Fallout 4

240 comments

  1. fftfan
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    What kinds of plots would you like to see in the future? Should I add new content for this?

    Previews:


    This pack includes plots for the new Municipal plot type, which is unlocked a bit later on in the Sim Settlements 2 Main Quest, during the quest New Plots on the Block. A lot has changed since Sim Settlements 1, these videos may be helpful for new players starting out:
    Spoiler:  
    Show



    Spoiler:  
    Show





  2. fftfan
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    Future additions will include Industrial City conversion to SS2, dynamic outfits for some of the plots, new plots & Chapter 2 related features.

    Already included are the new plot classes, with a 1x1 Sanitation, 3x3 Hospital, 3x3 Cemetery.

  3. Zakken21
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    Hey there, love the mod but I'm encountering a big issue! After I entered Railroad HQ for the first time, whenever I tried to return to it, my game would CTD and after a lot of troubleshooting, I figured out it was this mod that was causing the CTD for some reason. I'm unsure of the reason, and I'm hoping I can get some help figuring out why this is happening so I don't need to start a new game and remove this mod!

    Here is my load order/plugin list: https://pastebin.com/NDT28JUQ
    1. fftfan
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      Not able to replicate on either my main load order or a minimal load order with only the minimal requirements in order to load this mod and I don't modify RailroadHQ01. I also can't replicate & test with the mods indicated as many of them aren't in my own load order so it's not feasible for me to replicate your setup so there's nothing immediately actionable from my end to solve this. If you are on an older version of Superstructures, there were some confirmed CTD cases found and resolved so updating the mod is worth a try. There are also issues present if running an outdated version of Fallout 4 such as pre-Creation Club/ESL support or prior to later updates that expanded the formID range, if that's the case and not willing to update the game the best bet would be trying the "Test VR" version but these issues are why "Latest version of Fallout 4" is listed under requirements and it's not certain if "Test VR" version fully solves it as the associated plugin header changes may have also entailed other changes to the plugin format so running the latest is the only surefire way. My mod contains some forms lower than 0xFFF as it was originally going to be a "one and done" release as an ESL in 2020 then retire from Fallout 4 modding but I loved SS2 and decided to continue with Fallout 4 modding. Steam is indicated as Fallout 4 from other sources can't be confirmed by me(though I've heard from friends it's indeed fine on GoG Fallout 4) as I only have the game on Steam, I don't buy from Epic Games Store so can't say if there's anything related to how games are handled on there that may interfere with mods.
      To potentially narrow it down here are some things to try checking for:

      • Does this still happen in a new game using the same load order if you `coc RailroadHQ01` either immediately or coc then walk out and re-enter?
      • Does this still happen if on an alternate profile on the minimal load order necessary to run Superstructures?
      • Does this still happen if on minimal load order & if BA2s([SS2 Addon] SimSettlements SuperStructures - Main.ba2 + [SS2 Addon] SimSettlements SuperStructures - Textures.ba2) are hidden/renamed/removed temporarily?
      • To rule out vanilla file related issues like corrupt download or leftover loose files(very common if using NMM or installing mods manually without a manager) the Fallout 4 folder could be renamed temporarily to keep a backup of what you and and then re-verified in Steam to regenerate a fresh install, plus if using ModOrganizer2 and installing typical mods through there rather than manually/direct to Data these can still apply through VFS accordingly following from the MO2 profile. Downgrading the game version afterwards such as through a Wabbajack list or otherwise using an older version is at your own risk, though I can confirm the Wabbajack list called Magnum Opus works really well(though it doesn't downgrade the game version) and includes SS2 + Superstructures.

      If this doesn't happen all the time on minimal load order then the baseline setup before mods are considered is fine so multiple-mod related conflicts may be the case here. A way to isolate for that if willing to take time, and this is how I found & confirmed the molerat issue since I already used all the same specific mods in question indicated by the other user, is by making a duplicate MO2 profile called "Regression Testing", utilizing the backup feature for mod load order and plugin load order then following a "half splitting" process where half of mods(excluding Superstructures + minimal requirements) are disabled then attempt to replicate the crash from a clean save, after I've firstly tried moving Superstructures to the earliest slot possible in the load order then re-tested in case relative plugin order is related. Then if the crash happens again, then this means the issue isn't isolated to the disabled set so I try disabling another half of remaining active mods then re-test again. But if the crash doesn't happen after initially disabling half, then I revert mod/plugin load order and disable only half of the mods I did the previous time so would do the bottom quarter. Then I keep looping through this process till I narrow it down to a specific potentially conflicting file, from there I test if disabling only that one on the otherwise full load order avoids the crash(it might be that disabling either one avoids the crash). From there I made a set of manual MO2 mods at the end of the mod load order with a copy of Superstructures in each and tested in the same kind of manner but via xEdit to remove sections of the plugin until the crash stops when running only the conflicting files together, then I used the delta patch feature in xEdit to layer back in form removals to further isolate it and eventually got it down to VFX-SS2_Altairp_Doghouse01_Molerat "Mole Guard" [NPC_:090B6A5D] in that previous case, then from there I retested using a second copy of Superstructures which deleted only this one form then confirmed no crash both with or without my BA2s + my ESP loaded before or after the other mod(s). From there I looked for anything unusual on the specific form which in this case was the "Invulnerable" flag and it turned out in the end that removing that from the base actor resolved the crash. If it were to have been a mesh file related crash then it may have been necessary to follow the same process using archive2 and duplicates of the BA2s but in that case it wasn't necessary.
    2. Zakken21
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      In the end, it might have just been the simplest thing of updating your mod... apologies for making you type that all out, you're a saint and I love your work!
  4. grayjo
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    Hey, great mod, can't imagine SS2 without it now.

    I do have a question, and I feel like I am a bit of an idiot but how do you use the "Underground Power Connector 1"?

    I can connect two underground connectors to each other, but I can't connect them to anything aboveground. Am I missing something?
    1. fftfan
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      That happens to me recently too, since I use Terrain Undersides - 2 Million Sunblock: 
      https://www.nexusmods.com/fallout4/mods/50837

      It's due to there being collision from underneath the heightmap when running this mod & the Underground Power Connector 1 has the power connector node located far below it. To workaround this I just rotate on X/Y angles to have the Underground Power Connectors upside down so the powered connector nodes are above ground instead, wire things to it then use Place Everywhere hotkeys to reset its angle then pick up either the powered connector or adjacent connected objects to update the wire positioning.
  5. tobyguilmon
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    For the VR version, do i need both files or just the VR file?
    1. fftfan
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      Try loading the "Test VR" mod as a separate mod loaded later, to have it override the plugin while retaining the BA2s. If it works for avoiding crashes on VR. I don't have VR headset so can't test personally for that. If it works, I could update it though rollback would be required due to renumbering likely not being consistent when done on differing original versions of the plugin. See other comment for a bit more context but this mod was originally going to be ESL at one point prior to release
  6. Pejman
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    Ok It seems I have the strangest of bugs

    After looking into it for around 4/5 hours dissecting my mod list making new games

    i have found out that somehow having both

    [SS2 Addon] SimSettlements SuperStructures.esp
    from https://www.nexusmods.com/fallout4/mods/47848


    and

    MutantMenagerie.esm
    from https://www.nexusmods.com/fallout4/mods/68187

    cause my game to CTD when certain effects are trying to be displayed (most effective way to get a CTD was trying to build a primed assaultron head (I found out the issue when trying to use https://www.nexusmods.com/fallout4/mods/37613 but I remember getting ctd from normal assaultrons trying to fire their beam as well) or a plasma flamer weapon for automatons (from https://www.nexusmods.com/fallout4/mods/29858)

    sadly buffout4 doesnt tell me the exact issue (no logs are generated) so I have trouble finding a solution that doesn't include "stop using one of these mods"
    1. fftfan
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      I managed to replicate this, if & only if I also have MutantMenagerie & my mod also active in addition to Automatron Expanded Weapons System or MAID Assaultron Head Laser Ability. By testing with edited copy of my plugin and making incremental changes I isolated it to an NPC with "invulnerable" flag. It's unclear why but removing the flag from it avoids the crash. Updated now with this change
    2. Pejman
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      wow. thanks didn't expect any help for such a weird and niche bug.

      Ah bethesda. it just works (well i say this but I do be coding and sometimes things don't make sense (usually because it's a deeper engine issue and if you looked at the memory you would see stuff but we look at the code so we don't see stuff)
  7. larryrathbun
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    Having conflict with Superstructures and Mutant Menagerie - LFaW. Crash on new game start with stack overflow error. Am using Underground Hideout/ LFaW together with no issue. I mention that because I see it down further as a potential issue as well. Tried disabling Underground Hideout and leaving Superstructures, still crashing. I have enabled every other mod in a 600 mod list and it is functioning. Something is unhappy between these two.

    The 2.14 updates seems to have resolved this. With 2.13 CTD on load. with 2.14 seems to be working. Will updated if new issues appear.
    1. JordZord
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      Seems to resolve itself when i load this mod way down the LO
  8. BloodGod234
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    Fallout 4 modding sometimes is even more crasy, than FNV
    So, for sometime i have issue with some NPC, that should change in a cutscene (Curie new body or some stuff with Jake, for example unting him) causing some hard CTD, which Buffout is unable to detect. Microsoft event manager detected error in this programm ntdll.dll
    Of course, i decided to update my system, verify a lot of s#*! and other techical staff. But after some time, i decided to bug-hunting the old way. Created vanilla save. add step by step mods and use console command to spawn curie new body. 
    THIS mod was causing all of that.
    How? I dont fucking know. 
    1. Chef042
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      Hey there.  I think you were the person a couple of us were talking to on the Fen's discord server.  I hadn't heard back since I left a couple of troubleshooting steps there for you.

      We had one of the people who has been testing and troubleshooting Sim Settlements 2 test this mod with a couple of the situations you mentioned without crashes.  Its quite possible its a different mod, or an interaction between this mod and some other one.  But as a note, this is a mod a lot of SS2 folks have in their load orders and its does not cause any issues at those instances.  More than willing to cintinue to help troubleshoot on the FSD server though.
    2. BloodGod234
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      Yeah, maybe - you right 
  9. Tyrante1
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    Hey, first of all great mod well designed and executed except for one small issue. With the cemetery plot I seem to be getting very high level strong legendary enemies spawning in it, nukalurks, glowing bloated ones etc. They aren't a real problem as they are completely friendly to me and settlers until they are attacked by me but it really breaks the immersion. You have any idea what to do or why this is happening? Thanks
    1. fftfan
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      On the new update there's a skin I just added, "Cemetery No NPC". This just omits those spawns
  10. mrsolodolo13
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    What happend to the nuclear power plant
  11. lucas14231
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    hello, I encountered a problem, namely, the 3x3 or interior and 1x1 plots do not appear in the construction menu, but if I select a plan for the city, they are built there. Can you help me with this problem?
  12. pjz
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    The Manhattan Project 3x3 Residential plot is a great concept (I am super in favor of reducing number of plots/stacking multiple settlers into fewer plots to reduce overhead) but it makes it much harder to hit the requirements for level 2/level 3 commercial plots - you need 8 level 2 residental for commercial plots to advance to level 2 and 11 (!) level 3 (!!!) residential plots for commercial plots to advance to level 3. This isn't particularly a fault of that specific plot, and I guess it's not really unreasonable to have the obvious best choice be more an "endgame" option, but I was hoping to use these to make my settlements a little less crash prone. It would be nice if the requirement of the commercial plot was more about settlers assigned to residental plots than just the number of plots themselves.