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?
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
Does look like there's a duplicate spawn at level 1. I'll try to get that fixed soon but it may take a bit because it's an issue across every skin. If it's any consolation, it will disappear at level 2 because the duplicate spawn only occurs at level 1.
Probably issues with the building plan cache is my only guess. I'd go into the City Manager 2078 holotape, go to Tools -> Advanced Tools -> and then select Rerun Addon Registration and Refresh Building Plan Cache. See if that fixes it.
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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
Thx again!
cause I was planning on just using the radios for caravans
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.
Why is there 2 metal gates in the same place on this plot at level 1???