0 of 0

File information

Last updated

Original upload

Created by

Bruhhda

Uploaded by

Bruhhda

Virus scan

Safe to use

Tags for this mod

12 comments

  1. FartRoDah
    FartRoDah
    • member
    • 0 kudos
    I've tried using this with Sims Settlements 2, and I'm not getting any surplus. In fact, what little I have seems to decrease with each passing day.
    There's only 6 settlers in my settlement, and I produce 80 water. I heard that SS2 increases the amount of resources needed, but is it really this bad?
    1. Bruhhda
      Bruhhda
      • premium
      • 3 kudos
      There could be several reasons why this is the case, First thing that comes to mind is that Agriculture plots require water if you have that option enabled, to check navigate to Mod Config > Sim settlements 2 > Gameplay > Scroll down to find the "Difficulty" section then check if "Agriculture Water requirement" is enabled.

      You can also check to see if "Dynamic Needs" is enabled, this will increase the amount of water settlers consume as plot levels rise.

      Finally navigate to Workshop framework > Settlement gameplay > Under the "Settlement Functionality Options" header ensure "Enable Production Fix" Is disabled. 

      If none of this works then the only other thing I can think of is to make sure my mod loads after both SS2 and workshop framework.
  2. sdu2018
    sdu2018
    • member
    • 7 kudos
    Thanks for the mod, I'm a person addicted to managing settlements, so I've already installed your mod preventively, I don't want limit problems later.

    There's just one thing I'm not sure about.
    Your mod adds values to another mod, but strangely MO2 and FO4 don't show any conflicts, this is new to me.

    I opened FO4 with the "conflicts" script and your mod with the workshop framework does not appear in the list of conflicts, which is very strange to me, because one mod overwrites the values of the other.

    What magic did you use?
    Please don't take this the wrong way or as a criticism, I'm just very curious, I'd like to understand the trick behind it so I can use it to solve my conflicts.
    1. Bruhhda
      Bruhhda
      • premium
      • 3 kudos
      The -VQSC script only shows hard conflicts (Red). My mod and workshop framework only has a soft conflict (Yellow).
  3. bananaandshrimp
    bananaandshrimp
    • member
    • 0 kudos
    I'm confused, I'm not sure if its something the Unofficial patch does or what but i can store 8k+ building resources in my settlement workbenches. Is there a difference between the storable limit of junk that can be scrapped into base components and the base components themselves? And I'm here because im having an issue where Workshop Framework is popping up an error saying its having a script overwrite problem and im pretty sure its the unofficial patch thats doing it. Any suggestions on how to fix that?
    1. Bruhhda
      Bruhhda
      • premium
      • 3 kudos
      Firstly the limit on scrap stored in the workbench applies only to scrap produced by the scavenging table, it does not limit how much scrap you can personally store.

      In terms of workshop framework if you suspect the unofficial patch then simply load workshop framework after it.
  4. IcewaterKat
    IcewaterKat
    • premium
    • 88 kudos
    Since uncapped settlement surplus does a few other things besides what this mod, and I use WF, which I didn't know didn't play nice with it, can I use this mod and load after USS to get the effects working properly as described?
    1. Bruhhda
      Bruhhda
      • premium
      • 3 kudos
      To be honest if you haven't noticed any issues with USS then I'd recommend just sticking with that. As for having them work together I'm afraid I can't say for certain, USS uses scripts for most of its functions whereas mine is simply a manual edit to a float value.

      I'd first check to see if USS is working as intended for you in terms of removing the surplus cap, if not feel free to test using this in conjunction with USS.  
  5. EtherealHaunting
    EtherealHaunting
    • member
    • 1 kudos
    Amazing! I can't believe I never thought to mod this aspect of the game, 2500 hours in. Super useful, now I've stopped using SS2 (yet didn't remove WF) and need something useful for all my settlers to do.
    1. Bruhhda
      Bruhhda
      • premium
      • 3 kudos
      Thanks, its an easy thing to overlook when seeing all the shiny weapon mods! If you do get around to another playthrough without WF I again strongly recommended switching to Uncapped Settlement Surplus as it's a much better mod.
  6. SuperDaddyD
    SuperDaddyD
    • member
    • 18 kudos
    Can there be an MCM menu so users can adjust max caps of storable food and junk in the workshop?
    1. Bruhhda
      Bruhhda
      • premium
      • 3 kudos
      Unfortunately I have no intention of adding MCM support, this is a super simple mod that doesn't warrant investing the time needed to set up an MCM.

      As shown in the description, changing the cap is a straight forward process in FO4Edit.