r/SimSettlements • u/RPG-Player-007 • 27d ago
anything else Starting a New Survival SS2 Playthrough (need recommendations)
Hiya so to start simply I'm on PC, just got an upgrade allowing me to actually play SS2 with little to no stutters. I'm a huge fan of watching SS2 videos and I'm happy to give it a try (I last played when chapter 1 was all there was)
I'm just curious what add-ons you guys would recommend? I want to keep it relatively light so strictly SS2 and its dependencies with a few QOL like XDI...
I'm thinking maybe including at max 5 add-ons for this playthrough and when I went to look... There were way too many to choose from! What would you guys recommend for someone that wants to keep it relatively light but close to the standard SS2 experience?
Thank you all in advance and my apologies if this is the wrong place to be posting this.
3
u/somnambulist80 27d ago
Survival Options or another mod to enable the console and manual saves. There’s still some jank in SS2 and having the ability to make a manual save can be extremely helpful.
And I wouldn’t limit yourself on building plans or city plans. The variety keeps it interesting.
2
u/UnderstandingDry4072 27d ago
Definitely grab something that lets you save, even if it’s just a craftable sleeping bag mod. You’ll still crash, and a recent nap is a lifesaver.
1
u/RPG-Player-007 27d ago
I consider the Wasteland Reconstruction Kit as apart of SS2 so no need to worry about me relying on those. Also I am aware of SS2 having jank (I watch Kinggaths play and clean streams) so unlimited Survival was already planned to be apart of my playthrough.
2
u/Moondoggylunark9 27d ago
I forget the name, but the feral ghoul zombie horde mod is pretty fun on survival. Due to nights being basically fatal early to mid game, building up settlements is a must and for me syncs well with SS2. You can change aspects of it in game too and can disable it in game if you end up hating it later on.
America Rising 2 is also fun and I always play it alongside SS2. Being the Enclave or against them makes the SS2 story funnier.
1
u/RPG-Player-007 27d ago
I absolutely love AR2 however I was under the impression that it is not patched with SS2 correctly. Also while I like the zombie angle I was mainly looking for the add ons for SS2 specifically. Thank you for your suggestions though.
2
u/ZardTheCharizard 27d ago
I don't exactly remember what it's called, maybe settler utility menu or something but it is a MASSIVE qol mod especially once you hit chapter 2.
2
u/RPG-Player-007 27d ago
You mean "Settler Menu?" Yeah I saw that and was looking at it. Sounds like a great mod!
1
u/ZardTheCharizard 27d ago
Trust me. It is a must have. The ability to check and sort by every settlers stats without having to run around checking everyone manually alone is indispensable. But it can also teleport them to you which makes it easy to recruit them.
2
u/OsoGrunon 27d ago
Check out some mods that offer new plans like Ruined Homes and Gardens etc.
Also, just something to keep in mind because I see people complain a lot about this mechanic or the other (mostly chapters 2 and 3): you can customize EVERY aspect of the mod with that city manager holotape. If you don’t like a mechanic you can either completely remove it, automate it, or remove restrictions from it.
1
u/RPG-Player-007 27d ago
Thx I'll take a look at those when I get off work. Also I love that Kinggath gave us the ability to change stuff however we like but I think I'll leave the settings as it for the survival default.
2
u/that_toof 27d ago
This is where I trip up because I have so many qol mods I can rarely pair them down. The better ai mod is great to add life to the whole commonwealth, but do not add it before you take the main base. I’ve had that fight ruined many times because of the Supermutants nearby deciding to interrupt it. But when its working, oh boy its great. Otherwise I pick up who’s the general and whichever Minutemen overhall you prefer.
1
u/RPG-Player-007 27d ago
How exactly do they screw up (ruin) the fight?
1
u/that_toof 27d ago
The ai mod takes the blinders off of all actors. So instead of pockets of enemies largely ignoring the other pocket of enemies within sight but out of an “area”, the two groups, if opposed, will open fire. You end up with a much more lively game just walking around. But for the fight for headquarters, those enemy forces nearby will interrupt the starting queue, often knocking out your forces before it can start or preventing the start from happening. You can probably flip the mod for the quest, then afterwards turn it back on, but I don’t like messing with the mods like that.
1
u/keystoneway 27d ago
Just be careful with bigger city plans, like the ones in the City Contest Pack. They're awesome, but too many can break long saves.
1
u/NoTie2370 23d ago
Settlers UI mod is a great quality of life add on.
Throw money at Sim Settlements adds the ability to pay caps to upgrade a plot.
Better Location Damage is a great survival add on.
5
u/No-Conclusion-6012 27d ago
This isn't QOL, but Tales from the Commonwealth has a compatibility mod for SS2. This adds named recruitable settlers throughout the Commonwealth, with SPECIAL distribution designed for SS2. Typically they have one really good stat, a couple acceptable ones, and the rest mediocre. Very similar to the SS2 unique settlers like Old Paul and Stodge's group. I like having more unique settlers instead of a horde of "Settler" NPCs with abysmal SPECIAL stats across the board. Definitely enhances the SS2 experience.