So... for absolute clarity... If I use Sim Settlements 2" and "Settlers Go Shopping at Settlement Stores" that I no longer need this mod if I am running the latest version of " Settlers Go- Shopping at Settlement Stores" ? I can go ahead and remove your mod and be good to go?
I realize you put in a note but you still list the original as a pre-req... Thanks in advance for clarifying this.
This mod will not work with the current Settlers go Shopping. You should remove this mod if you have updated. I don't actually know how well Sim Settlements and Settlers go Shopping work together now. Just know this mod does not help in any way.
From looking through the comments on the original Settlers Go Shopping mod it appears that the original mod now natively supports Sim Settlements! Thank you for providing this before then.
Hey, thanks for this. I noticed Settlers Go Shopping just got an update. Was wondering if this needs an update or if it'll work with the new version. Thanks.
Afraid this mod is no longer compatible with the newer version. If you have update your Settlers Go Shopping then I think you will need to remove this mod and use the new mats that were added.
My experience with this mod is finding 6 settlers spawned packed in a general store all standing, facing the same direction, and blocking my access to the store.
Kinggath is aware of the problem of settlers congregating in one area. He says someday he might rewrite Beshesda's AI but says "it is a massive project I'm nervous to get sucked into".
This is a problem with the base game unfortunatelly, when you enter a settlement for the first time. Buf if you wait 1 hour in-game most settlers will spread around.
compatible with Settlers Go Shopping (Settlement Guards - Dynamically Changing Work Schedule PATCH)? https://www.nexusmods.com/fallout4/mods/47971?tab=files
That patch appears to be a replacement with the same file name as the esl version. As such I would expect this should be compatible. If LarannKiar for some reason renumbered the forms ids then it will not. I did not think Settlement Guards - Dynamically Changing Work Schedule would be compatible with sim settlements 2 so it is not something I use.
Does it matter if I use the "Invisible Marker Version" or not? I believe that this mod ties the SS2 commercial plots to that mod and I wouldn't need to use any markers right? Does that mean I could solely use that mod and put markers in front of the plots and it would work? Also what would happen if I use markers for additional spots?
Final question; how did you set up the ties do the settlers go near by the plot, stay outside or go inside etc?
EDIT: I noticed that the invisible marker edition's file is named NPSShoppingIM.esl so I'm guessing it's not supported since the author warns about placing markers in front of main vendors...
This mod is for the main esl version of Settlers Go Shopping. It makes ss2 commercial plots work automatically. The shoppers go to a spot about 4 feet in front of where the counter or sitting position of the shop owner.
I have not tried the Invisible Marker version yet. You might be able to use it to place additional shopping spots. When I get time I will take a look at that version and see how well it works for things like SS2 visitors.
So I'm guessing your mod only supports the "main" commercial plot included in SS2, because how else could you possibly know where the counter place is, in a SS2 add-on plot, right?
I haven't thought about the visitors. I believe the worst case scenario would be that the NPCs be on top of each other, in that case I can just move the shopper marker I guess.
It will support addon packs that use the commerce markers from inside SS2 unless they made their own copies of those markers. I have not gone through all the addon packs to see which it will work for.
What “many commercial plots” affected with this mod? I tried with one bar (the one with boat as roof) and so far no luck, settlers are ignoring each other.
I don't have a knowledge of all the current commercial plot. If you get the name of the bar I can look up info on it.
It is not the actual commercial plot that my mod modifies. Instead it is the assets that are used by various plot designers. The plot has to have a place that the settler owner of the plot goes and stands/sits. Sometimes this is a counter, sometimes a chair, and rarely a standing position with a clipboard. If the owner of the plot never goes and "runs" their store then my mod is not going to fix that.
The plots built into Sim Settlers 2 should work but the plots created by addons might not. Sometimes instead of using the built in assets of sim settlements the plot creator makes a copy of the asset in their own mod. In that case my mod is unable to modify the asset to work with Settlers Go Shopping. If I get a list sim 2 mods that do this I can make a patch for them.
EDIT: I use standard SS2 Bar, and it works. Hearing "Yao Guai vs Radscorpion" chat makes me happy! Lol. Btw, the bar that I previously mentioned was from Wasteland Venturers. I would be extremely grateful if you extend this mod to support the add-ons.
When I get time will try to look at Wasteland Venturers 2. I know the team, Tinuvia and Myrmarachne, that did that mod for Sim Settlements 1 liked to make custom versions of built in Sim Settlement assets.
I found some of the chat lines that Shoppers Go Shopping had built in were not getting used even without my mod and contacted LarannKier. Patch should be coming to that mod. Then will be more conversations.
33 comments
I realize you put in a note but you still list the original as a pre-req... Thanks in advance for clarifying this.
Should it be NPS_StoreMatKeyword [KYWD:FE0DC012] ?
https://www.nexusmods.com/fallout4/mods/47971?tab=files
I believe that this mod ties the SS2 commercial plots to that mod and I wouldn't need to use any markers right?
Does that mean I could solely use that mod and put markers in front of the plots and it would work?
Also what would happen if I use markers for additional spots?
Final question; how did you set up the ties do the settlers go near by the plot, stay outside or go inside etc?
EDIT: I noticed that the invisible marker edition's file is named NPSShoppingIM.esl so I'm guessing it's not supported since the author warns about placing markers in front of main vendors...
I have not tried the Invisible Marker version yet. You might be able to use it to place additional shopping spots. When I get time I will take a look at that version and see how well it works for things like SS2 visitors.
I haven't thought about the visitors. I believe the worst case scenario would be that the NPCs be on top of each other, in that case I can just move the shopper marker I guess.
Well thank you so much for all your replies and for your mod.
Have a wonderful day!
It is not the actual commercial plot that my mod modifies. Instead it is the assets that are used by various plot designers. The plot has to have a place that the settler owner of the plot goes and stands/sits. Sometimes this is a counter, sometimes a chair, and rarely a standing position with a clipboard. If the owner of the plot never goes and "runs" their store then my mod is not going to fix that.
The plots built into Sim Settlers 2 should work but the plots created by addons might not. Sometimes instead of using the built in assets of sim settlements the plot creator makes a copy of the asset in their own mod. In that case my mod is unable to modify the asset to work with Settlers Go Shopping. If I get a list sim 2 mods that do this I can make a patch for them.
EDIT:
I use standard SS2 Bar, and it works. Hearing "Yao Guai vs Radscorpion" chat makes me happy! Lol. Btw, the bar that I previously mentioned was from Wasteland Venturers. I would be extremely grateful if you extend this mod to support the add-ons.
I found some of the chat lines that Shoppers Go Shopping had built in were not getting used even without my mod and contacted LarannKier. Patch should be coming to that mod. Then will be more conversations.