One of the most controversial design choices for SS2. I'm fine with this system personnally, it's all about helping those settlers establish themselves in the early game, and eventually you can still get rich from stores and tax collection :D
@@Modhunter42 This is not an economy, this is a basic player centric production with a very broken and lacking logistics. There is no demand for goods and no need for supply in any way. If they liked ss1&2 so much they totally failed to recreate it in any way. Even the basic settlements of FO4 were better. They really have to improve and expand it, otherwise you can't really play a sandboxy game as the automation with resource supply is a total mess. And i am not hating on the game, but i will not excuse such a bad game design around features i really like if they are done well.
@@madrooky1398 Agreed. I'm waiting probably 9-11months to buy Starfield. Depends when the "New"™Creation Engine drops and the 2nd Line Devs (Mods) can start to Fix the hard things, and begin adding some actual Content.
@@Modhunter42 Yep, can't wait for some story overhauls. With new AI tech it should not be too hard training an AI with main character voices and so expand existing characters. There was already a mod on Nexus changing one of the main voices to CP77 V's voice. The Voice actor though requested to take it down^^ Just a matter of time and if Bethesda and its voice actors give a green light. And Skyrim already has mods using text generation and text to speech to dynamically create conversations for unique characters. There are amazing prospects what the second line devs will come up with, beside the usual awesomeness of the modding community^^
One of the things that puzzled me while working on my settlement for The Mechanist Lair contest past October was the Virtual Resources. I admit that the system is a smart way to avoid breaking the game economy, but it was hard to manage when you grow and level your plots with each settlement level. To avoid this issue, I assumed that if you do claim The Mechanist's Lair, you should have access to tons of resources from the robots inside, thus I made a stack of containers right from the get go to cover the costs of leveling from 0 to 3. I never knew that the more you containers you added, the more you attracted settlement attacks 😂
Could do an update of your design for that, for those that use it. Now that you know, take more off as you do your regression... Building an Outpost for next contest? 😀
All I have to say is your team is amazing and after Sim Settlements, Starfield's outpost system is sorely lacking. It could just be me but it takes more resources and time to actually build an outpost than you get from one besides the fact if you assign someone to it, realistically they should all die because you can't leave them food, a way to get food or contact anyone for help or build them a shower, But I love being able to play in first person, no kill cam (Hurray!), no head wobbling so no nausea, the combat minus the companions is awesome, ship combat is fun and even though I am finding the ship building extremely difficult to use, I love it.. I figured out that I only had to bother with one of Starfield's companion on NG+, how they managed to make companions that I'm like, I don't care if they die as long as I don't have to listen to them nag me for one more minute is simply amazing. It's like they actually tried to make the companions unbearable. The robot is the best companion to take with you if your going to do a sneak/sniper playthrough. The others always rush straight into combat screaming at the top of their lungs giving flashbacks to the bad guys scream fests from Mass Effect. They kill everything too. Here I thought companions running after bunnies was bad, but running after apex predators for absolutely no reason gets old really quick. Bethesda should hire one of BioWare's former employees to write companions.
Do caravans share food/water? Does a hospital plot need caravan to treat folks from nearby settlement? Do the outfitts (like farmer outfit) improve the settler stats?
Would there be a another related guide video of another virtual resources with involving at the HQ for the supply agreement by using caravans supply line?
HQ tutorials will come further down the road - there's a big patch for HQ in the works, and I want to make the guides with any changes that come with that patch in mind.
I see. Thank you kinggath. I did play walkthrough to the HQ part for Sim Settlements 2 chapter 2, but I did ran into issue with HQ due to some settlements that I've select for supply agreement to HQ (in which it didn't show supply line) and even some room didn't appear to build more rooms, like another living quarter rooms, etc., after I've clean up all rooms at HQ.
Yes, once you unlock municipal plots you can set up caravans without the local leader perk. Charisma has no effect on it. On top of that, it is integrated into virtual resources and settlement needs, so these menus will show total network resources at a glance.
Is going afk and letting a settlement build up beneficial to performance? I am noticing some slow downs in the game when I develope multiple settlement with large amount of plots.
@kinggath is it possible to fuze together caravan services and your older mod salvage beacons as technically they do same thing (transporting your stuff around).
a version of salvage beacons is already integrated into SS2. Crafting them unlocks later in the CH1 story, IIRC. I think they get picked up by whatever settlement that happens to be closest to the drop location that has a caravan services plot. IIRC in the stand-alone mod you had to set which settlement you wanted it to go to when dropping it off. Basically, having both mods installed would be redundant.
Thanks to that "fix" in WSFW which we still have no choice but to live with, don't expect the Junk subtype of Industrial to actually produce as much you might've gotten used to from vanilla Scav Stations.
Thank you for this guide. A question. Is it possible to simplify/lock the resource/AI system regarding settlements which are fully "settled" to a point no more development is needed? To reduce the amount of obsolete scripts running the longer one plays the mod?
I may just have not gotten to it yet, I only just unlocked Jury-Rigged defenses, Machine Parts production, and visited vault tec with Jake, but uh. Municipal plots? Water and power production? You mean there's a better option than a room crammed with large generators?
How about a room with one generator producing 60 power at level one. Yes, once you complete new plots on the block. Keep playing the quests, it’s right around the corner if you’ve done Vault Tek already.
Theoretical maximums are ~300 Power for the best possible power plot and ~150 Water for the best water plot, per person working there, assuming the settler working it has maxed out the relevant stat. Municipal type is where all the other 'city services' type stuff like medical, taxation, etc. are crammed too.
I'm not sure if I should start SS2 now or wait for the next gen update? Will it cause problems? I am of course assuming BGS gets the update out at some point soon.
We don't have many details about it yet, but Bethesda has stated it will be a free upgrade to existing users, which means they won't make such a massive update it breaks existing saves.
@@kinggath I had a suspicion they would relaunch the game as an ultimate edition with new content much like Skyrim. I think I'll take a chance and get started! Many thanks.
I assume you're on Xbox - so here's what you can do: - Use the craft option on the City Planner's Desk to make a City Manager Tools - Favorite that item to make it easily accessible from outside the pipboy - Activate it and select HUD Position Controls from the menu That tool will let you highlight different panels and nudge and scale them around your screen until they fit.
Wait a minute theres a story to this mod?! How do i start it!? I thinking i downloaded sim settlements 1 and then sim settlements 2 complete chapters (thats not the name but its what i remember) also how do i get settlers to actually build something theyre just there not doing anything.
I haven’t actually made it to HQ yet, but to my knowledge food and water is only imported to meet local needs. If there is no demand elsewhere, surplus food and water is located at the settlements producing it.
You could have added the ability to embezzle resources from your settlements and balanced it against the risk of being caught and banished from that settlement.
One of the most controversial design choices for SS2. I'm fine with this system personnally, it's all about helping those settlers establish themselves in the early game, and eventually you can still get rich from stores and tax collection :D
how do i get the caps / taxes i see that ther are caps in the hud but i don´t know wher they get stored
@@babalu7737 You have to periodically check in your settlement workshops, that's where the caps are dropped
@@babalu7737should be your workbench storage, like where water and food goes
so you can still get things from the settlements? i was under the impression they would use it all themselves
You put more thought into the economy than Starfield did 😅
Starfield has economy?
@@madrooky1398 It has Outpost economy.
An Idea that Bethesda really liked when they heard of SS1&2.
@@Modhunter42 This is not an economy, this is a basic player centric production with a very broken and lacking logistics. There is no demand for goods and no need for supply in any way.
If they liked ss1&2 so much they totally failed to recreate it in any way. Even the basic settlements of FO4 were better.
They really have to improve and expand it, otherwise you can't really play a sandboxy game as the automation with resource supply is a total mess.
And i am not hating on the game, but i will not excuse such a bad game design around features i really like if they are done well.
@@madrooky1398 Agreed. I'm waiting probably 9-11months to buy Starfield. Depends when the "New"™Creation Engine drops and the 2nd Line Devs (Mods) can start to Fix the hard things, and begin adding some actual Content.
@@Modhunter42 Yep, can't wait for some story overhauls. With new AI tech it should not be too hard training an AI with main character voices and so expand existing characters. There was already a mod on Nexus changing one of the main voices to CP77 V's voice. The Voice actor though requested to take it down^^
Just a matter of time and if Bethesda and its voice actors give a green light. And Skyrim already has mods using text generation and text to speech to dynamically create conversations for unique characters. There are amazing prospects what the second line devs will come up with, beside the usual awesomeness of the modding community^^
I absolutely Enjoy these mods so much. You did a great Job. I consider this the BEST mod for fallout 4.
One of the things that puzzled me while working on my settlement for The Mechanist Lair contest past October was the Virtual Resources. I admit that the system is a smart way to avoid breaking the game economy, but it was hard to manage when you grow and level your plots with each settlement level. To avoid this issue, I assumed that if you do claim The Mechanist's Lair, you should have access to tons of resources from the robots inside, thus I made a stack of containers right from the get go to cover the costs of leveling from 0 to 3.
I never knew that the more you containers you added, the more you attracted settlement attacks 😂
Could do an update of your design for that, for those that use it.
Now that you know, take more off as you do your regression...
Building an Outpost for next contest? 😀
@@Modhunter42I am thinking about entering again. I entered my first time time last October, so maybe I do better on this October.
Ss2 is a very well done mod, I'm liking it a lot and I just started it ❤
Very helpful, thank you!
Thank you for your hard work.
Does the caravan network make the supply lines perk redundant?
I'd like to know this too. I like the supply line as a way to add patrols in the wasteland.
@@carloscrispens4816 it does, but it just replaces it. Patrols still wander
All I have to say is your team is amazing and after Sim Settlements, Starfield's outpost system is sorely lacking. It could just be me but it takes more resources and time to actually build an outpost than you get from one besides the fact if you assign someone to it, realistically they should all die because you can't leave them food, a way to get food or contact anyone for help or build them a shower, But I love being able to play in first person, no kill cam (Hurray!), no head wobbling so no nausea, the combat minus the companions is awesome, ship combat is fun and even though I am finding the ship building extremely difficult to use, I love it.. I figured out that I only had to bother with one of Starfield's companion on NG+, how they managed to make companions that I'm like, I don't care if they die as long as I don't have to listen to them nag me for one more minute is simply amazing. It's like they actually tried to make the companions unbearable. The robot is the best companion to take with you if your going to do a sneak/sniper playthrough. The others always rush straight into combat screaming at the top of their lungs giving flashbacks to the bad guys scream fests from Mass Effect. They kill everything too. Here I thought companions running after bunnies was bad, but running after apex predators for absolutely no reason gets old really quick. Bethesda should hire one of BioWare's former employees to write companions.
Thank you, that was very helpful!
Do caravans share food/water? Does a hospital plot need caravan to treat folks from nearby settlement? Do the outfitts (like farmer outfit) improve the settler stats?
When do you think that supply resource video is coming out? I'm interested to see if donating guns and mods and ammo will end up in settler's hands.
To my knowledge, they do not and never will. They deemed that was far to script heavy to work effectively.
Donated weapons/armor/ammo just get converted into a currency. If you want NPCs to use those specific items you have to manually equip them.
I really hope you have a settlement build idea for base building in starfield. that would be awesome!
Would there be a another related guide video of another virtual resources with involving at the HQ for the supply agreement by using caravans supply line?
HQ tutorials will come further down the road - there's a big patch for HQ in the works, and I want to make the guides with any changes that come with that patch in mind.
I see. Thank you kinggath. I did play walkthrough to the HQ part for Sim Settlements 2 chapter 2, but I did ran into issue with HQ due to some settlements that I've select for supply agreement to HQ (in which it didn't show supply line) and even some room didn't appear to build more rooms, like another living quarter rooms, etc., after I've clean up all rooms at HQ.
Does the caravan system work independent of the vanilla system? Is this charisma level gated?
Good video. Longtime enjoyer of this mod.
Yes, once you unlock municipal plots you can set up caravans without the local leader perk. Charisma has no effect on it. On top of that, it is integrated into virtual resources and settlement needs, so these menus will show total network resources at a glance.
Is going afk and letting a settlement build up beneficial to performance? I am noticing some slow downs in the game when I develope multiple settlement with large amount of plots.
@kinggath is it possible to fuze together caravan services and your older mod salvage beacons as technically they do same thing (transporting your stuff around).
a version of salvage beacons is already integrated into SS2. Crafting them unlocks later in the CH1 story, IIRC. I think they get picked up by whatever settlement that happens to be closest to the drop location that has a caravan services plot. IIRC in the stand-alone mod you had to set which settlement you wanted it to go to when dropping it off. Basically, having both mods installed would be redundant.
I'm sorry for asking, but how do I get the workshop framework mod that is required? Do I have to use nexus mods or can I do it just from Bethesda?
Thanks to that "fix" in WSFW which we still have no choice but to live with, don't expect the Junk subtype of Industrial to actually produce as much you might've gotten used to from vanilla Scav Stations.
At some point this man is gonna mod Starfield and it's gonna be the mitus touch.
Thank you for this guide. A question. Is it possible to simplify/lock the resource/AI system regarding settlements which are fully "settled" to a point no more development is needed? To reduce the amount of obsolete scripts running the longer one plays the mod?
So i cant spawn or force add organic material? Im testing things and don't wanna wait
I may just have not gotten to it yet, I only just unlocked Jury-Rigged defenses, Machine Parts production, and visited vault tec with Jake, but uh. Municipal plots? Water and power production? You mean there's a better option than a room crammed with large generators?
How about a room with one generator producing 60 power at level one. Yes, once you complete new plots on the block. Keep playing the quests, it’s right around the corner if you’ve done Vault Tek already.
Theoretical maximums are ~300 Power for the best possible power plot and ~150 Water for the best water plot, per person working there, assuming the settler working it has maxed out the relevant stat.
Municipal type is where all the other 'city services' type stuff like medical, taxation, etc. are crammed too.
Yes, yes there is. Keep playing the mod you'll get them soon
I'm not sure if I should start SS2 now or wait for the next gen update? Will it cause problems? I am of course assuming BGS gets the update out at some point soon.
We don't have many details about it yet, but Bethesda has stated it will be a free upgrade to existing users, which means they won't make such a massive update it breaks existing saves.
@@kinggath I had a suspicion they would relaunch the game as an ultimate edition with new content much like Skyrim. I think I'll take a chance and get started! Many thanks.
Has anyone had any difficulty getting the HUD to display? I can't seem to get it to show. Any ideas?
Did you instal hud franework?
@@CriticalCipher Yup, all dependencies are present. Even disabled other UI mods, had no effect on the problem.
are you installing the mod on an existing game or a new one? installing it on an existing game may take a while for the mod to initialize and register
It says I have -22 scrap and it is red - how do I know what I need to provide them with ? I play survival
I have hud framework but the side menus are not popping up
Could be a conflict with another HUD mod. If you are using something like DEF_UI or other HUD overhaul, you'll need to find a patch for HUD Framework.
Does anyone else's HUD not fit the screen? Both of my panels Starr but then go offscreen, I've tried changing the TV ratio but does not help at all?
I assume you're on Xbox - so here's what you can do:
- Use the craft option on the City Planner's Desk to make a City Manager Tools
- Favorite that item to make it easily accessible from outside the pipboy
- Activate it and select HUD Position Controls from the menu
That tool will let you highlight different panels and nudge and scale them around your screen until they fit.
@kinggath thank you so much for a solution I know you must be so busy so it is appreciated 😊
Is it possible to play with this mod without ever using plots? I like to build myself but still want to get the other benefits of the mod.
Wait a minute theres a story to this mod?! How do i start it!? I thinking i downloaded sim settlements 1 and then sim settlements 2 complete chapters (thats not the name but its what i remember) also how do i get settlers to actually build something theyre just there not doing anything.
I’m just trying to connect my outposts to my settlements
Anybody know why my surplus food doesn't register at my HQ even when my settlements make tonsa food???
I haven’t actually made it to HQ yet, but to my knowledge food and water is only imported to meet local needs. If there is no demand elsewhere, surplus food and water is located at the settlements producing it.
you are the best!
the resource hudmenu without fail always freeze and becomes worthless.
Comment for algorithm gods
Почему монут не работать ванильные караваны?🤔 Содержимое мастерской не становится обшим.
You could have added the ability to embezzle resources from your settlements and balanced it against the risk of being caught and banished from that settlement.
Are you finished making thing for fallout 4 bro or.....
He's said recently that there's 2 years worth of Fo4 mods in the pipeline within the SS team. Just likely not new chapters.
WHERE DO I TURN OFF THE DEFENCE REQUIRMENT PLEASE USELESS INTERFACE
HEY SLICK
If Bethesda does not offer you a job with fallout 5 they are dumb. 😂