In my game the settler count for Hangman's alley is wrong, SS2SMT displays 4, and SS2 shows 9. The SS2 data structures seem to be ok, if I call my settlers with the town gavel, all 9 settlers appear near me. I tried the numerous refresh functions in SS2 and SS2SMT to get the numbers in sync again, with no success, even making a clean save and reinstalling SS2SMT didn't help. @breakfix wrote this might have to do with diseases. A lot of my settlers were incapacitated, laying on the ground and doing nothing. I cannot cure my settlers, they have unknown disease, but I switched incapication off (maybe I switch on instead that diseases can kill, to keep the difficulty level), but this also didn't help. But I don't believe this has to do with diseases, because when I was in Hangman's alley a new settler arrived, and he also wasn't counted by SS2SMT
I posted a comment about this on 20 August 2024, 7:31AM. SMT incorrect settler count if vigor rating is 0%. Diseases can be applied to new settlers when they spawn. Work through the Nightingale plot lines to get the updated Vit-o-Matic so you can see settler vigor ratings. The SS2 alternate cure will remove all diseases even if they have not been researched. I'm really looking forward to the next update to fix a few of these outstanding issues. This is my most used mod!
If you can wait a couple of days, you can use the updated Management Terminal which allows you to halt production of selected resources (and throw things out, making excess resource manager totally redundant) If you can't wait, use the excess resource manager for the moment
I've never played with a controller myself, but I can't see why not. It just uses the regular terminal interface. I'm not sure what you mean by the screen that says you have no mayor - this mod never checks or references whether or not you have a mayor.
Sorry, I'm an idiot. Confused this with SS2 Settlers UI, which i downloaded at the same time. This mod is working well for me. Thanks for getting back to me.
SMT incorrect settler count if vigor rating is 0%. Was in Hangman's Alley and went into Citizen Statistics which showed 4 settlers. Workshop mode showed 5. I did a manual count and found 5, but one of them had a vigor rating of 0%. Used the SS2 Medical Treatment option to cure them, then went back to SMT which now correctly reported 5 settlers.
I've noticed settler count deltas in other settlements as well that I'm assuming is the same issue.
If you have Pra's "What's your name" mod, the plugin will give you an option (under advanced tools) to automatically rename settlers as the enter the settlement, effectively automating Pra's mod. By itself, Pra's mod requires you to manually go up to settlers to rename them (at least it did when I released the mod - he may have updated it by now)
Right. I'm not as familiar with bunker hill ROTC plan. That would definitely explain that. When that happens, I usually just enable Place Everywhere's option to select more objects and scrap them all.
Already on it - I've been creating a manual to go with the new update. I should be done with both shortly. Here's the info from the manual :
Each settler has 5 characters at the start indicating the status of home, work and recreation. The first character indicates home : (-) nothing, (b) bed only, (H) residential plot The next two characters indicate work : (-) nothing, (w) workshop object, (J) plot For J, the next character will indicate which SPECIAL stat enhances that job. (-) indicates no stat enhances it. The last two characters indicate recreation : (-) nothing, (T) training, (L) happiness recreation For T, the next character will indicate which SPECIAL stat they are being trained in, otherwise it will be (-) The 3rd and 5th characters can be used to see if settlers are training a stat that enhances their job.
cbrgamer3, this and PRA's "What's Your Name" seem to have an interesting conflict. If I go through the terminal to look at new arrivals before I've found them and queried their name, then they get permanently stuck as "Settler" and can no longer be renamed.
I can demonstrate if needed, or gather whatever logs you might need to figure out what's locking it.
(In addition, every non-named settler seems to be tagged as male.)
I think I've worked it out. There will be an update, hopefully soon. It's really just a question of whether Real Life will stop kicking my ass long enough so I can finish a few things ...
There are some Diseases that this tool cannot treat, that we need to treat manually, so I guess it should be time to update it for the latest SS2 Diseases? I know that the Molerat Disease cannot be cured with the terminal but I can cure it manually.
There will be an update soon, but all diseases can now be treated manually. At the moment, the terminal only treats diseases that have a known cure. The update will treat diseases using the new mechanic and will have the option to only treat diseases with known cures, or treat any disease (which costs more supplies)
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If you can't wait, use the excess resource manager for the moment
I'm not sure what you mean by the screen that says you have no mayor - this mod never checks or references whether or not you have a mayor.
I've noticed settler count deltas in other settlements as well that I'm assuming is the same issue.
Oh I should of told you earlier. The SS2 levels were adding in a copy of vanilla beds In Bunker hill one matress had 12 more in it.
That would definitely explain that. When that happens, I usually just enable Place Everywhere's option to select more objects and scrap them all.
Example: [HJpTi or [HJpL
Here's the info from the manual :
Each settler has 5 characters at the start indicating the status of home, work and recreation.
The first character indicates home : (-) nothing, (b) bed only, (H) residential plot
The next two characters indicate work : (-) nothing, (w) workshop object, (J) plot
For J, the next character will indicate which SPECIAL stat enhances that job. (-) indicates no stat enhances it.
The last two characters indicate recreation : (-) nothing, (T) training, (L) happiness recreation
For T, the next character will indicate which SPECIAL stat they are being trained in, otherwise it will be (-)
The 3rd and 5th characters can be used to see if settlers are training a stat that enhances their job.
I can demonstrate if needed, or gather whatever logs you might need to figure out what's locking it.
(In addition, every non-named settler seems to be tagged as male.)