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Activity logs
This page was last updated on 29 March 2025, 2:42PM
- Changelogs
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Version 22.2.0
- Added some more oddities for the museums, if SS2 Extended is installed
- Fixed the spawns of the Hi-Tech Fishery
- Fixed the heights of the Floating Foundations
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Version 22.1.1
- Removed a vanilla script source accidentdally packed into the main BA2...
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Version 22.1.0
- Added snap points to all 3 Fishery variants
- Added a placement helper for the Fishery: it's under Agricultural Plots, at the very end. Align it's lifesavers with the water surface, as if they float on it. It will replace itself with an agricultural plot with a preselected basic fishery when you exit workshop mode.
- Fixed the warehouse foundation floors, they should now propery align with the plot's base level
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Version 22.0.1
- Removed a vanilla script accidentdally packed into the main BA2.
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Version 22.0.0
- NEW: Fishery - Basic, - Advanced, - High-Tech. 3 oversized 2x2 agricultural plots based around fishing, intended as continuations of each other
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Version 21.0.0
- From this version onwards, this mod requires all six official DLCs. That is, Automatron, Far Harbor, Nuka World, Vault-Tec Workshop, and the other two workshop ones. I am tired of doing soft-requirements.
- NEW: Beer Garden (3x3 Commercial Other). Employs 2 settlers at all levels, one sells default bar stuff, the other custom beers, beer mixes, and foodstuffs. There is a book in the basement which unlocks some craftables.
- Fixed the spelling of the Glowing Sea terraformers
- Fixed some gaps in the terrain in the Deep Drill's cave
- Gave all the plot interior cells proper locations and encounter zones
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Version 20.0.0
- NEW: Wasteland Yurt (3x3 Multi-Person Residential)
- NEW: Bus Home (3x3 Multi-Person Residential)
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Version 19.0.1
- Updated the non-sanitary version of the Rad Cleaner, too
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Version 19.0.0
- NEW: Auto-Clinic (Interior Commercial Clinic)
- NEW: Wasteland Laundromat (2x2 Municipal Sanitation)
- Improved the Rad Cleaner, it's impeller should now actually stop if unpowered, not switch between a spinning and a static version. It will also spin a bit faster, just because it was easier to animate that way
- Made the traffic light on top of the L3 cAr-Frame blink again
- Covered up the vat of the Rad Cleaners with a grate, and replaced the actual water with "fake water", in case you want to build it on a roof or something
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Version 18.1.1
- Hopefully fixed the issue where the Rad Cleaners would keep spawning their impellers etc. Superfluous spawns should be auto-cleaned when a cell with a rad cleaner is loaded.
- Refactored the subspawner code in general, removed some old weirdness, made it so that subspawned objects are removed when a plot is moved in workshop mode, like regular plot spawns.
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Version 18.1.0
- Added an animated chattering synth skull as a possible souvenir to the Museum of Oddities
- Added some wooden pieces to hold the banner flags (and hide possible gaps in their textures) on the 3x3 Museum of Oddities
- Improved some banner flag textures somewhat
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Version 18.0.0
- NEW: Temple of the Goat (2x2 Recreational Luck Training)
- Added another furniture store item and a flag
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Version 17.0.1
- Updated the weapon workbenches used in the Crafterias to avoid parts disappearing
- Replaced the dead ghoul in the 2x2 Crafteria basement with a static
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Version 17.0.0
- NEW: Train Spotting (Interior Recreational Perception Training)
- Added a few more oddities to the museums
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Version 16.0.1
- Fixed the descriptions of the Luck Shack and the Food Paste Factory
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Version 16.0.0
- NEW: Luck Shack (1x1 Recreational Luck Training)
- Marked a bunch of "doors" as minimal use, hopefully NPCs won't be randomly opening them now
- Added some more wares to the Museum of Oddities
- Fixed the physics of the toilet paper item using the newly-discovered NifSkope method
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Version 15.0.0
- NEW: Deep Drill (3x3 Industrial Rare Materials)
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Version 14.0.1
- Added the new Reports menu to the City Planner's Terminal and the Huge City Planner's Desk
- Tweaked the navmesh of the 3x3 Treehouse Commune, maybe settlers will actually use the thing now...
- Added something to the Pirate Bar
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Version 14.0.0
- NEW: 3x3 version of the Museum of Oddities
- Removed the broken glass form all display cases in all Museum of Oddities versions
- Added a few more oddities
- Fixed missing textures from some oddities.
- Potentially improved the performance of the loaddoors leading from an interior cell back to the plot
- Potentially improved the animations of the fusion reactor when loading the game while next to a fusion reactor
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Version 13.1.1
- Removed the Automatron-Specific AV from the Robot Workbench spawned by the Crafteria, in order to prevent a hypothetical issue with the Automatron questline.
- Fixed the ESP having an EditorID longer than 99 characters, causing the CK to sometimes crash if it's loaded.
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Version 13.1.0
- Assigned owner numbers to various items in the Treehouse Commune, and added intermediate sleeping bags to construction stages.
- Added two more furniture store items
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Version 13.0.0
- NEW: Treehouse Commune (3x3 Multi-Person Residential). Has shacks for 4/6/8 settlers.
- Some fixes in randomized clutter
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Version 12.1.1
- Fixed the name of the FIS file, it should now be possible to install it through the FOMOD
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Version 12.1.0
- Tweaked a bunch of scripts, hopefully they are now more reliable.
- Tweaked the navmesh of the Cannery, hopefully settlers can path better through it now
- Reduced the volume of the machines in the Cannery somewhat
- Added a missing menu to the City Planner's Terminal
- Added a patch for FallUI's FIS sorter. Not 100% sure I got it right, please report issues.
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Version 12.0.0
- NEW: Fusion Reactor (3x3 Municipal Hi-Tech Powerplant). Employs up to 4 settlers.
- Replaced the chairs in the Pirate Bar, maybe now the settlers will be using them... Refresh existing plots
- Added collision dummies to the Food Paste Factory, maybe now settlers won't be bathing in the paste vats...
- Tweaked the item spawner script once again, maybe now the cafeteria trays and freebie ASAM sensors will be appearing more reliable
- Removed the restriction to only give you one dose of paste from the nozzles outside of the Food Paste Factory. Refresh the plot if they are stuck after updating.
- Added the navmesh precut to the Crate Hotel's "mixed" skin, maybe now settlers will actually walk into the thing...
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Version 11.0.0
- NEW: Fusion Reactor Room (Interior Municipal Hi-Tech Powerplant)
- Added some more interior power poles.
- Added some supports to the posters and turrets in Papers, Please!, so that they don't float, if there is no wall behind the plot.
- The machines in the Wasteland Cannery and the ASAM factory should turn off if the plot is inactive (unoccupied, maintenance costs unmet, etc). This state check is not too accurate, however, for performance reasons. When in doubt, refresh the plot.
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Version 10.0.0
- NEW: Camping Cabin. (3x3 Multi-Person Residential). A cabin for 4/6/8 settlers
- Some minor fixes
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Version 9.0.2
- Repacked the BA2s again. Hopefully now they include all the relevant files...
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Version 9.0.1
- Repacked the BA2 without script sources from other mods. They shouldn't have caused any issues, but better be safe than sorry.
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Version 9.0.0
- NEW: E-Waste Burner (2x2 Production Industrial). Consumes metals from virtual storage, produces metal bars for general stores.
- NEW (Kinda): Sanitary Radiation Cleaner. Effectively just a copy of the regular Radiation Cleaner, but counts as a sanitation plot. Produces a little less acid and nuclear material.
- Fixed: The ASAM factory should now actually produce ASAMs past level 1.
- Fixed: The Cannery should now properly produce every type of canned food at level 3, instead of having a level 2 exclusive.
- Increased the production quantities of the ASAM factory, cannery, and paste factory.
- Tweaked some blueprint descriptions.
- The Pirate Bar now has a chance to stock a new holotape, guaranteed at level 3.
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Version 8.0.4
- Tried to improve vending machines even more, maybe they will cleanup their products more reliable now
- Increased values of foodstuffs produced by the paste and can factories
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Version 8.0.3
- The Vend-O-Matic machines should now properly clean up their goods when the plot is moved. Any leftovers should auto-cleanup themselves when the cell is loaded or if you interact with them. If they don't, you might have to enter and exit an interior first.
- The ASAM factory should now properly only generate a freebie ASAM per day.
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Version 8.0.2
- Added the missing meshes for the Acid Molotov (secret weapon unlocked by the L3 Radiation Cleaner)
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Version 8.0.1
- Removed superfluous copy of the mod archive within the archive. Sorry about that.
- Made the sounds of the ASAM factory and the cannery a bit less obnoxious
- Fixed the description texts of the Wasteland Cannery and the Food Paste Factory: as Hi-Tech farms they require Gifted, not Skilled endurance.
- Changed the item production by the Radiation cleaner: it now produces 1/2/3 Filter Residue for the Workbench, and also the same amount for General Stores.
- The robot arms at the ASAM factory should no longer randomly turn wonky due to LOD weirdness
- Fixed a floating clipboard marker in the ASAM factory
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Version 8.0.0
- NEW: Asam Factory (2x2 Production Industrial): produces 1/2/4 ASAM sensors from virtual resources for general stores.
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Version 7.0.0
- NEW: Wasteland Cannery (3x3 Hi-Tech Agricultural)
- Vend-O-Matic: Tweaked the interactible area of the vending machines a little
- Vend-O-Matic: Should no longer try to respawn it's goods while not loaded
- Changed the navmeshing method of Bunk Buddies, because it was wonky AF for me. You might have to refresh it.
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Version 6.0.2
- Fixed the 2x2 Crafteria, which I broke in 6.0.1 or 6.0.0. In case it turned into the 1x1 version, you might have to re-select the building plan again...
- Tweaked the clutter obejcts of the interior and 3x3 crafterias a bit
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Version 6.0.1
- The Radiation Cleaner should be properly requiring water now
- Increased the production of Filter Residue by the Radiation Cleaner a bit
- Made the water plane of the Radiation Cleaner non-interactable. You really shouldn't drink the stuff, and filling bottles shouldn't just give you dirty water
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Version 6.0.0
- NEW: Food Paste Factory (3x3 Hi-Tech Agricultural)
- Added custom hobby titles for the Crafterias and the Default/Relaxation variant of the Wasteland Gym
- Default/Relaxation variant of the Wasteland Gym should now support 1/2/3 settlers as it levels up.
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Version 5.0.2
- The Huge Crafteria now won't spawn it's robot workbench until you installed the radar beacon in Ada during A New Threat. This was done to prevent a possible bug during that quest. A placeholder object will be spawned instead. Refresh the plot after that point in the quest to get the real robot workbench.
See also: https://fallout.fandom.com/wiki/A_New_Threat#Bugs
- The Huge Crafteria now won't spawn it's robot workbench until you installed the radar beacon in Ada during A New Threat. This was done to prevent a possible bug during that quest. A placeholder object will be spawned instead. Refresh the plot after that point in the quest to get the real robot workbench.
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Version 5.0.1
- Cleaned the file. Sorry about that. But there might be yet another cleaning update coming...
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Version 5.0.0
- NEW: Interior, 1x1, and 3x3 versions of the Crafteria
- The 2x2 Crafteria should now accept 1/2/3 settlers as it levels up
- The Utility and Electroncs workbenches of the Crafterias should now show certain of the recipes from AWKCR and Standalone Workbenches
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Version 4.0.3
- Actually included the proper model for the Large City Planner's Desk
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Version 4.0.2
- This version requires SS2 1.0.9 or newer
- Fixed the COBJs for Museum of Oddities souvenirs. They should be actually buildable from SS2 > Decorations > Misc now
- Fixed some of the Musuem of Oddities souvenirs having no preview transforms
- Tweaked the Large City Planner's desk to make it properly use the dissected ASAM mesh replacer from the SS2 Extended. You should grab existing desks in Workshop mode and place them back down to make the clutter reappear.
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Version 4.0.1
- The gyms should now correctly accept 2/4/6 settlers
- The player should no longer say stuff like "I need to assign something"/"Needs power" when interacting with my city planner desks
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Version 4.0.0
- NEW: The Dorm (3x3 Multi-Person Residential). Has bunk beds for 4/8/12 settlers.
- NEW: 3 variations of the Wasteland Gym, which train Agility, Endurance or Strength. They provide training opportunities for 2/4/6 settlers.
- Allowed the "old" non-training Wasteland Gym to be used by 2/4/6 settlers as well.
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Version 3.2.0
- Added Huge Leader Desk.
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Version 3.1.2
- Fixed texture of Traffic Light power pole
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Version 3.1.1
- Removed temporary cells used for building
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Version 3.1.0
- This version requires SS2 1.0.5 or newer
- Added several plot power poles, including for interior plots.
- The electronics workbench in the Crafteria L3 will now restore first person on exit
- Replaced instances of the SS1 ASAM sensor in the Crafteria and the Museum of Oddities with the SS2 version
- Added a dedicated "SS1 Memorial Exhibit" to the Museum of Oddities
- Allowed children to use some of the objects in plots which I deemed safe. More testing is required to enable it for more objects
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Version 3.0.1
- Removed accidentally added LeaderDesk.pex and various source files from SS2 and WorkshopFramework from the main BA2.
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Version 3.0.0
- NEW: Metal Shack (1x1 Single-Person Residential)
- NEW: Bunk Buddies (Interior Multi-Person Residential)
- Tweaked the Minefield script, hopefully it should be less likely to leave mines behind.
- Changed the Wasteland Gym to be of "Relaxation" subtype, because the "Outpost Training Yard" isn't supported yet
- Changed the descriptions of the custom vendors to begin with [Other], for consistency's sake.
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Version 2.1.2
- DLC-locked the plans which needed it. If you do not have all DLCs, it should also auto-remove it from your lists if necessary, and clear your building plan caches.
- Replaced one last instance of a script from the SS1 addon (on the Wasteland Gym's exercise objects)
- Added missing settlement resources to certain plans, which were left out by initial conversion. Bunker Entrance should have a tiny defense bonus, Rad Cleaner should actually require water, something else I forgot...
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Version 2.1.1
- Fixed the city planner's terminal YET AGAIN. Should now actually spawn it's objects right away, and now after you move it in WS mode
- Removed accidentally included SS2 CityPlannersDesk.pex file and some SS2 script source files. Sorry about that...
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Version 2.1.0
- Fixed the city planner's terminal AGAIN. Should actually spawn things like the flag selector etc now
- Added patch for LWIS
- Did some small tweak to the addon quest
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Version 2.0.0
- NEW: Crate Hotel (3x3 Multi-Person Residential)
- NEW: Plywood Shack (1x1 Single-Person Residential)
- Fixed the city planner's terminal. Should be actually packable and deployable now. Should no longer leave weird invisible collision behind when deployed and moved.
- Hopefully fixed the issue in the Bunker Entrance where the static doors would spawn in the opened state
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Version 1.0.1
- Fixed missing navmeshes on some foundations
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Version 1.0.0
- Initial release after SimSettlements 2 conversion
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- Author's activity
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March 2025
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29 Mar 2025, 2:42PM | Action by: pra
Changelog added
'Change log added for version 22.2.0'
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29 Mar 2025, 2:41PM | Action by: pra
File added
'PraRandomAddon2 [version 22.2.0]'
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09 Mar 2025, 12:01PM | Action by: pra
Attribute change
'Name changed to \'Sim Settlements 2 - Pra\'s Random Addon 2\'.
Mod version changed to 22.1.1.'
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09 Mar 2025, 12:01PM | Action by: pra
File added
'PraRandomAddon2 [version 22.1.1]'
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09 Mar 2025, 10:56AM | Action by: pra
Changelog added
'Change log added for version 22.1.1'
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09 Mar 2025, 10:55AM | Action by: pra
Changelog added
'Change log added for version 22.1.0'
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09 Mar 2025, 10:42AM | Action by: pra
File added
'PraRandomAddon2 [version 22.1.0]'
February 2025
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08 Feb 2025, 10:48AM | Action by: pra
Changelog added
'Change log added for version 22.0.1'
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08 Feb 2025, 10:48AM | Action by: pra
File added
'PraRandomAddon2 [version 22.0.1]'
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07 Feb 2025, 6:55PM | Action by: pra
Attribute change
'Name changed to \'Sim Settlements 2 - Pra\'s Random Addon 2\'.
Description changed.'
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07 Feb 2025, 6:40PM | Action by: pra
Changelog added
'Change log added for version 22.0.0'
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07 Feb 2025, 6:34PM | Action by: pra
File added
'PraRandomAddon2 [version 22.0.0]'
November 2024
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05 Nov 2024, 11:49PM | Action by: pra
Mod image added
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05 Nov 2024, 11:49PM | Action by: pra
Mod image added
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05 Nov 2024, 11:49PM | Action by: pra
Mod image added
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05 Nov 2024, 11:48PM | Action by: pra
Attribute change
'Name changed to \'Sim Settlements 2 - Pra\'s Random Addon 2\'.
Description changed.'
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05 Nov 2024, 11:41PM | Action by: pra
Attribute change
'Name changed to \'Sim Settlements 2 - Pra\'s Random Addon 2\'.
Description changed.'
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05 Nov 2024, 11:37PM | Action by: pra
Changelog added
'Change log added for version 21.0.0'
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05 Nov 2024, 11:32PM | Action by: pra
File added
'PraRandomAddon2 [version 21.0.0]'
November 2023
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07 Nov 2023, 10:39PM | Action by: pra
Mod image added
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- Mod page activity
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April 2025
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27 Apr 2025, 4:04PM | Action by: Templar1977
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'Sim Settlements 2 - Pra\'s Random Addon 2'
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27 Apr 2025, 2:50PM | Action by: 0711club
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25 Apr 2025, 3:41PM | Action by: homeboydk
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24 Apr 2025, 10:29PM | Action by: orthus333
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24 Apr 2025, 11:26AM | Action by: jianlibaobao
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24 Apr 2025, 3:29AM | Action by: traveler9524
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23 Apr 2025, 12:46PM | Action by: henky99
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23 Apr 2025, 9:03AM | Action by: Lianan95
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22 Apr 2025, 10:30PM | Action by: Sidebomb
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22 Apr 2025, 12:04AM | Action by: xXPawnStarrXx
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21 Apr 2025, 2:55AM | Action by: henky99
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21 Apr 2025, 12:59AM | Action by: Tenkijino
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