I could see this leadership system leading to some really cool play through quirks. Say maybe you put Danse in charge of a settlement near to one that X6-88 is the overseer of, Danse might 'set up' patrols in the local area, which leads to them attacking the settlement. Maybe if there was even a way for Danse to then take over control of that settlement without your input when he leads the raid. (Maybe until Danse leaves the brotherhood anyway, then his soldiers either go rogue with him and stop attacking institute settlements, or you have to dispose of his brotherhood troops) Could lead to a cool 'civil war-esque' situation where you really have to consider which of your companions will be amicable neighbours to one another. As a side note, if you made Gage (or any of the other raider bosses) the settlement leader will NW raiders then 'protect' the settlements?
MrPezza that would be cool! So if your settlements don’t have enough happiness, then they fall into civil war and take each other over. It would be big but would be awesome
In testing, i never had as much fun as putting Danse in charge of The Slog and watching a little war break out between the Brotherhood and the Forged! :)
Dude, I've been behind the times and just bought Fallout 4 about 3 weeks ago. Low and behold it has mods, something I've never done before. So I found your mods and I've been having such a blast. Some settlements I build it myself, but a few I let them build. Sometimes I forget there are quests I'm suppose to do. You sir are awesome
Goddamn it kinggath, I was JUST getting out of F4 and now you're pulling me back in! Got a pretty cool settlement build I'd like to show in the near future too. Should get back to building...
Truly amazing 😂 I absolutely love building my own settlements but this goes perfect with a minutemen focused character, I go and save more settlers but they just kinda don't do much of anything. But with this I feel the progress grow as I make my supply lines, assign new leaders to get settlements a reason for wastelanders to visit and trade XD I can actually see the progress when I go back to a town to defend from raiders, like there's a reason to save them in the first place
Someone right now make a 30 leader mod pack or for however many settlements you can have so I I don’t have to use my companions as leaders all the time. They can be normal looking setters for all I care.
There's actually a mod for that already, that ties into another mod that adds custom recruitable settlers to the game: "Sim Settlement Recruitable Leaders Conversion"
Just an fyi the faction spawning leadership traits can be murder on some pcs. I'm pretty sure Danse spawned in over 40 npcs and it just got worse and worse as the city leveled up. Switching leadership to Codsworth and despawning the BoS members drastically improved performance.
So now I'd like to see a mod or update that lets you recruit leaders from a faction once you progress far enough in their main questline. Such as once you retake the Castle, you can recruit Minutemen officers, who can be assigned as a settlement leader. They would have a major trait of providing guards from their faction patrolling around the settlement, and then maybe have a random set of minor traits if that if feasible. Otherwise maybe make their leader traits identical to the faction companion. It would also be cool to tie the VIP system into this. If VIPs could get an actual name and then were allowed to be added as settlement leaders, with traits for each type, that would be awesome.
I builded 2 machines 1 for scrap junk and a ammo crafting machine do i have to store them before i refresh a city and how do i update a mod? Just playing Fallout for 1 week :D
Marcel M reinstall the mod that's one way. Or press update on the mid page. If you know how 2 download this mod then you already have the skill 2 update it.
i think the named settlers you can recruit should be leader material. vault tec rep could give a bonus to settlement income since he was a sales man. sheffield could have a negative trait of tea totaler, reduced income from bars.
Just saw this so I figured I'd post here - has anyone had issues with settlements not balancing themselves? My Kingsport Lighthouse has 6 Settlers - 5 have built Martial plots and 1 has built a bar. It's linked to the rest of my settlements, but it still shows 999 food whenever I go there and I have to donate some through the management desk. I've changed the global settings to use the Designer's Choice rather than Random for city design, but it hasn't changed anything at Kingsport. It's definitely super secure but they're all going to starve to death before there's a fight...
Some of the settlement designs (Kingsport is one of them) are built around the idea of trading for their food. If you're not playing for the Local Leader perk, I'd recommend picking up Idek's Logistics Station addon as a way to get access to Caravans. You can also just allow them to start, lol, the default options are such that you can solely focus on happiness for the settlements controlled by your leaders.
Well that explains why none of them are farming! As for Local Leader, I have the perk and I have supply lines from all of my settlements linked to one central settlement (Mechanist's Lair). A few of my settlements are way above the food requirement - talking like 50 food for 20 people - but none of them are SS/RoTC cities. Could that maybe be the issue?
Thank goodness, the incessant barking was driving me nuts, and I ended up having to turn off all sound just to use the mod. Side note, please add in an option to disable all ghost sounds, seriously if it is already there, it isn't listed as such and the sound of stuff happening with no one and nothing there to make it drove me more insane than I already am.
3 questions: are/when Far Harbor settlements will be a thing in RotC? Is Star Light ready for RotC? And is there a way to see what all the leader abilities do?
With a previous update, the game consistently crashed when I was near Sanctuary. I'm not sure if it was related to Codsworth leading the settlement, but we'll see if things change with this patch.
For a lot of people, the game's televisions were triggering the crash. I put a fix in place for those, so if you still have crashes after this patch- we can try and help you try and sort out the cause if you make a post on simsettlements.com
Does the leader need to be assigned to the desk? I ask because of the Codsworth bug. Maybe Sheffield could share his cola addiction, and they get a caffeine boost? ;) Weakness, sloppy, or maybe a negative to any bars you might have there.
Whats wrong with codsworth? I sent him as far away from me as possible so I dont have to hear him and put him in charge of a settlement... Is that settlement dying now lol
No, it seems you are fine, the problem with old Cods is that he is lazy, (it should show by how poorly he kept the house clean, could not even clean up the dead leaves in 210 years), so he will not stay assigned to most jobs, and this includes the desk here. That said, he will still stay the leader of the settlement, but it unless you have something else he can do, that is 2 hits to happiness with him. 1) just for being a robot, and 2) for not having a job. OF course, with the DLC packs and/or mods, it's pretty easy to boots happiness in other ways, so not a big deal there either.
There's most likely a conflicting mod out there. I haven't been able to replicate this but have received a lot of reports of it. Refreshing the City from the City Planner's Desk will fix it.
yea I refreshed the plots thru the holo. I may be missing the refresh city thing. Still really new to SS. I'll look some more. Not sure about the conflict, I'm not running many mods. Thanks for reaching out :)
Thanks I'll try some stuff. Still new to SS. Oh now my reply works :( I refreshed plots from the holo (proly) not the same. I'll sign up on the site too
As a glorious leader I don’t know how to pay deficits. I have a settlement in deficit with the quest marker aimed at the workshop but can’t seem to deposit caps into it. What do I need to do to bring up that deficit? Thank you for the wonderful mod Comrade Kinggath.
It would be cool if each settlement became its own ingame faction and could goes to war with another settlement over reassures or prescripted clash issues.
So I was looking through some of the Companion "Abilities" and noticed that Nick Valentine's Investigator "Ability" isn't listed in the Explanation tab. I was curious as to what effect it has on the settlement?
Increases the speed of Advanced Industrial building plan discoveries - so best used in an Industrial Revolution focused settlement. I'll get that added to the explanation for the next patch.
So can we ever appoint anyone we like as a leader? Maybe at the price of them not having any traits because they are insignificant little ants, that were just graciously appointet by their leader dearest?
I'd like the same. Using only the companions means we are pretty much stuck with only 6 settlements under a leader's control. In my Minutemen build I try to have all settlements occupied, and would like them all under the control of a leader. I'd even like to assign some robots from the Automatron DLC as leaders :)
Well it's been opened up to make your own leaders, and the way Kingath explained it it's apparently super easy. So if theres someone you want as a leader, make it.
@kinggath is there any scrap mod that will work well with sim settlements? Also I'm looking forward to a Vault Themed SIM Settlements with plots and industrial cities alike. Don't forget about us Vault Dwellers!
If you're building settlements yourself, most scrap mods will work fine. You'll just want to avoid scrapping things in settlements you decide to use the City Building feature where the settlers take over construction - as most of our builds assume certain things are there.
Kind of a random question here. I've been watching these incredible mods grow for a long time but I haven't always had time to watch all the patch videos for changes. Is there anything significant enough to add a dedicated video to the In Depth Playlists of each series detailing the biggest changes compared to when those videos were first released? I just wonder since, for example, the most recent video on the In Depth Playlist for Sim Settlements that ends with the Holotape Options as of 2.0.0 was made all the way back on Jul 2, 2017.
I've been considering going back and re-recording all of the In-depth series to frame them around the mod in it's current state. I want to get it to a point where there are no more major overhauls coming to the main mod before I do that though. Still have some big content patches coming.
So for some reason despite being fully updated and all I am still only able to assign actual companions as leaders of cities. I can’t assign any of the certain characters from settlements anymore or even any from the settlers of the commonwealth mod not sure why this is happening now it worked before
Do you have add-on packs that add support for other leaders? The base Sim Settlements and RotC only include the records for companion leaders, any other leaders come from add-ons.
By the way, a few people were having some trouble getting to sanctuary. I was having the same bug, and playing around with it, it seems that it has to do with the upgrade system. If I fast travel as it upgrades, I can get in the area, but it CTDs immediately after a while. If I wait a bit longer before going back, it CTDs directly. If I fast travel near to it, it CTDs as I get closer. (from red rocket, as soon as I get past the blue car on the road.) However, it also appeared (that I could tell) that it only really happens on lower end systems. I realised that my Graphics card maxed out (GTX960M) a few seconds before it crashed when it normally runs fallout at 40%. Now I don't know anything about development, but would it be easier on the system if it just upgrades the plots piece by piece instead of making widespread changes instantly? or something of the sort? It was my main playthrough so I didn't want to get so far ahead that I would have to play 17hrs just for me to catch up, but still. btw this crashed even after I turned all settings to min. everywhere.
The upgrades definitely put some strain on things, which is why I introduced the thread pool to try and alleviate the script load. You could try changing the plot upgrades to manual, that way they could never trigger without your intervention and then manually upgrade one at a time as they become eligible.
Quick question to anyone whose been using this in the comments. If I have Industrial Revolution, do those factory-type plots get put into the pre-made settlement models of RotC? Or do you have to do them separately? Also, just fun sidethought, I wonder what traits the companions from Tales of the Commonwealth would have.
hhjk377 Industrial Revolution plots aren't used in the city plans we created so far. Though they might be used in the future if I can find a good way to downgrade them for players without Industrial Revolution installed. You can definitely add plots or even swap plots if you like. For example, remove the regular industrial that were created by the city plan and create some advanced industrial plots instead. Any plots will help increase the percentage.
I may have just overlooked how (or why), but why can't you just assign locals as leaders to a settlement? (i.e. Blake Abernathy to lead Abernathy Farm, Abe Finch to lead Finch Farm, etc. )
I opted for companions only to stagger the pacing. There was a lot of concern that having too many settlements with City Plans working simultaneously would overload most people's games - so capping it to the number of companions helped with that. I also like the idea of companions representing your influence. Ie. those were people you convinced to follow you around and get into gun fights with you - they would probably be willing to manage a settlement for you. All that said, there are multiple add-on packs that let the types of NPCs you're referring to run your cities.
does this update to leaders include the ability to add anyone as leader? if not, an idea... if there is a way to do it, have the settlers who have been in the settlement longest become eligable to be leader
question about adding leaders. You say in your document tutorial each minor trait needs a weakness, but does a weakness need a minor trait? I want to add Jun and Marcy Long as leaders, and they don't really have that many positive traits IMO
uituit baker yea but I'm just confused if there actually a restriction or if it just says so in the document due to balancing I was mostly looking to give them one trait and 2 weaknesses. Like March is so aggressive, she could probably wring out a few extra caps in taxes
A potential method for dealing with linking settlements on non charisma characters occurred to me while watching this. Is there a way to hook into or replicate the raider settlement system. As in every settlement that has (whatever variable you want to flag) shares resources the way raider outposts do.
In regards to the new hud on the left vaultboy and city stats, I have picked a leader for sanctuary sturges ( vanilla leaders pack) but that information is not showing up for me. Also I have not done the foundation level because I want to free build. Do I have to do the foundation level in order for the Icons to show?
If the Vault Boy isn't showing up, then your base Sim Settlements files didn't update correctly - best to try a manual install. The other pieces are only relevant if you're using the City Building feature and will show up in any settlements you use it in.
Can someone just make a group of quick npc's you can easily find and send to any settlement to do the leader, I don't want to do too much leg work setting these up if at all possible
Im new to this mod and cant get initial foundation to appear. Done the start and found the mod items in the Musuem that Garvey and the rest fight raiders in and grabbed stuff to get a minium resources to get the mod to start but the city plan wont start the foundation.
If the scrapping portion works, but nothing actually builds - you might want to clean save the mod out and try it again. Most likely something prevented all of the controllers Sim Settlements uses from starting up. You can do this by loading your game without Sim Settlements, saving, then reactivate the mod, then go back to the museum and grab the stuff again.
If you're using the in-game mod menu, I know some players have to completely exit the game before their keyboard controls are enabled again. Might be you are running into something similar - seems to be some strange Fallout quirk - maybe with the new patches they've been putting out lately.
What is the icon telling us above the population and city level? It has two tools crossed on the left and then a bottle cap on the right. 2nd to bottom on the HUD. Thanks
That's the balance between maintenance costs and taxes, the further it is to the left, the more caps per day your settlement requires, the further to the right, the more caps you are profiting every day. If you didn't turn on maintenance costs or answer "Throw everything you've got at me" during the wizard, you can ignore that meter.
Quick question please. If i understand correctly, anything additionaly build has to be scrapped beforehand and mod does not play well with others that change the landscape. But how about simply clearing some junk and ruined existing houses, bushes, trees, etc. Is the cleared area (where junk was before) used or left untouched? I want to scrap ruined sancutary buildings, but not if it is going to leave an empty space around which the mod will build. Thank you.
The mod builds things based on a pre-determined plan that assumes the settlement will be vanilla. Best to leave everything alone until the settlement reaches level 3.
I love the mod and the work you put into this. Unfortunately after this update my game freezes or CTD. Do I need to do anything after updating the mod?
Spencer MacDonald No, updating the mod should be seamless. If you're on PC, you can roll back by downloading the previous version from the Files section of the mod on nexus. It's most likely a save file issue. Whenever the mod is updated it does a bunch of background processing to bring everything up to date- it could be that processing is causing a problem. If that's the case, loading your save with the older version and letting your character sit for a while so the scripts catch up, and then making a new copy of the save should be enough so you can update.
kinggath I loaded the game, let it sit for 5 min, refreshed the city, let it sit for 5 min and I think we are good! I think the problem was all the script running in the background as you say!
Either unlock more companions in the base game, or pick up one of the Leader add-ons that are available which can make more NPCs available to be leaders.
Would the leader system work with an mod known as amazing followers tweaks?? That lets u make anyone an companion it’s also known as aft for short and can u add on Xbox??? Asking cuz u said u can create your own leader and amazing follower tweaks will kinda let u do that but not sure if it’ll work
uituit baker do u think if I use it on an companion while there leader it’ll effect them in anyway?? Cuz I kinda wanna reload one of my saves and edit there personalities and names so I won’t lose them when doing raider play though and don’t want it removing them from leaders
Will do and will let u know if there is any glitches XD it is an cool mod tho made all the raider leaders my followers with it figured it made sense being overboss XD
Send me a private message on nexusmods.com (you can send it to me through TH-cam, if you don't have a nexus account, though TH-cam is terrible about notifying me about new messages) - in the message, let me know what email address you want to use and I can set up an account manually.
Well I got the update hoping it would fix some of the bugs I've been having and now the game won't open at all. It either crashes when I try and load my game or sits there at the loading screen for an houre. Sucks cuz I've got allot of to e put in to the save and now I can't play at all. I'm afraid I'm gunna have to re do everything.
If you're on PC, you can roll back the patch - on the nexus page, under Files, every old version of the mod is kept there. Unfortunately, Bethesda doesn't allow the same on Xbox.
kinggath I'm on Xbox and I'm having a problem I cannot download Industry Revolution I have the memory space and it keeps adding it but when I go to my load order it is not there any suggestions anyone's help would be greatly appreciated.
You might need to clear your cache (should find steps on google for this) and do a full shutdown of your Xbox by holding down the power button for a few seconds.
Is the Api kit out ? I know alot of us need new leaders because we are running out ? Or can anybody guide me to an addon so I can add new npcs if theres a mod out already ..
Sanctuary has floaty names from the mailboxes? is this a Vanilla issue?, also does anyone know if you can scrap the scrap able houses or are these part of the build?
Yeah, the names are a vanilla issue. If you're on PC, you can click them and type disable. Unfortunately, deleting them with code seems to be impossible. Two of the scrappable houses in the middle are used by the build.
Many thx, will do a bit of a tidy (PC), I guess with stuff like that an option within Sim Settlements would be to have the city build over them or use them in the build.
Anyone know of a patch for DEF_UI to allow me to have the custom settlement icons displaying my needs? My Hud isn’t compatible with the one sim settlements adds in and its annoying.
I'm having crashing issues in settlements that have finished building their respective cities, on Xbox. I have a fairly light load order just the vivid fallout mods, SS, Rotc, and a few other smaller SS mods with all of the SS stuff at the top, any suggestions?
I'm currently researching those with a handful of Xbox players. Trying to figure out if the issue is just that the cities are too complex, or there's something else going on.
I have 2 questions: 1.If ill build a TV in a settlement will it trigger the crash? 2. Does the settlement recruit new settlers automatically? didn't have any option to see. They did build the recruit thing but settlers never came, so I have no idea.
1. No, the TV bug only occurs if the TV is powered up before it's 3d is loaded - which Sim Settlements could do because of the timing about when items are powered up by the plot, versus when they load into the game world. 2. Yes, unless you turned off Beacon Recruitment in the holotape options.
So, I’ve tried to download and use the hud framework mod and it doesn’t seem to work for me. Is there a way I would be able to see the progress of a city without the hud mod?
It will be a priority if I get enough people to help with it. Having the designers go back over their work is not an exciting project, so it's hard to keep folks motivated.
I'd also say that if your having trouble at level 1, optimization won't fix it. Levels 1 and 2 don't even hit the build limit, nor do they have an excess of lighting. So they will remain as is.
kinggath why do I have 30-45 FPS when in sanctuary looking at the entrance on minimum settings with a ryzen 1600 and rx 580... I shouldn’t have that low of FPS should I?
Even Bi-weekly seems crazy to me. Thanks for still working on this!
I could see this leadership system leading to some really cool play through quirks.
Say maybe you put Danse in charge of a settlement near to one that X6-88 is the overseer of, Danse might 'set up' patrols in the local area, which leads to them attacking the settlement.
Maybe if there was even a way for Danse to then take over control of that settlement without your input when he leads the raid. (Maybe until Danse leaves the brotherhood anyway, then his soldiers either go rogue with him and stop attacking institute settlements, or you have to dispose of his brotherhood troops)
Could lead to a cool 'civil war-esque' situation where you really have to consider which of your companions will be amicable neighbours to one another.
As a side note, if you made Gage (or any of the other raider bosses) the settlement leader will NW raiders then 'protect' the settlements?
MrPezza that would be cool! So if your settlements don’t have enough happiness, then they fall into civil war and take each other over. It would be big but would be awesome
Please someone make this happen. This would be the dream settlement system!
In testing, i never had as much fun as putting Danse in charge of The Slog and watching a little war break out between the Brotherhood and the Forged! :)
X6-88 could issue a recall code sending Danse "home" for re-purposing.
I love your profile picture!
Vote Sheffield for Mayor for a Nuka-Cola fountain on every street corner!
Vote for a good boy! vote Dogmeat!
_Heyyyy maaaaaaan.... groovy._
dude, I just wanted to tell you that your mod is the main reason that I am still playing this game. keep up the spectacular work!
Dude, I've been behind the times and just bought Fallout 4 about 3 weeks ago. Low and behold it has mods, something I've never done before. So I found your mods and I've been having such a blast. Some settlements I build it myself, but a few I let them build. Sometimes I forget there are quests I'm suppose to do. You sir are awesome
"Lo and behold" is the phrase.
"Lo" is a word used as a verbal finger pointing.
Goddamn it kinggath, I was JUST getting out of F4 and now you're pulling me back in!
Got a pretty cool settlement build I'd like to show in the near future too. Should get back to building...
You are awesome man. I just picked up the Fallout franchise and you made it so much more awesome than it was already. Thank you
I am utterly mindblow by how awesome this system is and how professional you all develop and support it..Thanks for making this game so awesome
I'd just like to say you guys, not sure how many are on the team are doing an awesome job. Happy to support in any way that I can.
Truly amazing 😂 I absolutely love building my own settlements but this goes perfect with a minutemen focused character, I go and save more settlers but they just kinda don't do much of anything. But with this I feel the progress grow as I make my supply lines, assign new leaders to get settlements a reason for wastelanders to visit and trade XD I can actually see the progress when I go back to a town to defend from raiders, like there's a reason to save them in the first place
I’ve been using SS since it launched and man you’ve nailed it.
That is amazing! TYVM for all the work you and all involved do!
So well structured, You should be lead designer at least!
Kinggath I love you(re) work!
Someone right now make a 30 leader mod pack or for however many settlements you can have so I I don’t have to use my companions as leaders all the time. They can be normal looking setters for all I care.
I second this! :) Free your companions!
Agreed
Yeah...
Here here!
There's actually a mod for that already, that ties into another mod that adds custom recruitable settlers to the game: "Sim Settlement Recruitable Leaders Conversion"
Thanks for the update, you guys are doing great
You're the best! Really excited about this update:)
Non-vanilla companion leaders, yes!!!!!!
Thank you for continuing to improve this mod!
It's 22:49 I'm Germany while iam whatchin this, you uploaded couple minutes before :D I have to go to bed :DD
We love you kinggath! keep up Gods work man ;)
Piper looks soooo thrilled with you
Keep doing your stuff this is awsome
Can't wait to see some new leaders roll off the nexus.
Take as long as you need for this amazing mod
Just an fyi the faction spawning leadership traits can be murder on some pcs. I'm pretty sure Danse spawned in over 40 npcs and it just got worse and worse as the city leveled up. Switching leadership to Codsworth and despawning the BoS members drastically improved performance.
So now I'd like to see a mod or update that lets you recruit leaders from a faction once you progress far enough in their main questline. Such as once you retake the Castle, you can recruit Minutemen officers, who can be assigned as a settlement leader. They would have a major trait of providing guards from their faction patrolling around the settlement, and then maybe have a random set of minor traits if that if feasible. Otherwise maybe make their leader traits identical to the faction companion.
It would also be cool to tie the VIP system into this. If VIPs could get an actual name and then were allowed to be added as settlement leaders, with traits for each type, that would be awesome.
Hi kinggath, thanks for another patch, do we need to refresh the cities for the changes to take place ?
C.G.B. Spender Yeah, should have mentioned that in the video.
how do you "refresh' a city?
TheDelta0seven in the city planner desk click the city plan and there is option to refresh city.
I builded 2 machines 1 for scrap junk and a ammo crafting machine do i have to store them before i refresh a city and how do i update a mod? Just playing Fallout for 1 week :D
Marcel M reinstall the mod that's one way.
Or press update on the mid page.
If you know how 2 download this mod then you already have the skill 2 update it.
i think the named settlers you can recruit should be leader material. vault tec rep could give a bonus to settlement income since he was a sales man. sheffield could have a negative trait of tea totaler, reduced income from bars.
This entire system should of been in the game to begin with. I cannot wait to start getting into this mod!
just thank you
Can someone please make a OXHORN leader
Think it'd be possible to add a console command or an option in the pipboy to instantly upgrade settlements instead of waiting 10 days?
a settler amount needed per level of the settlement would be awesome as well.... some times i cant tell if its that or the donation component
And Piper with the photobomb!
I forgot to report on the forums about this, but a couple weeks ago i noticed the floating flag in the slog i was on the foundation stage of the slog.
OmbieTheZombie I think we got them all cleared in this update. Once you refresh the settlement they should be gone.
Just saw this so I figured I'd post here - has anyone had issues with settlements not balancing themselves? My Kingsport Lighthouse has 6 Settlers - 5 have built Martial plots and 1 has built a bar. It's linked to the rest of my settlements, but it still shows 999 food whenever I go there and I have to donate some through the management desk. I've changed the global settings to use the Designer's Choice rather than Random for city design, but it hasn't changed anything at Kingsport. It's definitely super secure but they're all going to starve to death before there's a fight...
Some of the settlement designs (Kingsport is one of them) are built around the idea of trading for their food. If you're not playing for the Local Leader perk, I'd recommend picking up Idek's Logistics Station addon as a way to get access to Caravans. You can also just allow them to start, lol, the default options are such that you can solely focus on happiness for the settlements controlled by your leaders.
Well that explains why none of them are farming! As for Local Leader, I have the perk and I have supply lines from all of my settlements linked to one central settlement (Mechanist's Lair). A few of my settlements are way above the food requirement - talking like 50 food for 20 people - but none of them are SS/RoTC cities. Could that maybe be the issue?
Thank goodness, the incessant barking was driving me nuts, and I ended up having to turn off all sound just to use the mod. Side note, please add in an option to disable all ghost sounds, seriously if it is already there, it isn't listed as such and the sound of stuff happening with no one and nothing there to make it drove me more insane than I already am.
The option is there, it's called Dynamic Soundscape in the audio options.
3 questions: are/when Far Harbor settlements will be a thing in RotC? Is Star Light ready for RotC? And is there a way to see what all the leader abilities do?
Peter Lervik Yes, not yet, and on the Change Leader screen there's an explanation option that shows the traits. Also going to add them to the Wiki.
kinggath sweet, thanks much King
With a previous update, the game consistently crashed when I was near Sanctuary. I'm not sure if it was related to Codsworth leading the settlement, but we'll see if things change with this patch.
For a lot of people, the game's televisions were triggering the crash. I put a fix in place for those, so if you still have crashes after this patch- we can try and help you try and sort out the cause if you make a post on simsettlements.com
Does the leader need to be assigned to the desk? I ask because of the Codsworth bug.
Maybe Sheffield could share his cola addiction, and they get a caffeine boost? ;)
Weakness, sloppy, or maybe a negative to any bars you might have there.
No, the desk assignment is really just a means to make them a leader without the menu. They don't have to stay assigned.
Beautiful, thank you, it had me a bit concerned.
Yes to Sheffield, was so disappointed when he went to Sanctuary and could not manage the city as part of his turning over a new leaf.
Whats wrong with codsworth? I sent him as far away from me as possible so I dont have to hear him and put him in charge of a settlement... Is that settlement dying now lol
No, it seems you are fine, the problem with old Cods is that he is lazy, (it should show by how poorly he kept the house clean, could not even clean up the dead leaves in 210 years), so he will not stay assigned to most jobs, and this includes the desk here.
That said, he will still stay the leader of the settlement, but it unless you have something else he can do, that is 2 hits to happiness with him. 1) just for being a robot, and 2) for not having a job. OF course, with the DLC packs and/or mods, it's pretty easy to boots happiness in other ways, so not a big deal there either.
I'll have to try Red Rocket. Finch Farm had problems with the ramps going up and random other stuff placed all weird
There's most likely a conflicting mod out there. I haven't been able to replicate this but have received a lot of reports of it. Refreshing the City from the City Planner's Desk will fix it.
yea I refreshed the plots thru the holo. I may be missing the refresh city thing. Still really new to SS. I'll look some more. Not sure about the conflict, I'm not running many mods. Thanks for reaching out :)
Thanks I'll try some stuff. Still new to SS.
Oh now my reply works :( I refreshed plots from the holo (proly) not the same. I'll sign up on the site too
As a glorious leader I don’t know how to pay deficits.
I have a settlement in deficit with the quest marker aimed at the workshop but can’t seem to deposit caps into it. What do I need to do to bring up that deficit? Thank you for the wonderful mod Comrade Kinggath.
Wow greate work
that is a epic update :D now i can try to edit the leader list with the mods that i used :D
Piper love to be on the camera, which is no surprise because she's a reporter lol
Thanks Kinggath
Do you think you could add some more entertainment type plots. Maybe add a Shooting range or Movie theater?
It would be cool if each settlement became its own ingame faction and could goes to war with another settlement over reassures or prescripted clash issues.
Is Preston's trait decreasing happiness?
Pro could be less quests given, because he's busy. :D
Ha - actually yes. His weakness does reduce happiness.
So I was looking through some of the Companion "Abilities" and noticed that Nick Valentine's Investigator "Ability" isn't listed in the Explanation tab. I was curious as to what effect it has on the settlement?
Increases the speed of Advanced Industrial building plan discoveries - so best used in an Industrial Revolution focused settlement. I'll get that added to the explanation for the next patch.
Thanks for the quick response! Looking forward to future updates.
So can we ever appoint anyone we like as a leader? Maybe at the price of them not having any traits because they are insignificant little ants, that were just graciously appointet by their leader dearest?
I'd like the same. Using only the companions means we are pretty much stuck with only 6 settlements under a leader's control. In my Minutemen build I try to have all settlements occupied, and would like them all under the control of a leader. I'd even like to assign some robots from the Automatron DLC as leaders :)
Well it's been opened up to make your own leaders, and the way Kingath explained it it's apparently super easy. So if theres someone you want as a leader, make it.
@kinggath is there any scrap mod that will work well with sim settlements? Also I'm looking forward to a Vault Themed SIM Settlements with plots and industrial cities alike. Don't forget about us Vault Dwellers!
If you're building settlements yourself, most scrap mods will work fine. You'll just want to avoid scrapping things in settlements you decide to use the City Building feature where the settlers take over construction - as most of our builds assume certain things are there.
Kind of a random question here. I've been watching these incredible mods grow for a long time but I haven't always had time to watch all the patch videos for changes. Is there anything significant enough to add a dedicated video to the In Depth Playlists of each series detailing the biggest changes compared to when those videos were first released? I just wonder since, for example, the most recent video on the In Depth Playlist for Sim Settlements that ends with the Holotape Options as of 2.0.0 was made all the way back on Jul 2, 2017.
I've been considering going back and re-recording all of the In-depth series to frame them around the mod in it's current state. I want to get it to a point where there are no more major overhauls coming to the main mod before I do that though. Still have some big content patches coming.
OK so where is the city manager desk. I've gone through every tab in the building menu and I cannot find it.
Dude you're amazing is there anywhere I can go for a list of current settlement leaders or is it just companions?
I downloaded the leaders mods and it worked once and won't show the other leaders after wards
I realise you would have probably mentioned this if it was the case, but have more settlement plans been added?
Dreadfield Not yet, that's one of the things we're recruiting for!
Great to hear. Keep up the great work :)
So for some reason despite being fully updated and all I am still only able to assign actual companions as leaders of cities. I can’t assign any of the certain characters from settlements anymore or even any from the settlers of the commonwealth mod not sure why this is happening now it worked before
Do you have add-on packs that add support for other leaders? The base Sim Settlements and RotC only include the records for companion leaders, any other leaders come from add-ons.
You should make a Settlement Mod were settlers have to pay taxes whenever they're in a settlement.
By the way, a few people were having some trouble getting to sanctuary. I was having the same bug, and playing around with it, it seems that it has to do with the upgrade system. If I fast travel as it upgrades, I can get in the area, but it CTDs immediately after a while. If I wait a bit longer before going back, it CTDs directly. If I fast travel near to it, it CTDs as I get closer. (from red rocket, as soon as I get past the blue car on the road.)
However, it also appeared (that I could tell) that it only really happens on lower end systems. I realised that my Graphics card maxed out (GTX960M) a few seconds before it crashed when it normally runs fallout at 40%.
Now I don't know anything about development, but would it be easier on the system if it just upgrades the plots piece by piece instead of making widespread changes instantly? or something of the sort? It was my main playthrough so I didn't want to get so far ahead that I would have to play 17hrs just for me to catch up, but still.
btw this crashed even after I turned all settings to min. everywhere.
The upgrades definitely put some strain on things, which is why I introduced the thread pool to try and alleviate the script load. You could try changing the plot upgrades to manual, that way they could never trigger without your intervention and then manually upgrade one at a time as they become eligible.
Quick question to anyone whose been using this in the comments. If I have Industrial Revolution, do those factory-type plots get put into the pre-made settlement models of RotC? Or do you have to do them separately?
Also, just fun sidethought, I wonder what traits the companions from Tales of the Commonwealth would have.
hhjk377 Industrial Revolution plots aren't used in the city plans we created so far. Though they might be used in the future if I can find a good way to downgrade them for players without Industrial Revolution installed.
You can definitely add plots or even swap plots if you like. For example, remove the regular industrial that were created by the city plan and create some advanced industrial plots instead. Any plots will help increase the percentage.
Someone help me how do I assign a settlement leader with the sim mod
I may have just overlooked how (or why), but why can't you just assign locals as leaders to a settlement? (i.e. Blake Abernathy to lead Abernathy Farm, Abe Finch to lead Finch Farm, etc. )
I opted for companions only to stagger the pacing. There was a lot of concern that having too many settlements with City Plans working simultaneously would overload most people's games - so capping it to the number of companions helped with that. I also like the idea of companions representing your influence. Ie. those were people you convinced to follow you around and get into gun fights with you - they would probably be willing to manage a settlement for you.
All that said, there are multiple add-on packs that let the types of NPCs you're referring to run your cities.
does this update to leaders include the ability to add anyone as leader? if not, an idea... if there is a way to do it, have the settlers who have been in the settlement longest become eligable to be leader
Do the raider gangs work with sim settlements rise of the commonwealth.
Ok this proably not the place to ask but I have sim settlements installed and I can't find the holotape in concord did u move it or something
question about adding leaders. You say in your document tutorial each minor trait needs a weakness, but does a weakness need a minor trait? I want to add Jun and Marcy Long as leaders, and they don't really have that many positive traits IMO
uituit baker yea but I'm just confused if there actually a restriction or if it just says so in the document due to balancing
I was mostly looking to give them one trait and 2 weaknesses. Like March is so aggressive, she could probably wring out a few extra caps in taxes
You could definitely add as many weaknesses as you want, it's not hard-coded to prevent extra of those.
Have you made it so that if a settlement starts with crafting benches that they don't get scrapped at the start of city building?
I believe we restored the ones in Sanctuary and Red Rocket since they are the important ones early game.
Oh thank god, the floating flags are gone. My OCD was killing me.
Just want you to know that your mod is a godsend to me. always hated the settlement building aspect of this game.
How about removing the requirement for a city leader so we can take our companions whenever we want without messing with the city building
Two words
Smart super mutant
A potential method for dealing with linking settlements on non charisma characters occurred to me while watching this. Is there a way to hook into or replicate the raider settlement system. As in every settlement that has (whatever variable you want to flag) shares resources the way raider outposts do.
Balthazar21 It might be. My plan for an option was to do something like Eyedeck's logistic station, so that mod is a great option in the interim.
In regards to the new hud on the left vaultboy and city stats, I have picked a leader for sanctuary sturges ( vanilla leaders pack) but that information is not showing up for me. Also I have not done the foundation level because I want to free build. Do I have to do the foundation level in order for the Icons to show?
If the Vault Boy isn't showing up, then your base Sim Settlements files didn't update correctly - best to try a manual install. The other pieces are only relevant if you're using the City Building feature and will show up in any settlements you use it in.
Yea when I downloaded the mod it cutted my settlements all in half
Can someone just make a group of quick npc's you can easily find and send to any settlement to do the leader, I don't want to do too much leg work setting these up if at all possible
Im new to this mod and cant get initial foundation to appear. Done the start and found the mod items in the Musuem that Garvey and the rest fight raiders in and grabbed stuff to get a minium resources to get the mod to start but the city plan wont start the foundation.
Anyone know what im doing wrong ?
If the scrapping portion works, but nothing actually builds - you might want to clean save the mod out and try it again. Most likely something prevented all of the controllers Sim Settlements uses from starting up.
You can do this by loading your game without Sim Settlements, saving, then reactivate the mod, then go back to the museum and grab the stuff again.
Do we have a Starlight drive in settlement now?
Not yet, I'll definitely make a big deal out of new settlement build releases - I hope to have Starlight ready soon.
I seem to have a bug most times I have a mod update my character can’t move or use the menu only to look around and attack
If you're using the in-game mod menu, I know some players have to completely exit the game before their keyboard controls are enabled again. Might be you are running into something similar - seems to be some strange Fallout quirk - maybe with the new patches they've been putting out lately.
kinggath I think it started when I installed HUDframework, armour and weapon keywords community or the ballistic weaver + AWKCR + DCL
What is the icon telling us above the population and city level? It has two tools crossed on the left and then a bottle cap on the right. 2nd to bottom on the HUD. Thanks
That's the balance between maintenance costs and taxes, the further it is to the left, the more caps per day your settlement requires, the further to the right, the more caps you are profiting every day. If you didn't turn on maintenance costs or answer "Throw everything you've got at me" during the wizard, you can ignore that meter.
Thank you for clearing that up for me and even more so for such a quick reply!
can we get a list or page somehwere where we see all the classic eladers traits and what they do?:)
There's a spot in game, if you click on Explanation on the Change City Leader screen. I'm going to ask the Wiki team to transcribe the info there too.
Quick question please. If i understand correctly, anything additionaly build has to be scrapped beforehand and mod does not play well with others that change the landscape. But how about simply clearing some junk and ruined existing houses, bushes, trees, etc. Is the cleared area (where junk was before) used or left untouched? I want to scrap ruined sancutary buildings, but not if it is going to leave an empty space around which the mod will build. Thank you.
The mod builds things based on a pre-determined plan that assumes the settlement will be vanilla. Best to leave everything alone until the settlement reaches level 3.
Thank you. Will wait untill settlement is finished and only then start cleaning it up.
I love the mod and the work you put into this. Unfortunately after this update my game freezes or CTD. Do I need to do anything after updating the mod?
Spencer MacDonald No, updating the mod should be seamless. If you're on PC, you can roll back by downloading the previous version from the Files section of the mod on nexus.
It's most likely a save file issue. Whenever the mod is updated it does a bunch of background processing to bring everything up to date- it could be that processing is causing a problem.
If that's the case, loading your save with the older version and letting your character sit for a while so the scripts catch up, and then making a new copy of the save should be enough so you can update.
kinggath I loaded the game, let it sit for 5 min, refreshed the city, let it sit for 5 min and I think we are good! I think the problem was all the script running in the background as you say!
Sanctuary is a pain on my frame rate on Xbox. There were times where it froze my game trying to autosave. But this mod is sooo fuckin cool.
I dont have the hud on the left like you do, I don't know how to change that, i have checked in hud options and it still wont work :(
You need the mod HUDFramework. If you have that, make sure your compass isn't hidden as that's what HUDFramework attaches to.
thank you
I am having trouble getting allies for city managers, what do i need to do? I have settlements with desks and no managers
Either unlock more companions in the base game, or pick up one of the Leader add-ons that are available which can make more NPCs available to be leaders.
Hey, just had a quick question about this mod, i've looked everywhere but i couldnt find a list of all base game leaders and thier traits/perks?
Those are only for mods though, they dont list the traits/perks that the base game companions like piper, codsworth etc have.
on my city desk i cant use the city plan, the mod isn't working
uituit baker it is, every option is available to create holotapes etc, except for the city plan
my desk don´t have the city plan option it i have version 3.2.1 what can i do to find it?
okay i fixt it the i just re install the mod and it run
Would the leader system work with an mod known as amazing followers tweaks?? That lets u make anyone an companion it’s also known as aft for short and can u add on Xbox??? Asking cuz u said u can create your own leader and amazing follower tweaks will kinda let u do that but not sure if it’ll work
O ok thx for letting me know
Also this is amazing follower tweaks XD th-cam.com/video/LfovcXZqdZk/w-d-xo.html
uituit baker do u think if I use it on an companion while there leader it’ll effect them in anyway?? Cuz I kinda wanna reload one of my saves and edit there personalities and names so I won’t lose them when doing raider play though and don’t want it removing them from leaders
Will do and will let u know if there is any glitches XD it is an cool mod tho made all the raider leaders my followers with it figured it made sense being overboss XD
I would like to help out with new buildings/settlement plans but your forum wouldnt let me make an account
Send me a private message on nexusmods.com (you can send it to me through TH-cam, if you don't have a nexus account, though TH-cam is terrible about notifying me about new messages) - in the message, let me know what email address you want to use and I can set up an account manually.
Well I got the update hoping it would fix some of the bugs I've been having and now the game won't open at all. It either crashes when I try and load my game or sits there at the loading screen for an houre. Sucks cuz I've got allot of to e put in to the save and now I can't play at all. I'm afraid I'm gunna have to re do everything.
If you're on PC, you can roll back the patch - on the nexus page, under Files, every old version of the mod is kept there. Unfortunately, Bethesda doesn't allow the same on Xbox.
Xbox so I'm screwed hehehe. I'll keep the save in case there's a fix for it later and start a new game. Shit happens.
kinggath
I'm on Xbox and I'm having a problem I cannot download Industry Revolution I have the memory space and it keeps adding it but when I go to my load order it is not there any suggestions
anyone's help would be greatly appreciated.
You might need to clear your cache (should find steps on google for this) and do a full shutdown of your Xbox by holding down the power button for a few seconds.
So, will we be able to add custom followers? I have no idea if the API toolkit is out, but it would be great to have custom followers be leaders.
90s Network Productions Yes, the Builder's Toolkit has a new tutorial for making custom followers and lots of other NPCs into leaders.
kinggath
Where is that I'm new to this amazing mod.
Is the Api kit out ? I know alot of us need new leaders because we are running out ? Or can anybody guide me to an addon so I can add new npcs if theres a mod out already ..
uituit baker ??
Sanctuary has floaty names from the mailboxes? is this a Vanilla issue?, also does anyone know if you can scrap the scrap able houses or are these part of the build?
Yeah, the names are a vanilla issue. If you're on PC, you can click them and type disable. Unfortunately, deleting them with code seems to be impossible. Two of the scrappable houses in the middle are used by the build.
Many thx, will do a bit of a tidy (PC), I guess with stuff like that an option within Sim Settlements would be to have the city build over them or use them in the build.
Anyone know of a patch for DEF_UI to allow me to have the custom settlement icons displaying my needs? My Hud isn’t compatible with the one sim settlements adds in and its annoying.
There's a video on my channel for setting up HUDFramework, I included in that tutorial the steps for patching DEF_UI.
kinggath thank you 🙏🏼 great work as always.
I'm having crashing issues in settlements that have finished building their respective cities, on Xbox. I have a fairly light load order just the vivid fallout mods, SS, Rotc, and a few other smaller SS mods with all of the SS stuff at the top, any suggestions?
I'm currently researching those with a handful of Xbox players. Trying to figure out if the issue is just that the cities are too complex, or there's something else going on.
kinggath my guess is that the cities might just be too big, Bethesda did implement a build limit for a reason...
I have 2 questions:
1.If ill build a TV in a settlement will it trigger the crash?
2. Does the settlement recruit new settlers automatically? didn't have any option to see. They did build the recruit thing but settlers never came, so I have no idea.
1. No, the TV bug only occurs if the TV is powered up before it's 3d is loaded - which Sim Settlements could do because of the timing about when items are powered up by the plot, versus when they load into the game world.
2. Yes, unless you turned off Beacon Recruitment in the holotape options.
So, I’ve tried to download and use the hud framework mod and it doesn’t seem to work for me. Is there a way I would be able to see the progress of a city without the hud mod?
The percent should show up if you activate the blueprint on the desk.
kinggath, thank you. Keep up the great work!
Does this patch have performance fixes for sanctuary when at level 1+?
No, performance optimization is a massive project that is probably going to take us a very long time to implement.
kinggath is this a priority or is it just on the back burner?
It will be a priority if I get enough people to help with it. Having the designers go back over their work is not an exciting project, so it's hard to keep folks motivated.
I'd also say that if your having trouble at level 1, optimization won't fix it. Levels 1 and 2 don't even hit the build limit, nor do they have an excess of lighting. So they will remain as is.
kinggath why do I have 30-45 FPS when in sanctuary looking at the entrance on minimum settings with a ryzen 1600 and rx 580... I shouldn’t have that low of FPS should I?