Settlement FAQs

does sim settlements require script extender

by Dax Bradtke Published 3 years ago Updated 2 years ago
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Many mods do not require it. And if you don't have any mods that do require F4SE, you don't need to use it. But if a mod does need it, that mod will not work without the script extender.

Full Answer

Should I get Sim settlements 1 or 2?

Sim Settlements 1 - Works as intended Sim Settlements 2 - Has a pretty annoying progression system to unlock certain key features. The story is nice but the mechanics are broken. And certain plot types are barely functional.

Is it possible to make a mod without parenting to settlements?

While this can be done without parenting to Sim Settlements, it's a ton more work and will inflate the size of their mod. By making this an ESM, other mods can set this as a Master File and make direct use of some of the objects in Sim Settlements.

Can I use SIM settlements Lite with Conqueror?

You will now be warned if using Sim Settlements Lite (which does not support Conqueror), or if your versions of Sim Settlements or Workshop Framework are out of date compared to your installation of Conqueror. Jammer should now correctly be assignable as a leader to Outposts.

What happens when you activate terminals created by Sim settlements?

- Activating terminals created by Sim Settlements will no longer make the settlers hostile. Certain NPCs not meant to be assignable, such as the Minuteman Radio Operator, will no longer be auto-assigned.

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Does Sim settlements require F4SE?

Sim Settlements doesn't require F4SE, and can in fact be run from X Box.

Does Sim settlements require DLC?

Chapter 2 will be its own plugin that requires Sim Settlements 2 to be installed (which itself requires Workshop Framework). In addition, Chapter 2 will require the official Automatron Fallout DLC. The team plans to release this huge mod sometime in the Fall of 2021.

Does Sim settlements require a new game?

You don't have to use a new game (though that is recommended) but you CAN'T use a game that had sim settlements installed.

What is the point of SIM settlements 2?

Gameplay-wise, Sim Settlements 2 takes the vanilla game's settlement system and expands it into a city-building simulator. Instead of constructing buildings piece-by-piece, players can zone plots that spawn pre-made building plans that settlers can interact with.

Does Sim settlements 2 have city plans?

Collection of 36 upgradeable City Plans for Sim Settlements 2, covering every vanilla and DLC settlement!

Do I need to uninstall SIM settlements for SIM settlements 2?

Just leave it installed. You can deactivate and/or ignore everything it adds. You can even run settlements totally vanilla while leaving SS2 installed.

Can you start Sim settlements 2 mid game?

You can absolutely install Chapter 2 during a playthrough, otherwise all of the players who had played with original SS2 (Chapter 1) would be forced to start a new game.

Is Sim settlements 2 compatible with Start Me Up?

About this mod Start Me Up is open for use now, but Sim Settlements related assets belongs to Sim Settlements team.

How do I start a settlement with conqueror on Sims?

0:073:51Sim Settlements Tutorial - Conqueror Quickstart Guide - YouTubeYouTubeStart of suggested clipEnd of suggested clipSo after you finish building your characters face at the mirror sequence in the beginning of theMoreSo after you finish building your characters face at the mirror sequence in the beginning of the game you're gonna get a little popup. Message from sim settlements.

Does Sim settlements 2 need a new save?

Even the current 1.1. 0 patch, which basically changed and rebalanced the whole economy of ss2 does not require a new save. It is recommended, as with the rebalanced cost and changed plot roles the settlements we built will probably be a little out of whack. But it's not necessary to start a new save.

Is there a new game in Fallout 4?

Fallout 4 isn't like the Witcher 3. That game had significantly slowed down rate of gaining levels past level 36. This led to the introduction of New Game Plus mode with higher level loot and enemies, which subsequently carried over to Hearts of Stone.

How do I get Asam sensor?

0:013:07ASAM Sensors and how to get more, Sim Settlements 2 - YouTubeYouTubeStart of suggested clipEnd of suggested clipToo a question people ask me quite often is how do you get more asam sensors if you're doing theMoreToo a question people ask me quite often is how do you get more asam sensors if you're doing the quest line obviously you can use the city manager holotape to unlock all schematics.

Does Sim settlements work on Xbox?

0:058:57Fallout 4 - Sim Settlements 2 + Chapter 2 (XBOX MODS) - YouTubeYouTubeStart of suggested clipEnd of suggested clipSo keep an eye out for an announcement sim settlements 2 was always a top mod on xbox it runs fairlyMoreSo keep an eye out for an announcement sim settlements 2 was always a top mod on xbox it runs fairly well but adding too much beside it could cause quick save blow.

Is Sim settlements 2 on PS4?

The Fallout 4 Sim Settlements 2 Mod Won't Be Coming to PS4 "[Sim Settlements 2] will be available on Xbox, though not on PS4 due to Sony's restrictions," read the mod's F.A.Q.

General Sim Settlements FAQ

Kinggath: "That's just supposed to be a fun VIP and kind of pokes fun at the teleporting AI. If you fast-travel [into] the settlement at night, they will be asleep in the bed."

Rise of the Commonwealth (Official Expansion Pack) FAQ

Please note that you must have Sim Settlements core mod updated to 3.0 for Rise of the Commonwealth to function.

Conqueror (Official Expansion Pack) FAQ

Please note that you must have Sim Settlements core mod updated to 4.0 for Conqueror to function.

Why did Scouts adjust the AI package?

Adjusted the AI package that scouts use to report to Jammer so they are less likely to get stuck.

How long does it take to take control of a Vassal?

Previously, this would not have happened until the next time the settlement was visited. The full process to take control of a settlement takes several minutes.

Do guards show up on HUD?

Guards will now correctly show up on the HUD in Vassals they are assigned to when assigned manually.

Can factions be used against themselves?

Factions will no longer ever be used against themselves during assault /defensive raids.

Can you take a guard at an outpost?

Warning about no warriors or guards being at an outpost, will no longer occur when taking an Outpost if non-Personal Guards survive the assault as they will be moved in shortly after.

Does SoldierManager skip scripts?

SoldierManager auto assignment code will now skip running if a previous call is still being handled. This will prevent an issue where a large queue of script calls get backed up if the an empire has a large number of unassigned people.

Can you attack outposts with multiple faction packs?

This means that if a player sets up outposts with multiple faction packs, each can be attacked periodically. Previously, there was a single timer limiting frequency across all. So for example, if the player controlled 2 different faction empires, each could potentially be attacked in the same day.

What happens if you remove an addon pack?

If an Addon Pack is removed, plots using the Addon will be reset and assigned a new building plan the first time you visit each settlement.

What is Sim City 1.0?

In version 1.0, this mod adds the start of that vision by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with.

Do you have to credit me for a mod?

If you're building add-on packs that require this mod as a parent, you obviously don't have to credit me - it's pretty much implied.

Can HUD meters be shown in workshop mode?

Added option to show HUD meters only in workshop mode. This can be tricky as there is a queued delay in HUDFramework which can cause this to fail sometimes.

Do other users' assets belong to authors?

Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets

Can NPCs be assigned?

Certain NPCs not meant to be assignable, such as the Minuteman Radio Operator, will no longer be auto-assigned.

What is script extender?

Norbyte's excellent Script Extender is an add-on which allows modders to access more game resources which were previously unavailable for use. It allows modders to create exciting new mechanics and abilities to provide some new spice to play with.

Where to find version of script extender?

As of v49 of the Script Extender, you can now also see the version number in the bottom-right corner on the game's title screen. NOTE: This only appears after you activate a mod which requires the extender in the mods menu:

Can you use the script extender on Mac?

The script extender may only be installed on a Windows machine. Mac is not compatible due to it's OS architecture. The script extender was built for the Definitive Edition of the game. It will not work on the Classic edition, so please do not install it in the Classic directory.

Does the script extender work on the Classic Edition?

The script extender was built for the Definitive Edition of the game. It will not work on the Classic edition, so please do not install it in the Classic directory.

Does script extender update?

Nope! The Script Extender fetches any pending updates when you open the game , meaning you don't ever have to worry about being on the wrong version .

Does the mod extender work on modded games?

It allows the game to load mods more efficiently, so gone are the days of waiting forever to get into the game! Additionally, the extender also enables achievements for modded games by default, meaning you aren't penalised for playing the game with mods.

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Ion 4.2.9

Ion 4.2.8

  • The Motivation Stick Released - 3 July 2020 1. Raids against player-controlled Outposts and Vassals are now calculated independently by faction. This means that if a player sets up outposts with multiple faction packs, each can be attacked periodically. Previously, there was a single timer limiting frequency across all. So for example, if the player controlled 2 different faction empires, …
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Ion 4.2.7

  • Unleash the Code! Released - 6 June 2020 1. Fixed an issue that would prevent a repeatable bounty from actually triggering follow-up quests. 2. Modified the way faction building skins are applied so they are threaded while conquering a settlement, this should result in a faster turnaround time when taking over settlements that previously had faction skins. 3. Fixed a bug …
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Ion 4.2.6

  • Canary in the Save File Released - 8 May 2020 1. SoldierManager auto assignment code will now skip running if a previous call is still being handled. This will prevent an issue where a large queue of script calls get backed up if the an empire has a large number of unassigned people. 2. Fixed a bug that could cause the base Sim Settlements autoassignment code to conflict with the Conqu…
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Ion 4.2.5

  • Rise of the Script Extender Released - 10 April 2020 1. Prebuilt city plans will now attempt to use building plan skins and VIPs as defined by the original city plan designers if installed. 1.1. Note that Skins and VIPs have not been recorded in City Plans up to this point, it is a new feature added in 4.2.5, any future city plans, or updates to ex...
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Ion 4.2.4

  • Color by Faction Released - 20 March 2020 1. Naming the gang scene will no longer occur during triggered dialogue events. 2. Warning about no warriors or guards being at an outpost, will no longer occur when taking an Outpost if non-Personal Guards survive the assault as they will be moved in shortly after. 3. Fixed a bug where the first group of soldiers spawned would fail to be r…
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Ion 4.2.3

  • The Final Revolution Released - 21 February 2020 1. Squad commands will now be cleared if the area they were given in unloads. This will prevent issues where NPCs added to a squad after a command was last given would run towards that command point even if it was far from where the player is currently. 2. Dismissing all members of a squad will now correctly clear the tracking of t…
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Ion 4.2.2

  • Me and the Boys Released - 31 January 2020 1. Factions will no longer ever be used against themselves during assault/defensive raids. 2. [Faction Pack Authors] Leaving both Friend and Enemy lists blank will now be the equivalent of telling Conqueror you’d like absolutely everyone to be a potential enemy to your faction. The exception is with liberator factions, which won’t attack …
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Ion 4.2.1

  • Sharpshooters Released - 3 January 2020 1. Fixed the compression with a pair of sound files so they will play correctly on Xbox. 2. Fixed an issue that could cause Brutus’ intro to replay every time you spoke to him. 3. Fixed a bug in the quest Raucous Reconnoitering where Aiden’s minutemen would never become hostile to the player unless the player attacked one of them. 4. …
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Ion 4.2.0

  • War, War Always Changes Released - 13 December 2019 1. Fixed a bug where Hostile Takeovers would cause a settlement flag to be dropped wherever the player was standing at the moment it occurred. 2. The Your Gang faction will no longer be used as attackers and defenders during raids and assaults. Instead a generic raider gang faction will be used. This was always supposed to b…
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