While not an explicit requirement of any of the Sim Settlements mods, the Interior NavCut Fix is one of the best settlement fixes ever and I highly recommend you use it, especially if you are playing the SS2 questline as the HQ's multiple cells benefit greatly from it.
I made a post back in Nov regarding the Commonwealth Rising Quest
I started a brand-new game with minimum other mods. I progressed throughout the storyline of Sim Settlements and got to the point where I took the HQ and have begun working on it. Once again, after getting to Commonwealth Rises, the mod stops functioning correctly. I cannot assign more staff to the HQ because the Automation either built the rooms and I cannot use them, or those scripts just don't' trigger when I'm looking for them.
https://imgur.com/a/FCzykxq
Again, this is the second time I've arrived at Commonwealth Rising and have it break on me. It's safe to say this mod is broken and does not work for NG. I won't be trying again
I know I'm not going to make any friends here with this post but I have gone from loving this mod to hating it now. In fact I've decided to give up on my current playthrough and skip this mod when I start Fallout 4 again.
When Bethesda brought out Fallout 4 with it's settlement system it was something people either loved or hated. I didn't mind the settlement building but at the same time I thought there were too many of these settlements to manage. When Sim Settlements 2 first came out I thought this mod was a godsend. I no longer had to micro manage all these settlements. All I had to do was build a city planner desk, assign someone as mayor, select or download a city plan and let the settlement take care of itself. I was even enjoying the quest and liked Jake as a character until we came to chapter 2.
At first I was intrigued by the idea of taking over Gunner Plaza and making it a base but managing the base became a chore. I don't play games to do chores. I wouldn't have minded doing a bunch of quests and see the progression of the base similar to Run The Bison Steve mod in Fallout New Vegas or the Helgen Reborn mod in Skyrim. With this latest update that process has become a lot more unbearable. Every time I fast travel to HQ I have everyone running around putting out fires or dealing with infestations despite setting up tasks to reduce such incidents leaving me unable to work on the HQ. I did not care if I hurt Lupe's feelings when I thought her VR chair was a waste of time. If I wanted to change things in a settlement I would go there myself so I can see what I'm doing.
All in all this latest chapter took out what appealed to me (and probably others) and became the Preston Garvey version of the mod. Sorry, but I'm done with this mod.
Two years later and this is still the most succinct comment in this thread.
The SS2ch2 mod is ambitious and there is clearly so much love and work put into it, but it loses sight of one of the mod's most useful functions-- not micro-managing the settlements and giving them some autonomy. This mod builds its own story and tries to seamlessly integrate and parallel it into events happening in the main questline, which is commendable, but at the end of the day what chapter 2 ultimately does is put me right back n the place of micro-managing. Now I'm just micro-managing the headquarters and the supply lines, and the logistics, and etc. etc.
It overly complicates the process and I find myself frustrated with settlement building once again. Not to mention the myriad of comments reporting bugs and errors since its release in mid-2022.
Big fan of the mod. Was recently having some issues and was uninstalling mods to see which one could be the cause. For some reason Sim Settlement 2: Chapter 2 is causing my game to quit on startup. Love the SS mod overall, but wondering if a recent update may have messed something up in the code. First time it's happened for me!
I am really enjoying this Mod. It progresses slowly, and the Gunners behave like any cornered rats would. Lately however, I am having issues; This Play-Through was done on a clean start-up, but I am now getting CTDs for no apparent reason. It is very reminiscent of Skyrim. Is Bethesda sending their crappy " Updates " into the Fallout4 World as well?
I got the mission to get some books from the Boston Public Library from someone from the CPD. Arriving at the library I successfully completed the Speech option at the intercom and went inside. Once inside all super mutants instantly drop dead and I get a CTD after a few seconds.
I have no idea what's causing this. Here is my load order:
I just want to say that I've never had more fun with Fallout 4 than I have with this mod. Taking the Gunner Plaza was absolutely epic; it reminded me a bit of the same feeling I got completing the Suicide Mission in Mass Effect 2 for the first time. I can't wait to see what chapter 3 has in store; if that's only the second act, I can't imagine what you have planned for us in the third!
1941 comments
https://www.nexusmods.com/fallout4/mods/72904
I started a brand-new game with minimum other mods. I progressed throughout the storyline of Sim Settlements and got to the point where I took the HQ and have begun working on it. Once again, after getting to Commonwealth Rises, the mod stops functioning correctly. I cannot assign more staff to the HQ because the Automation either built the rooms and I cannot use them, or those scripts just don't' trigger when I'm looking for them.
https://imgur.com/a/FCzykxq
Again, this is the second time I've arrived at Commonwealth Rising and have it break on me. It's safe to say this mod is broken and does not work for NG. I won't be trying again
When Bethesda brought out Fallout 4 with it's settlement system it was something people either loved or hated. I didn't mind the settlement building but at the same time I thought there were too many of these settlements to manage. When Sim Settlements 2 first came out I thought this mod was a godsend. I no longer had to micro manage all these settlements. All I had to do was build a city planner desk, assign someone as mayor, select or download a city plan and let the settlement take care of itself. I was even enjoying the quest and liked Jake as a character until we came to chapter 2.
At first I was intrigued by the idea of taking over Gunner Plaza and making it a base but managing the base became a chore. I don't play games to do chores. I wouldn't have minded doing a bunch of quests and see the progression of the base similar to Run The Bison Steve mod in Fallout New Vegas or the Helgen Reborn mod in Skyrim. With this latest update that process has become a lot more unbearable. Every time I fast travel to HQ I have everyone running around putting out fires or dealing with infestations despite setting up tasks to reduce such incidents leaving me unable to work on the HQ. I did not care if I hurt Lupe's feelings when I thought her VR chair was a waste of time. If I wanted to change things in a settlement I would go there myself so I can see what I'm doing.
All in all this latest chapter took out what appealed to me (and probably others) and became the Preston Garvey version of the mod. Sorry, but I'm done with this mod.
The SS2ch2 mod is ambitious and there is clearly so much love and work put into it, but it loses sight of one of the mod's most useful functions-- not micro-managing the settlements and giving them some autonomy. This mod builds its own story and tries to seamlessly integrate and parallel it into events happening in the main questline, which is commendable, but at the end of the day what chapter 2 ultimately does is put me right back n the place of micro-managing. Now I'm just micro-managing the headquarters and the supply lines, and the logistics, and etc. etc.
It overly complicates the process and I find myself frustrated with settlement building once again. Not to mention the myriad of comments reporting bugs and errors since its release in mid-2022.
I just cannot recommend it to anyone.
I got the mission to get some books from the Boston Public Library from someone from the CPD.
Arriving at the library I successfully completed the Speech option at the intercom and went inside. Once inside all super mutants instantly drop dead and I get a CTD after a few seconds.
I have no idea what's causing this. Here is my load order:
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*HUDFramework.esm
*WorkshopFramework.esm
*IndustrialScrapping.esp
*PPF.esm
*NAC.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2_XPAC_Chapter3.esm
*VLPad.esl
*OVT.esp
*SavrenXSynthHD.esp
*SavrenX HD DLC Armor and Clothes.esp
*SavrenX HD Vanilla Armor.esp
*SavrenX HD Vanilla Clothes Optimized.esp
*BetterShackBridges.esp
*SS2_STRA_Buildings_and_Skins.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*ValdacilsItemSorting-00-ValsPicks-DLCNextGen-VanillaWeight.esp
*Armorsmith Extended.esp
*Pine Forest Redone.esp
*PFR-Mist Addon.esp
*MoreLeavesFXSetLess-EN.esp
*W.A.T.Minutemen.esp
*personalvertibird.esp
*MS Contraptions - SS2 ASAM Builder.esp
*M9.esp
*DOOM1911.esp
*Wasteland Water Revival - Clearly Visible.esp
*F4NVServiceRifleRedux.esp
*M1Garand.esp
*M14.esp
*CBBE.esp
*FusionCoreRefueler.esp
*SS2_XDI Patch.esp
*EasyHacking.esp
*EasyLockpicking.esp
*MS SkipPreWar.esp
*Friffy_Piper Outfit_Standalone.esp
*Realistic_conversations.esp
*EveryonesBestFriend.esp
*FO4 NPCs Travel.esp
*BetterCompanions.esp
*AnS Wearable Backpacks and Pouches.esp
*AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
*SS2_DLCSettlerPatch.esp
*The Eyes Of Beauty.esp
*HDCreaturesRework2K.esp
*Ambient Wasteland.esp
*Grasslands - Healthy - Performance.esp
*Grasslands - Healthy.esp
*dD-Enhanced Blood Basic.esp
*dD - Small Splatter Size.esp
*NAC-FarHarbor.esp
*NAC-NukaWorld.esp
*FAR.esp
*Glowing Animals Emit Light.esp
*HD Creatures Rework - Far Harbor.esp
*HD Creatures Rework - Nuka-World.esp
*ManufacturingExtended.esp
ManufacturingExtendedFH.esp
*ConduitsCeiling.esp
*VIS-PatchSS2.esp
VIS-PatchSS2IndustrialRevolution.esp
*VIS-PatchSS2Scrappers.esp
*ValdacilsItemSorting-JunkBetter+DEF_INV.esp
*VIS-PatchUFO4P.esp
*VIS-PatchWATMinutemen.esp
*PRP.esp
*EnhancedLightsandFX.esp
*Institute Patch for PRC.esp
*SatelliteWorldMap.esp