Hi great mod.. but.. the donation box seems to have some.. issues for me and idk if thats due to other mods but the donation box is not static.. when i place it it drops into the ground halfway up the wooden stand and procceeds to vibrate.. and when this first happned i tried to move it and it dissapeared so i made a new one and tried again and same process (falls in floor and i try to move it) and i realise it launching itself into the sky...
id like to find a fix or have a way of not needing it because i feel like the sketchy box is gonna do a bethesda physics thing and oblitorate its surroundings and possibly corrupt due to physics breaking
Ueehh - "It's caused by Atom's spirit!" No but really, you're correct. It has to do with the hacky way I made it and I think I can change the settings on the mesh to make it behave better. I'll put it on my list to fix!
It should work, it does for me and I’ve tested it both with SS1 and SS2. There’s still the Known Issue mentioned in the description about them not having dialogue for the Minutemen radiant quests, but that’s unrelated to Sim Settlements. Let me know if you run into any other issues!
They’re setup like regular settlers, work as workshop vendors, clinic doctors and can be assigned to all types of plots. I haven’t tried them in HQ yet but when I checked with kinggath before releasing this mod they should work just like regular settlers. If you find that they lack some SS2-functionality, please let me know.
Such a great mod for people who like new settler mods, and obviously if you have built an Atomite run!
The Prayer and Donation boxes are lore friendly, so don't expect them to spout settlers unless your character has 'earned the Respect of Atom'. The NPCs use CoA scripts and will wear CoA level listed clothing (as near as I can tell, for those who have CoA clothing mods). I use this with Another Life (Alternate Start) and Ironman Overhaul (INCREDIBLE PERK OVERHAUL) to create my own Atomwealth of CoA Settlements with friendly raiders and ghouls and a deathclaw follower, you can too!
Glory to Atom! Praise the Worlds Within Worlds! Radiate the Atomwealth!
Hi! I’ve been meaning to thank you for your excellent reviews on our mods As a mod author it’s awesome to see how you notice and describe even the small stuff, and I’m sure it’s super useful for other players when they contemplate downloading the mod or not. Thank you for taking the time to write them up!
I haven't tried this mod myself, but the prayer part seems overly compacted. Better to just have Atomite settlers show up via the recruitment beacon, as any other settler would.
No what? No: You think I'm simply wrong about the prayer part seeming overly compacted? You think the prayer part is simple? No: You think there's some advantage to the prayer part that I'm missing, something that makes up for it being compacted?
In other words: Simply saying "no" tells me nothing. If you have a counter-point: Make it.
Hi! I haven't tested if it works with any of the regular settler-naming mods, but I can add setting up a naming system to the list of possible future improvements, when we get around to updating this mod. This way you could get variations like "Brother Bryant", "Sister Amelia, "Zealot Bryan" and "Acolyte Amelia", etc.
I've been struggling with assigning the CoA Settlers to do...well anything in my settlements. They might eventually figure out there are melons that need tending to on their own (which they have done occasionally) but I cannot assign them. It's probably another mod conflict, but I thought I would ask here as well in case there is some known issue that I don't know about?
For reference, I click on them to assign them a task, I then click on the task and it does nothing. It unchecks the assign option as if it worked, but it does not tell me they are assigned and they will never go and do that task either. I've had to settle for cheating the food/water numbers in myself to fix that problem via console commands, but I cannot get them to use guard posts, shops, etc.
Hi! They are set to be commandable in the WorkshopNPCscript properties and it worked when I tested it for the release of the mod (assigned to vanilla guardposts and Sim settlements plots), but I'll put it on the list to look into - it was a long time ago. Is it all settlements? Eg is it in the Commonwealth or in Far Harbor?
The only thing I can think of that might conflict would be some mod overwriting the WorkshopNPCscript. You could try on a profile with only this mod and see if that works.
I meant to answer this and forgot - I haven’t added specific console commands to spawn them, you’d have to go the regular way by checking their ID (the presets might be named the same as in the screenshots but you’d have to go through the npc records) and then use something like player.placeatme
Ah - I was a bit unclear in the description, I’ll update that. You can’t donate caps directly, Atom doesn’t care about caps. When you’ve donated glowy rad-stuff to a value of 200 caps it maxes out.
Firstly, thanks for the great mod! Along with Atom's Glory Threads and Friendly CoA, it really does make a full Children of Atom playthrough possible and a lot of fun. Glory to Atom!
I've run into a bug with a Defend Settlement mission. Settlement entirely populated by CoA settlers, as are all my settlements this playthrough. I got the quest from a settler, took out the gunners, the quest now says to talk to the settler again (she's highlighted when quest selected in pipboy) but when I talk to her she just goes into trade mode and won't acknowledge the quest. I've tried the usual save and reload but still stuck.
I noticed from the below posts someone had the same issue in April, they suggested a couple of non-ideal workarounds - were you able to find anything better, or suggest console command to complete it maybe?
Hi! Glad you’re enjoying playing with the CoA :) No, unfortunately I haven’t yet found a workaround that wouldn’t require vanilla edits of the settlement quests.
As for console commands - it depends on which quest you got, they are generally called something in the lines of “MinRecruitxx” with xx being 01, 02 etc. You might need to look up the exact name on one of the game wikis from the text in your quest list. The stage for success is generally 500, and the console command is on the form of “setstage TheQuestName TheStageNumber”. You can verify your progress first with “sqv TheQuestName“ which should show of the quest is active and which stages have been set (if I recall the commands correctly).
128 comments
id like to find a fix or have a way of not needing it because i feel like the sketchy box is gonna do a bethesda physics thing and oblitorate its surroundings and possibly corrupt due to physics breaking
No but really, you're correct. It has to do with the hacky way I made it and I think I can change the settings on the mesh to make it behave better. I'll put it on my list to fix!
The Prayer and Donation boxes are lore friendly, so don't expect them to spout settlers unless your character has 'earned the Respect of Atom'. The NPCs use CoA scripts and will wear CoA level listed clothing (as near as I can tell, for those who have CoA clothing mods).
I use this with Another Life (Alternate Start) and Ironman Overhaul (INCREDIBLE PERK OVERHAUL) to create my own Atomwealth of CoA Settlements with friendly raiders and ghouls and a deathclaw follower, you can too!
Glory to Atom!
Praise the Worlds Within Worlds!
Radiate the Atomwealth!
In other words: Simply saying "no" tells me nothing. If you have a counter-point: Make it.
For reference, I click on them to assign them a task, I then click on the task and it does nothing. It unchecks the assign option as if it worked, but it does not tell me they are assigned and they will never go and do that task either. I've had to settle for cheating the food/water numbers in myself to fix that problem via console commands, but I cannot get them to use guard posts, shops, etc.
The only thing I can think of that might conflict would be some mod overwriting the WorkshopNPCscript. You could try on a profile with only this mod and see if that works.
I've run into a bug with a Defend Settlement mission. Settlement entirely populated by CoA settlers, as are all my settlements this playthrough. I got the quest from a settler, took out the gunners, the quest now says to talk to the settler again (she's highlighted when quest selected in pipboy) but when I talk to her she just goes into trade mode and won't acknowledge the quest. I've tried the usual save and reload but still stuck.
I noticed from the below posts someone had the same issue in April, they suggested a couple of non-ideal workarounds - were you able to find anything better, or suggest console command to complete it maybe?
No, unfortunately I haven’t yet found a workaround that wouldn’t require vanilla edits of the settlement quests.
As for console commands - it depends on which quest you got, they are generally called something in the lines of “MinRecruitxx” with xx being 01, 02 etc. You might need to look up the exact name on one of the game wikis from the text in your quest list. The stage for success is generally 500, and the console command is on the form of “setstage TheQuestName TheStageNumber”. You can verify your progress first with “sqv TheQuestName“ which should show of the quest is active and which stages have been set (if I recall the commands correctly).