With the 3.0.0 patch of SS2, a new resource class called Supplies was introduced. This class encompasses most of the non-junk items in the game and allows the player to donate their unneeded equipment and chems for use in various gameplay systems.
In order for SS2 to recognize items not part of the base game or SS2 itself, they must be registered.
This can be done directly in SS2, in the mod that adds the items, or anyone can create a patcher mod that injects items from another mod into SS2.
This system for injection won't be available until patch 3.0.2, if you are reading this prior to the release of that patch - hang tight, it will be out soon!
To inject your own mod's items, you'll need to create a quest record, some formlists, and set up a script. The script has already been written, you'll just need to copy-paste some code and give it a custom name.
(Link missing to) ss2supplyinjectiontemplate.txt
Next you'll need to set up formlists for all of the items you want to inject. We have support for the following breakdown of items:
Ammo: Ballistic, Energy, Explosive
Armor: Makeshift, Standard, Heavy, Power Armor
Chems: Anti-Radiation, Cures, Enhancements, Stims
Weapons: Makeshift, Standard, Heavy
Most are self-explanatory, but a couple we receive questions on:
Makeshift: Items that have a hand-made or jury-rigged feel to them. Things being used as armor/weapons that wouldn't normally be for that. This would be things like pipe-weapons, or raider metal armor.
Standard: Anything that is being used appropriately as weapons/armor, but that you wouldn't normally consider heavy. For example, an Assault Rifle, or leather armor.
Cures: Chems that have to deal with recovering from diseases or status issues, such as Antibiotics.
Stims: Health-related chems, such as Stimpaks.
Enhancement: Stat or combat enhancing chems such as Mentats or Jet.
For each category you have entries for, do the following:
That's it! When the game loads, the quest will check for Sim Settlements 2, and if found, will inject the items appropriately.
The steps for create a patch mod are identical to the section above, with one small change.
In order for the Creation Kit to allow your patch mod to be parented to another mod, you'll need to flag that mod as a master. To do this, you'll first need to make a small tweak to that mod in FO4Edit.
Once the mod is flagged as an ESM, you can load it into the Creation Kit, but importantly - do NOT click Set Active file when you do. That way, when you go to save your changes, it will prompt you to create a new file.
Now follow the same steps in the "Injecting Your Mod Items" section to create the patch.
After you are done and you have tested it works correctly, you'll want to undo the change you made to your copy of the other mod by removing the ESM checkmark you did in this section. That way you won't screw up the load order for any of your saves using it.
If you would like us to directly support a mod's items in SS2, we'll just need you to submit some information to kinggath on the simsettlements.com forums.
Once we have that, it will be queued up for incorporation in a future patch. Anyone can submit this information for any mod.