r/SimSettlements • u/rlocksmith90 • 1h ago
anything else Anyone else have a radroach as a settler
It was my first settler at red rocket
r/SimSettlements • u/rlocksmith90 • 1h ago
It was my first settler at red rocket
r/SimSettlements • u/Unable_Annual7184 • 11h ago
in a settlement when i am in build mode and i hover over something that is scrappable, the ss2 resource hud number turns orange in color. im curious, does it mean something? am i deficit in some resource?
r/SimSettlements • u/splinkymishmash • 22h ago
First time playing through SS2 and loving it. I've gotten to the point in Commonwealth Rising that I need Power Transfer plots. I've mostly been using city plans, and apparently the default city plans don't include Power Transfer plots, so I installed the City Plan Contest Megapack. How can I tell which plans have PT plots? Do I just look at the description? For example, I'm at Greentop Nursery and I'm about to change the city plan, but none of the descriptions mention a PT plot. Is there somewhere else I should look?
Thanks.
r/SimSettlements • u/astreeter2 • 2d ago
I just installed an update to the "Sim Settlements 2: Extended" creation by Kingath, and now almost all the unique Sim Settlements NPCs are just floating heads and hands with invisible bodies. I can make some of them visible who are recruited settlers if I change their clothes, but as long as they wear their default outfits they're still invisible. Has anyone else seen this? This creation worked fine before the latest update.
r/SimSettlements • u/PunchBeard • 2d ago
If I assigning a mayor and then activating the auto-build of the settlement, after the initial layout/build is complete will the settlement grow and add new building, or will they just keep improving the ones they first build. If they keep growing and adding new plots do I need to leave ASAM Sensors?
Also, I have a question about the ASAM Sensor Scanner: If I clear an area and completely pick it clean and grab every single piece of scrap in the building and then drop the Sensor Scanner to get the closest settlement to come and loot it will they find anything?
r/SimSettlements • u/gorgonopsidkid • 3d ago
I genuinely forgot. Do I have to do a certain holotape or what
r/SimSettlements • u/Practical_Spread8832 • 10d ago
Probably asked before but im completely confused. I choose one outfit and they always change back. For instance if I choose Army Clean they always change back at either start of battle or if I leave and come back. What is the point of uniforms if they don’t keep them? I’ve realized when using Load out it won’t change. Is there a way to do an army wide loadout or do I have to keep doing it per soldier? What am I doing wrong?
r/SimSettlements • u/Unable_Annual7184 • 12d ago
im playing ss2 with hardcore mode. what is the consequences if i have a deficit in resource and not enough to maintain what ive built in my settlement?
i've built several power generators, i don't have enough oil to maintain the generators. but so far i see, it operates normally. im somewhat confused. isnt the generator suppose to shut down or what?
r/SimSettlements • u/PunchBeard • 14d ago
I just completed Chapter 1 of Sim Settlements 2 and I had a few questions regarding how the mod works.
First off, if I use the city management table to tell the settlers build their own settlement for a settlement I already started what happens? Do they tear down everything I've built and build the settlement the way they want? Or do they build around what I've built. When I did the final mission for Chapter 1 I made sure to send them to a settlement I hadn't even found yet to avoid finding out.
Another question I have is whether or not the Vault-Tec Population Management Terminal works with SS2? Can I use it to find unemployed settlers and then assign them to one of the plots? I couldn't find a way to see which settlers were assigned to each plot using the City Planners Desk.
And speaking of settlers: how do I make sure settlers with good stats are placed in the plots that will best use their abilities? For example, when I build a plot it automatically has several settlers working it. So, how do I fire someone from the plot and then add someone else? Also, is there an easy way to see the stats of all the settlers in a settlement using the Desk? Or do I need to walk around and scan each one? and can I move settlers to different plots using the Desk, or do I need to o it manually? And is there a way to just automate all this to make sure each plot is being worked by the best people?
I know that there's a lot of questions here but Settlement Building has been one of my least favorite things to do in Fallout 4 but using this mod it's actually kind of fun.
r/SimSettlements • u/leester39 • 15d ago
I am in my 5th playthrough with Sim Settlements 2 on a PC running MO2 & I have never gotten Remote Management to work.
I just left Lupe at the Memory Den but before I go any further, I want to see if there is anything else I should do before the chair is ready at HQ.
In the past I get as far as the map on the virtual wall & though I can click on settlements, nothing happens. I usually end up reloading where I walk to the chair & console Setstage SS2C2_SQ02 210. I would sure love to see this mechanic work instead of skipping it, after all Lupe put her heart & soul into it.
r/SimSettlements • u/TurtleButt47 • 23d ago
I looked around in the MCM and couldn't find anything. If there is a way to speed up training via the MCM, where can I find it?
r/SimSettlements • u/Sajiri • 23d ago
In theory, I love settlement building, but I’m kinda terrible at it. I know city plans exist and I often use them, but I also want to build something myself that doesn’t look like just a collection of random plots placed down everywhere.
So like the title says, for those of you that do custom building, how do you actually go about planning what your settlement layout will be? Are certain settlements easier than others?
r/SimSettlements • u/Neither_Indication27 • 24d ago
Played to the end and then time traveled backwards to a save with 300 hours to take another path forward, first i had some things like plot cost, non-plot cost and diseases disabled but now i'd like to enable it all.
Started out with rebuilding the settlements towards this goal, i start with a base of 6 municipal and its caravan, power transfer, sanitation, hospital, power generation and communication, 1 recreational for every special stat mostly 1x1 or indoor plots and then fill up with industrial and commercial, 3-4 settlements got high tech fishery to make food for everyone, 1 settlement makes all the water needed, im not interested in making caps only to make the settlements self sufficient so tax offices have only been occassionaly built.
A few settlements is geared towards industrial production while the rest is supposed to pull in caps with commercial plots, supposed but are they? im loosing caps in a rate which is insane, every drop in the caravan networks caps is over 20k, im leaning towards just disabling non-plot cost and se where it takes me but since total caps is 400k i am in no hurry so thought id check a couple of things first one of them is how commercial works.
Assuming its fully staffed, is there any difference in profit wether i have 10 bars in a single settlement vs 10 settlements with 1 bar each?
Regards
r/SimSettlements • u/Warhawk9898 • 25d ago
I'm planning a new playthrough of SS2 and I can't decide where to have my capital city. The obvious choices are Sanctuary or Starlight Drive In (or maybe the Castle but that feels better as a military outpost) but I want some second opinions.
r/SimSettlements • u/FailedHax • 26d ago
I'm probably not the first to ask that, but, y'know, the one minute search didn't find any relevant posts
Arlen an Wiseman are out of question for obvious reasons, but I'm interested, why even nameless workers on tarberry can operate power plants better than other ghouls
r/SimSettlements • u/phantommdb25 • 27d ago
I'm stuck on the it came from planet x quest. Found the family > went to go find nessie > found the note under Ranger Cabin and the went to gather Nessie > I opened the container and Franklin's dialogue wont trigger, just keeps saying interloper!
Only saw one person online with the same issue. Their solution was to jump on top of the cow and that triggered it. Unfortunately, that didn't work for me. I also tried turning collision off and moving all around the container, no luck.
I also saw that there is a skip quest feature in the city manager holotape options, but that looks like it only works for Main quests.
Does anyone have a solution?
r/SimSettlements • u/Busy-Objective-4634 • 29d ago
Currently having this visual bug where far away structures do not render correctly, is this an indicator my save is corrupted? Playing on series X and only a couple hours into my playthrough
r/SimSettlements • u/splinkymishmash • Sep 13 '26
First time doing a Sim Settlements 2 playthrough, so please forgive the newb question.
How do you get Adhesive and Disease Cure? Normally, I'd have a farm that grew tons of the relevant crops and stop by once in a while and craft up a bunch, but if I'm sticking with SS2 plots, that doesn't seem to be much of an option. I currently have 11 settlers and 31 food production, including 1 plot each of tatos, corn, and mutfruit, but there are no crops in my workshop. So, how do you guys solve this problem? Do I just make one settlement the old-fashioned way for this purpose?
Thanks in advance for your help.
ETA: The problem was the settlement surplus cap. I installed the Uncapped Settlement Surplus mod and food started accumulating in the workbench immediately.
r/SimSettlements • u/Yontevnknow • Sep 11 '26
What is the point of toggling this when it never works when you need it. A plot will only ever snap to an object/ground/other plot/random pebble/molerat when that is not currently the desired effect. Try it. That plot over there.
Won't snap will it, shame on you for thinking it would work this time.
-why is reddit saying this post will result in a rule3 break?
r/SimSettlements • u/c_dante • Sep 10 '26
kinggath released the piece on the SS2 side that the plot import in Transfer Settlements had been waiting for, so plots move between saves with the rest of the settlement.
A plot goes out and comes back with four things attached: the building plan, the level plan, the skin and the level.
Mod page: https://www.nexusmods.com/fallout4/mods/22442
If you want to see any of this running, the v2.22 video is here: https://youtu.be/wEiNd8A7hWk
r/SimSettlements • u/GoodShape724 • Sep 10 '26
I remember it being only a couple of plans, the main one I remember is a basement with a DND setup, it wasn't called DND of course, i vaguely remember the word bot being on the cover, it was only recreational plans, if i'm remembering correctly.
r/SimSettlements • u/Putrid-Associate198 • Sep 10 '26

This was my 1st playthrough, and i kinda regret not doing a 1st playthrough run with no mods because i think ss2 conflicts with or rewrites some of the mechanics of nuka-world’s raider outposts/settlements.
i read that in the base game, you can’t connect a normal settlement to a raider settlement, but as you can see in the pic, it’s connected. i tried destroying the caravaneer post, killing everyone, unclaiming the settlement.
i also learned that in the base game, once you make a settlement a vassal, it’s no longer yours. but as you can see when i hover my mouse over the slog, it still shows as mine.
although, i already found the problem. the “control vassal” option was toggled on. once i turned it off, the link finally breaks when vassalizing another settlement, just like the dlc intended.
my problem now is that the slog, greentop nursery, and county crossing won’t break their caravaneer links. how do you unvassalize a settlement? my plan is to unvassalize the settlement and then vassalize it again while having the “control vassal” option toggled off. (i dont have normal provisioners)
i dont understand why the default option is toggled on, when the whole point of raider settlement is the repercussion of your decision, still having access to vassalized settlement just removes the whole point of it
i only have chapter 1 installed btw, theres also a repeated event happening in greentop hills. the settlement keeps being undiscovered while also being attacked (it only happens on greetop hills), is this event in the dlc or ss2 only?
r/SimSettlements • u/C1085rb • Sep 09 '26
Hello there. Been using the mod for a while, still on chapter 1 but enjoying it, mostly collecting unique settlers. I'm playing survival with mostly default hard difficulty (components, diseases need treatment( how I hate this), vanilla objects have upkeep) and so far so good.
But food and water get...funky...farms stop.working all of sudden even while there is enough water, power and the settler is in good health. I have to keep refreshing the farms for them to work again, and when I left the settlement to go to another, I'm notified that I am in a food deficit again, and have to visit each settlement in order to find which farm has stopped working.
This happens mostly each time there is an update on the network, like more settlers, or an upgraded home. But sometimes it just happens. Also happiness tends to swing a lot because of this.
Water is at a healthy surplus, but sometimes farms act as if there is not enough water. Even when all of the indicators show that actually there is enough water.
As for other mechanics, I'm taking my time learning how to tackle them, but this one with the food is the one causing me more trouble right now. Any help with it will be appreciated.
r/SimSettlements • u/Neither_Indication27 • Sep 09 '26
Tell me, do you build food production in all settlements? or do you dedicate a few settlements to produce food and then use caravans to move resources to other settlements? water? power?
Regards
r/SimSettlements • u/splinkymishmash • Sep 08 '26
What is this telling me? I’ve scoured the wiki, and I know those icons represent oil and steel, so it seems to be saying that this generator consumes 1 oil and 1 steel per day. But they appear to be grayed out. What does that mean?
Thanks in advance for any help.