257 comments

  1. rozenflames
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    it says it needs something from the creation club do I really need that to make this mod work or can i get it from the nexus? There no info on what content from the club?
    1. rozenflames
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      oh nvm I found a comment here of someone asking the same thing. Might wanna make a pin about that here so people don't get it confused with them needing that content.
    2. CaptainLaserBeam
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      Good point - the Creation Club content is only required for certain plots to appear. If you don't have the Creation Club content, you just won't have access to those specific building plans (there are currently five plots that require it, with a sixth coming soon). The articles go into more depth about exactly where those dependencies are but MOST of the plots in the mod will be available even with no Creation Club Content. 
  2. Alexiel0105
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    how do i unlock hot house C? do i need the bleachers 2?
    1. CaptainLaserBeam
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      From the changelog - you have three choices. You do not have to have Bleachers 2 installed but if you do it is one of the ways you can get to it. 

      • New crops/flora and plots and skins associated with them can be unlocked one of three ways - completing the Vault 81 quest "Hole in the Wall" by giving Austin the full cure, completing the SS2 quest "It Ain't the Meat" offered by unique settler Joe Gallagher, or completing the quest line "Center Field Greenhouse" if you have The Bleachers 2 - Fens Sheriff's Department installed. Any of those paths will unlock the new plot Hot House C, a host of new crafting recipes, and a bunch of skins for the five other farms added by this update.

  3. ffnbbq
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    Is it safe to update this mid-game? I'm using version 3.1.0 on Old Gen Fallout 4/1.10.163
    1. CaptainLaserBeam
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      Yes it is safe to update mid-game. 
    2. ffnbbq
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      Thanks - I see several plots now require CC content (which I never bought for Old Gen, and I don't intend to update to Next Gen). Are they a hard requirement or does the mod still work (just without the plots that need CC content)?
    3. CaptainLaserBeam
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      This is addressed in the first pinned post. 
  4. justcallmedots
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    mod no longer works on NG version of the game. It simply wont load when i do COC qasmoke and I did give it a good 5 minutes wait. the game simply freeze forever with this mod enabled.
    1. CaptainLaserBeam
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      It sounds like you have too many script heavy mods or your load order is too long if you are encountering infinite load screens. I have had plenty of people use this on NG without issues. I personally don't play on NG so I can't test it that way. 
    2. justcallmedots
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      I had to use xcell and buffout to get game working..
    3. luashfu
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      Yup. 5 minute when you could potentially have so many mods, the game as a base is optimised for itself but when you add mods, saying a specific mod is the problem is usually quite misguided @justcallmedots! and @CaptainLaserBeam the Great modder realises this I think!

      Kudos to All!

      Benedict Chen!
    4. luashfu
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      I respect 5 minutes BUT, loading a 5000tb drive through a game that is optimised to handle 1000tb within minute, yep you gonna get problems like 5 minute loading time! AND THAT'S JUST IF YOU ONLY HAVE 5 TIMES THE AMOUNT THE GAME SHOULD BE ABLE to HANDLE WITHIN 1 MINUTE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 1 M I N U T E!!!!!!!

      Benedict Chen Teaches You!
  5. Awall13
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    Hey, I am the guy who had issues with recipes for the patch a few months back. I recently picked up Fallout 4 again and revisited my problems with the mod. It turns out something else was causing the Brahmiluff duplicate issue. I also looked at the patch files, and saw you had already sorted out leveled list issues for Sunset Sarsparilla in it. If you ever update this again, could you just make an override for that recipe? I already made a personal one for my game, but others might benefit from the patch. Thank you for making this mod, it’s probably the most in depth and content riddled addon SS2 has, and I really enjoy the small details you’ve added.
  6. Crofficial42
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    i seem to be missing a few building plans ie the ghoulrillaz and rock lobester to name a few other such plots are there and reid ressetting cache and everything but nothing works
    1. CaptainLaserBeam
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      Those two plots require specific quest outcomes to unlock. 
    2. Crofficial42
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      thankyou for the reply ive also just noticed a problem with the even better than the real thing plot the additional nuka and vim sign and billboard are not visable nor are the bottles on the roof
      not the three at the front the ones in the center of the roof ive tried refreshing and moving it around but nothing works
      i figured it out i had clutter turned off in performance settings for ss2 what quest do i need to complete to unlock the plans i did use command console to spwn them in but didnt work
    3. CaptainLaserBeam
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      You need to get the Vim recipes from Far Harbor to get the Vim Decorations and you need to complete World of Refreshment in Nuka World to get the Nuka Cola decorations. 
  7. JustinKringstad
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    is it possible to change this mod to esl?
    1. CaptainLaserBeam
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      Nope, it exceeds the number of forms/records permissible in an .esl so it is too big to compact into a light master or set as an .esl flagged .esp. 
    2. JustinKringstad
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      thank you for the reply
  8. wysiwyg
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    Will the ESL version of Settlement Radar Station work with this or does it have to be the esp version?
    1. CaptainLaserBeam
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      It should work with either? I personally use the ESL one so I haven't tried with the esp one. 
    2. wysiwyg
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      Thanks!
  9. RAAMPEAK
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    if you have sim settlement all in one does that count as the requirement for this mod
    1. CaptainLaserBeam
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      Do you mean the All Chapters Pack on the Sim Settlements 2 Chapter 3 page? If so, yes. If you're referring to anything else, no. 
  10. F04dude
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    First, kudos for the work done on this mod. Any chance the version of Bnet will receive any updates with some and/or all the new plots? Asking for a friend. 

    Thx again!
    1. CaptainLaserBeam
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      If you're speaking about the xbox version - no it will not be updated any further. I basically had to do a completely separate version of this mod and remove and redo tons of content to get it to work properly on xbox. At this point I don't really have the time to repeat that process. Plus, considering that using all chapters of SS2 will use all of an xbox user's mod space, I don't really see the point in producing additional content for xbox users unless they raise that 2 GB cap. 
    2. F04dude
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      Thanks for the reply. 
  11. kelmen
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    got detail about the plans in a summary list? like in a google sheet?
    1. CaptainLaserBeam
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      No I do not.
  12. RAAMPEAK
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    is there a way to stop the commutations from spawning settlers 
    1. CaptainLaserBeam
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      No, that is a core SS2 functionality for any communications subclass plan. If you don't want any settlers to spawn the easiest way is to turn any communications plot into something else or turn auto-recruit OFF because it counts as a recruitment beacon so even if your recruitment beacon is off the communications plot continues to recruit. 
    2. RAAMPEAK
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      ohh there's an option to turn off auto recruit but i only see for soldiers

      cause I was planning on just using the radios for caravans 
    3. CaptainLaserBeam
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      Communications plots also benefit you in chapter 3 because if an outpost and a settlement both have watchtowers and communications plots then they share defense scores - just like food and water. This can be helpful to your settlements because then you don't need as many martial plots.

      The other option is to turn the setting "Communcation Sets Max Settlers" to "OFF." That option is only available in "Local Settings" for a particular settlement at the city planners desk. What that will do is revert the max settlers to 10 plus your CHA score rather than the number of beds. That might be too few settlers, but at least more should probably stop coming.