatron DLC to make the necessary changes to some NPCs (all as ESL as well)
- Changed Leader Select page text to be more compact
- Removed all scripts attached to this mod
- Removed Phillys Dailly from the leader list
- Various leaders traits were changed or tweaked to better fit each character personality/lore
THE OLD VERSION SHOULD BE DELETED, ALSO NOTE THIS VERSION WILL WORK BEST ON NEW SAVES!
You can check each leader's traits in the Official Google Sheet page for all their info.
Important Note: I do want to apologize to everyone for being away for too long without even realizing the mods main and important issues from the old version, hopefully this new version came later than never and for those who are still playing with SS1 may use this mod at its full glory. Beware however that NBL2 will come later on for SS2: Chapter 2.
This mod does the following to the companions :
+ Adds missing perks.
+ Adds special perks.
+ Adds fall damage immunity.
+ Adds unlimited ammo and unbreakable power armor functionality.
+ Adds auto teleportation when out of combat.
+ Allows player to modify companion distance.
+ Allows player to change companion aggressiveness.
+ Allows player to summon any companion.
+ Allows player to view companion stats.
+ Allows companions to automatically recover when they go down regardless of the game difficulty.
+ Allows companions to switch between primary and secondary weapons in combat.
! Fixes sneaking.
! Improves gun accuracy.
! Improves affinity perks.
! Improves bumping. They will move away from player faster and further.
! Reduces gun-bashing frequency.
! Improves combat.
Compatibility
NOT compatible with any mods that alter companion combat behavior.
Compatible with all other mods.
It may be, but it may not be?
Also its the only reason there is a Nuka World patch.
Thanks for sharing this mod with the community. Loved using this mod in SS1, but was wondering if there are any plans to update this mod for SS2?
Thank you.
Other settlements are stalled, too.