1. 0:46 Why is my [defense] 999? *Additionally see video "Dynamic Needs" 2. 1:47 Why can't I make more shops? What's wrong with your commercial plots 3. 6:52 If we want to unlock upgrades and meet needs all we can build is plots? No mods? 4. 11:37 Option to ignore the home and job meters making use of external mods easier: The holotape 5. 13:30 Outro
The 999 problem is similar to the original civilization and ghandi and nukes. Each leaders prevalence to nuke was on a 1-10. Ghandi was a 1. But if NPC ghandi chose democracy, which lowered an npcs prevalence to nuke by 2, he would be -1. But code back then didnt understand negatives to well so it ended up getting flipped to 255. Cause coding was on a 256 bit system. So ghandi became 255/10. They kept the ghandi becoming blood thirsty late game cause people loved it.
Ha Kinggath as I said before I keep up to date with the mod and try to not encounter any problems so I did watch the entire video as I have your others. I find it amazing how the mod is releasing so soon. Thank you so much for this incredible mod and keep up the good work! And yes I play on Xbox one
This mod just keeps getting more and more amazing. Having no issues with the latest version (or previous releases, come to think of it, guess I've been lucky). Always excited to see an update.
I forgot I had my subwoofers on and amplifier put to max bass, the low frequency noise at 3:32 almost shook me out of the chair! Great mod though, keep it coming
Since the last update everything is fine for me, but I'm running the mod on a new survival playthrough (it's ideal for that since I can set a bunch of plots, power em, and leave on a few quests while they develop) and haven't gotten too deeply into it yet so this is very welcome. edit: at the end of the video now and I really appreciate the info on mixing in outside job items, etc. Sanctuary's looking really good and I'll probably see a very different Red Rocket on my way back when my character reports in from the Oberland station mission. Keep up the awesome work. :)
Funnily enough, all questions answered in this video, were already answered for me by just trying things and seeing how it works in the first few hours of a new playthrough. "So can I assign this settler to a regular scavenging station now?" - Yep. He's welding now. "I don't have room here for x shop plots, can I just put a regular store in front of his house? ." - Yep, like a charm. "Abernathy farm already is a farm. Can they just work the regular fields? Let's try. "- Yes. Perfectly. I merely went here to see if there's some cool hidden secret that I missed (there was). I only just tried this mod yesterday, and already I am incredibly happy with it, this is how it always should have been. If I want to build a custom hospital/robot repair shop/moonshine plant/mirelurk grill/minutemen barracks/farmer's market or whatever I can think of that day, I can. Previously that meant you had one or two fun things in your settlement and some big shack with 25 beds crammed into it. Or, 25 houses and no budget to build something unique to that town. Also, I get bored having to place and decorate all the houses manually, especially when there's little room for them, or in a long playthrough with all the settlements. If I do that, it's for immersion, but spending that much time in workshop mode actually works against that. Now, if I just want the settlers to sort it out themselves, they will, and it will look cool, unique and integrated into the world. Suddenly, I am exploring my own settlements. I can't wait to get to Egrets Marina and fill that square in front. Or get my underground railroad station going (vault 88 is where I will try this out fully). The best thing about this? the interior plots! How awesome is that. "But Sanctuary comes with houses already. I want them to live in those." - DONE. I want to build a post nuclear apartment building but run out of budget before there's even a bed in there? Done. And better than ever. Thank you, sir, you did a hell of a job. My question is this. Did you fix existing settler AI/Dialogue or something? I have over 1500hrs of Fo4 under my belt, but all of a sudden I hear conversations between [named, vanilla] settlers that I never heard before and yours is the only new mod I have. But perhaps I updated the unofficial patch.
Dude, thanks to your mod I started playing F4 again (after almost 300h on the first run). Great work. I hope that your system will be implemented in the next Fallout and wish you a nice paycheck from Bethesda for your work ;-)
First let me say thank you for all the time and effort you have poured into this mod,..bravo sir well done. It is very clear that from the start your goal is designing for a variety of people's desires. This alone is a rare thing in mods, most come a very "I made it for me ,if you like it OK if not who cares."- kind of place. So again well played sir , well played. Finally just a FYI,.. I haven't played fallout 4 since about 3 months after it's release, you mod inspired me to revisit it,... to the tune of about 6 hours a day or so ,.. My wife wishes me to convey her sentiments in the following quotes from her in the order in which they transpired. ----- 1. "Oh that's cool,you used to like that game." 2. "Hey stranger,..have you seen my husband , muscular lad about yea big? 3. "Tell that rat bastard I'm filing suit against him on the grounds of alienation of affection from my spouse. 4. "Ok fine but I get a 300 dollar a month budget for books!!!!" ------ Quote from me "the husband" ensues... "You rat bastard, you cost me 300 dollars a month, but um, er bravo sir, well played indeed!
Such a wonderful mod! Playing on Xbox, I started a new playthrough as I was still using Dont Call Me Settler and I wanted to use SS from the off. I play with the default options and Im enjoying the challenge of keeping my metres full whilst playing as I used to. I would love it however if Provisioner counted as a job. Call it OCD but that one missing chunk of the jobs bar mocks me! ;) Thank you for all your work this really is a game changer! :)
I'm not being rick rolled. LOL Thank you for all your hard work. My wife and I are so super psyched for this to come to Xbox. We watch all your videos from beginning to end and we totally love the beacon mod. You are just awesome. Keep up the amazing work. We will be donating for sure. :-)
Kinggath--I am absolutely loving this mod. I hated doing settlements before becasue it was so tedious and time consuming. Keep up the great work and I hope Bethesda is paying attention--you have made an epic mod!
Hello, I have a question regarding Industrial revolution on PC. So I've been playing with the mod with no trouble for a couple days but recently for some odd reason some of the buildings won't give me resources. For example I have an ammunition factory that used to produce ammo and now it won't. 2 days in real time and nothing still. I'm playing the game like normal and when I go back to visit, nothing. The HUD if filled on every aspect, so yea just wondering if the fix on my end will be simple or if there's something I'm not understanding. BTW this mod is amazing, love to see devoted mod creators working hard and keeping there mods up to date.
kinggath ok sweet should of checked there first lol have a nice supply of ammunition now. I should of checked there first but never though too, anyways thanks man!
I love this mod. I had quit playing fallout 4 because questing bores me. I was a free range player who ignored the story line. I did enjoy the crafting/settlement aspect for a few months. The lack of interactivity before your mod was a gigantic hole that you have filled. I find it interesting that you have added properties from sim city which was an early favorite of mine. My perfect game would be Fallout 4 with your mod with Civilization 4 elements.Thank you.
Also i noticed after updating to 1.04 then taking over the bog none of residents there was using housing i built etc. i found i had to turn on allowing unique NPC's to take jobs/homes and it fixed it. It could be another issue players could run into without understanding those options.
It turns out some of the vanilla settlers are flagged as Unique. There's no great solution for it - but it's not all encompassing, just a handful of settlers in the game.
I just came back to Fallout 4 and haven't played with mods yet, so i decided to give yours a try. Since i'm "playing" from scratch i am having little to no issue with building upgrades. I can see however where people are using existing saves and have ridiculous resources that they are getting impatient and wanting things to build immediately, where i have to constantly go out looting places so i can build a few more things. It does work well when playing naturally and i love the speed of it. But i totally can see people loading this up on existing established saves, impatient, and getting frustrated nothing is happening fast enough. You may want to make disclaimer on the mod more visible letting people know their settlements will progress only as they go far away playing game. Recommend with new or young saves still playing the game as normal.
haha, I'm on xbox, and I've watched this like three times now, except the outro, and finally let it play threw while actually on fallout. that is brilliant my friend. Sorry so many children are on consoles.
I'm just getting into this mod, and I love it. I'm grateful to you and all who contributed in any way with it or other add-ons. My question, is, could you do a new video that touches on an updated FAQ covering the major add-ons that are supported (I'm not sure how many that are labeled as add-ons are even on your radar or natural extensions versus someone taking the name to get their mod recognized). I'm working my way through all of the videos so I can be as informed as I can be, but I think it would benefit a lot of people in a position similar to mine to get an updated FAQ / Add-On "supported" list.. A second question / idea (that might be answered elsewhere I've yet to see), is do you intend to add vaults to this mod or make a companion mod that tackles vaults? I'd be super interested in that as much as the actual settlements. Thank you again for all you've done. This is a game changer and I hope you if this Creator's Club takes off for real this time, that you get brought in officially. You deserve it!
All of the add-ons work with the mod. I keep a running list of them here: www.simsettlements.com/web/wiki/index.php?title=AddOns I won't be covering vault stuff, but someone might release an add-on pack for it.
Thank you for the response. I finished all of the videos finally in one sitting and now am about to start a fresh game with all of your recommended mods and add ons installed. Thank you again for all of your hard work!
I love your work good sir! Just a question about specifics though. You say I can mix jobs and homes but to what extent? As in I like the Sanctuary houses so I don't want to use house plots there. Could I still use commercial plots without any residential at all? Or do I have to change the options globally? Also with the industrial/agricultural plots, I have a mod for uncapped surplus. Will it work? Does it work with robot settlers? I have many more questions but I'll wait for the other videos. Thanks again!
I'd change those holotape options I describe close to the end of the video if you want to do all that. Uncapped surplus will work! Robots can be assigned to anything but residential.
You can rescue settlers from random Automatron encounters. There are also mods like Settlers of the Commonwealth and Recruitable Settlers that scatter people throughout the game you can meet and recruit.
Look forward to other building types, barracks with multiple beds would be good for outpost settlements (I know others have brought it up, just want to add my voice in). Keep up the good work 👍
Few issues: 1) Problem: One plot that contains stout wooden shack, with the green metal door and a bookcase just across the doorway, is problematic. The door spawns a few meters in front of the building. 2) Suggestion: We need to be able to efficiently track settlers that don't have jobs. Please allow the holotape to have an option to highlight any jobless settlers. 3) Problem: Certain two story plot structures conflict with the telephone pole and do not allow for connection to other power nodes. 4) ??: I love your mod. This isn't an issue; just had to get it out there. 5) Suggestion: For the plots with wooden platforms, please allow the bottoms of the pillars to be able to snap to other things, such as other pillars, to make high-rise buildings. 6) Problem: The shelves sometimes spawn their child items a bit off center. The items therefore float, and cause boundary issues. It's hard to move through some plots. Thank you for your time!
1) Can you open a bug report with a screenshot for me? 2) Agreed. Have to figure out a way to do it well still. 3) Should be fixed soon. 4) Thanks! 5) The models have to be re-designed a bit for that, may happen, but low priority atm. 6) Can you open bug reports with images of the problem shelves along with the building name (found on the plaque)?
I appreciate your prompt reply! When I'm next available, I'll be happy to complete your requests and post them to the Nexus bug reports. Should be within the day.
I would like to see if your able to add an option in future where you could also count jobs assigned to settlers and allow that to fill up job meter even if it's not a sim settlement job. Same thing with beds, if settler is assigned a bed not in sim settlement that would count as well. but maybe make it a different shade of color, or a separate bar so it's easy for players to see. For example say you have 10 settlers, and you build 5 homes but also had a custom build bunkhouse with 5 beds, you could have half bar green, last half blue representing non sim settlement bedding. Player could then decide if they want to build more sim settlement lots, benefit being for collecting taxes of course. This could be an optional option and if programming 1 bar isn't feasible may need to make separate bars or something. Just a suggestion. (maybe a number next to bar indicating % of bar filled by sim settlement buildings so if player sees 100% bar but says 50% filled by sim settlement, they know half their settlers just using 3rd party or vanilla beds.
hola amigo tengo un problema y es que cuando elijo un lider para un acentamiento no construyen nada, ademas en las placas de los edificios no me muestra el nivel sino varios cuadraditos... agradesco su ayuda
So I tried building buildings but nothing happens. It says the settler started building on the plot, and they hand around the building but nothing's happening at all. The scaffolding is showing but the building isn't being constructed. Waited long time and my defence is very high
only thing I have found to be a little off was the agricultural plots only give 2 food when a settler is assigned to 6 mut fruit you get 6 food i would like to see a way to edit the amount a plot makes or is specific to what is spawned in the plot.
Ok so they do upgrade awesome. Great job on the mod got me back into the game cuz i was getting bored with fallout4 and was thinking about un-installing
I love your work! Got one issue though. I have my own HUD configurated via DEF_UI, so I have a costum DEF_HUD.xml. How can I implement the SIM Settlement display without changing my costum HUD setup? At the moment I have to switch back and forth by overwriting the HUDMenu.swf.
Great mod! Should be implemented in original game! I have a question though. I was looking for answer everywhere, but I could'n find proper solution. Thing is, I already build this really big and long wall around Sanctuary. Beside that, I did invest fair amount of time, so I would like like to keep it. I used mod for building outside of green area and scrap everything and I don't want to tear it down, when I assign city plan for auto building. Is there any way to keep walls?
I'm on xb1 and I'm not complaining BUT not every house at my starlight city is connected to the power except what I've built, I selected your city plan RoTC-starlight and those that generated were not connected to power, none of the plots were, but I had to connect the things I built into the city like additional homes and the massive water plant and turrets and the power plant all needed connection to the plant except for the buildings that were in the city plan. I don't mind, but yeah there's that xb1 bug
I have a question about RotC. I am unable to assign a City leader in the City Planners desk. Whenever I try to do so, it just says, "There are no available leaders"
Can plants other than basic food types be grown on the farming plots? I haven't had much type t test out plots but it seemed like after the basic food types are present new farming plots just repeat. Also, would it be possible to mix and match food types within one plot? Like a plot that grew melons and tatos. Or one that grew one each of 3+ medicinal plants. I've been using mods since the game was released so I don't know if you can plant wild plants in the default game.
Hey, thanks so much for this mod. I'm building an awesome castle. One question though, my upgrades seemed to have stopped when I installed a mod to raise the number off settlers to charisma + 20. Is that possible? Or can I just resolve it by turning off the job and home requirements?
As long as you keep the top 3 meters full, your happiness is pretty good, and your job meter is at 70%, you should still get upgrades. The number of settlers shouldn't matter.
Hi kinggath i have just a little suggestion...you should tone down the level of defence need to keep the people happy...i have 50 heavy laser turret activated on 19 houses but the meter keeps to be about 3/4 full :s
In Sanctuary, I made full use of Sim Settlements and have no issues with witnessing it grow. However, other settlements that lack space, I'd prefer not to put plots there as a basis of say, a central hub where all settlers will become provisioners or scrap salvagers or something. But one thing I realised is that, even though I have placed the vanilla requirements to get settlers (radio beacon/beds/provisioner connecting to sanctuary), no settler has arrived even after real time hours of normal gameplay away from that settlement. I'm wondering, is a home plot required from sim settlements to attract settlers and does the vanilla method no longer work?
uhm, afaik the radio beacon is the only thing that is needed to get new Settlers. The other factors don't influence the population growth, only the happyness (especially provisioners have nothing to do with population growth). Have you checked if your beacon has energy? I myself sometimes fucked up the energy wiring and suddenly my beacons had no energy.
I just double checked, power is connected to the radio beacon and is turned on, happiness is 75%. Beds (9 of them), food, water and defenses are also up. One thing to note, I have 6 unused companions there, but I'm sure vanilla method of getting settlers ignores the fact that I have companions piling there. I'm feeling like there's some sort of mod conflict somewhere, but I don't use any mods that change anything related to settlements/settlers other than Sim Settlements.
Sim Settlements doesn't affect the recruitment rate. You might want to run the Save File fix (there's a video on the channel walking you through it), just in case something went wrong in your save. Otherwise, the two mods I know of that can cause settlement issues are Don't Call Me Settler and the Non-DLC Unofficial Patch.
I did run into a problem in the past. Following the save file fix guide at the time did not fix the instance I had. The error msg also only appeared if I fast travel to another location from Sanctuary. If I stayed in Sanctuary for 1 hour real time, it would not appear. Hence I thought I ran into a rare case and reverted back to a save several hours behind and that allowed me to dodge the error. The error has disappeared (or in stealth) upon updating to the crash update of 1.0.3 along with the save file revert. As for potential conflicting mods, I'm using the latest 6 DLC Unofficial Patch and I'm not using Don't Call Me Settler. I ran the save file fix with my latest Exitsave file and second latest save file, and clearowner has found no results. I'm not sure what to make of it. Thank you for your time
Well, i am actually having a problem outside of this FAQ, and that is: I built like 10 Plots in Sanctuary, with 2 Commercial Shops, 4 Industrial and 6 Agricultural Plots along. I have ALL bars filled up COMPLETELY, and yet NONE of my Settler Home Plots have upgraded to LVL 2, and i traveled all the way from Sanctuary to Diamond City and returned first after like 1 hour. I also have enabled it so that i don't have to look at a Plot so that i can upgrade, and also that they upgrade relatively quickly. What is wrong now?
i sometimes have a problem where settlers wont get auto assigned to empty un-built housing plots, but will get assigned to pre-built empty ones. so i usually have to re-assign settlers to un-built plots so that when new ones come in they can move into the built ones. could you add an option to assign homeless settlers to homes just like you can assign unemployed settlers to jobs at a terminal. i feel like that would be a useful tool regardless of problems.
Usually when auto-assign isn't working well, it's because of Bethesda's code trying to take over. There are two options in the holotape: Auto Assign Away From Beds and Auto Assign Away From Work Objects, if you turn these both ON, Sim Settlements will try and always keep the plots assigned, even if there are vanilla objects in your settlement that the settlers could be assigned to.
thanks for the reply, next time i play ill be sure to see if ive turned those on. though i dont have any vanilla beds and only one work object that isnt from sim, which already has someone working at it. thank you, and i cant wait to see what you bring out next, absolutely loving your mods so far.
So basically agriculture plots are auto assigned to any settler when I leave the settlement at a certain distance? And they also need to be in range of a power plyon right?
Is there a way to disable 2-story residences? With smaller settlements I'm having to stack homes by building up, so 2-story plots mess up the structure.
Well, you can pick them up and choose the middle option to force the settler to pick a new design. In the future I'll add an option to "ban" designs from rotation, to make this type of play a little easier.
What about a 4th type of Plot that is defence? It starts off as like a guard post that just needs manning and then upgrades to be more like a tower with different turrets and what not? that way it can be made to count as a job etc.
I have a problem with the mod, the plots with foundations have to be completely out of the ground before they can be placed. I can't put the foundations partially in the ground.
I got a Misc quest titled "Building Lot and Occupants." The quest marker hovering above an industrial(?) lot. I scrapped the lot, but the quest item remains. Any thoughts on what that is/what I should have done? Thanks again for a *literal* game-changing mod!
great mod , is there a way to increase food plots food production besides increasing their level? in other words edit a value some where? also how would you recommend increasing setelment population beyond 20?
If you don't enjoy the food re-balance, you can actually still use vanilla crops. There's no simple console command you can run or anything. Equipping charisma gear actually let's you push over the limit, though then your character is a little nerfed. If you have the automatron DLC, any settlers you rescue from attacking robots can be sent to any settlement, even your full ones. Beyond that, you'll have to find a mod to let you increase population.
thanks for the reply , is it possible to request a plot type. it would be awesome if there was a plot that had a floor as a roof so that people could easily build multi story for smaller places.sorry if i sound critical towards the mod I love it and i think it is the first mod i have ever endorsed.
Love suggestions! No offense taken. I have the development path laid out already for a bit, but whenever I'm looking for ideas I hit the Suggestions thread in the Forums tab on the mod page (it's between Bugs and Tags). So if you want to add your idea there, that's the best place to make sure I see it when I'm mapping out future plans.
Is there a way to disable the default workshop hud? your's already replaces it completely. If it's possible it might be a good option to add to the holotape, mayeb with a sub option to show the numbers.
I got a problem and hope you can help. When I set it to build by a follower or settler, such as Sturgis or Abernathy, the some of the things created are canted at 45 degrees or more extreme. Is this a conflict with other mods or will it go away with time?
PLEASE PLEASE HELP. I really like the mod, but I can’t figure out how to upgrade plots. All my bars are maxed out, but still I can’t find out what I need to do upgrade, or where to begin, and it’s really ruining Sim Settlements for me.
If i have 1 town producing the majority of my food/water etc, will the 'sims' in my other town still have their needs fulfilled? Or do I have to ignore the supply lines from now on and turn every town into a farm?
Unfortunately, every town must provide it's own food and water to unlock upgrades. It's something I'd like to change in the future, but it's a big challenge coding wise - so something I'll focus on after I've finished more content. Having the supply lines is still useful for sharing building materials though.
There was a bug in 2.0.4 that caused all of those objects to be de-spawned. Disable the mod temporarily, load and re-save your game without it. Now download 2.0.4a which I just uploaded and load that new copy of your save, the items should re-spawn and stay there now.
Does anyone else have an issue with their settlers just standing around and not working their job plots? Any assistance with this issue would be greatly appreciated. Love this mod by the way.
Can u create a holotape in which u can activate all the add ons because I can't see any sim settlements desks at all or even the first holotape in my inventory at all
It's telling you how much, food/water that the plot is using. 0=nothing used, -1=using one unit. It's subtracting from your total, in other words. Now, If there was a generator plot or water gathering plot, they would say +1, or whatever they added.
I feel like such a dummy but I honestly cannot figure out how to manually upgrade plots. I've watched all your videos but maybe I'm just tired. Would the option to manually upgrade be under the upgrade section in the sensor menu? Is there a tool I need to be using?
Manual upgrade is under the Upgrade section, but it has to be unlocked by hitting the requirements. These charts explain all of the requirements for each plot type: simsettlements.com/web/wiki/index.php?title=Breakdown
I got The mod installed, but neither those things i need have appeared in concord, nor does The hud work. I know The hud isent part of that mod, but could you help perhaps?
@kinggath I'm playing on xbox one with your mod but I've realised that you only start with 7-10 asam sensors but I don't know where to get to go to find more
please help me, I have installed the mod and im using it in a settlement I have already hade about 16 people in. I've built 8 houses for them and I tried to build a commercial store but it says that there arent enough homes to support it or something. please help me
If you have any robots, try building some extra food and water. There's a bug where robots are counted in the upgrade code but not in the meters (will be fixed next patch).
Hey kinggath I have an issue with my meters. They are showing but they aren't showing their nomenclature. Or their icons however you want to say it. Any reason why?
If you're on Xbox, they could just be pushed off the screen. Check out the Software Settings in the holotape, you can alter the X position to one of the indent settings - which should work for you.
Thanks! If someone ever asks a question on one of these vids that you know the answer to - responding or linking them to the answer can help me a ton - lots of hours involved every week to make sure everyone knows how to use the mod.
I have this mod downloaded but can’t figure out how to even work it to use it. I’ve looked for tutorials but none have what I need. Where can I find the building stuff for this? I don’t have any of it...
Worth watching this - there's a link about 40 seconds in (also in the description of it, in case TH-cam broke the link), about where to pick up the holotape - th-cam.com/video/fTjykuoNWFA/w-d-xo.html
Aceofdeath4life Without entering the game in between, delete the old version and install the new. The upgrade should be completely seamless, no need to do a clean save like some mods ask you to do. After you upgrade, go check that your plots are still there. If not, it means NMM botched your install and you'll want to check out my install help video.
you sir are a god amongst men. I am always shocked at the amount of support that you are pouring into this mod. thank you for your hard work. I have almost 300 hours in fallout 4 before installing this mod. I had uninstalled the game and was "done with it" (for now lol) then your mod came along,, it has become a brand new game for me thank you
In what video do you explain that why the water constantly goes down because mine is constantly going down and i have to keep on placing water purifiers
That's usually part of Dynamic Needs, as many of your buildings upgrade, they'll use more water. It's an optional feature, if it's driving you nuts you can turn it off in the Configure Zoning Laws section. Here's the video where I go over it a bit: th-cam.com/video/tRh6Zz5o7no/w-d-xo.html
Sooo why do building materials clip through each other when the settlement is set to build itself? Am I doing something wrong or is this an actual glitch? I’m using Sanctuary BTW
Ever since I installed it no matter what i no longer have the option to build my own buildings and this is still the case after i remove the mod. Any help please would be great
Fallout's build menu gets kind of screwy when adding/removing mods. Pickup the mod Settlement Menu Manager, it will give you a holotape when you load it - that holotape's first option is to rescue your menu which will restore whatever is missing.
Hello everyone. I have a problem with assigning/moving/provisioning settlers with sim settlements installed. And maybe one of sim settlements add on causes that. Any suggestion, pls?
hahaha sorry but i already got the mod on both platforms. so if we can pretty much mix and matc with our other mod can i actuall place the thematic and practical bunks in some of the sim settlements homes ??
You can, but the settlers will still use the ones that are created in the homes (if you manually assign them to the T&P beds they might be unassigned from their homes).
This is less of a question and more a feature request. With the addition to add custom buildings, would it be possible to add a system where you can select what types of buildings a settlement can use? That way the player is able to choose a theme that fits with the settlement. As an example if I wanted to create category for The Castle, and built buildings that consisted mostly of bricks with Minutemen decorations. Then I could put all the buildings I built in a category, and make The Castle use that category for buildings. That way it looks like the settlers used what was around them, and avoid settlements like Jamaica Plain having buildings with Minutemen decoration. I have never scripted for the Creation Engine, so I don't know how difficult it would be if possible at all.
Once we get a critical mass of AddOn packs released I'm going to add a theme selector for each settlement. Then each mod author can tag each of their buildings with the theme they fit in.
If possible It would probably be a good idea to add the properties for it early for forward compatibility. Will it the tags be predefined, or could I create a tag with the name "BaconRedRocet1"?
Might I recommend maybe putting the questions you answered, or what you explained, in the description boxes of these videos? That way when we're looking for specific information, we can quickly check the description box to see if the video answers whatever question we may have without having to watch full videos each time. For example, right now I'm looking for information on what each of the settings mean (auto assign away from beds, etc) and it would be nice to quickly find the explanation.
I need an intern! lol, that's a good idea - just haven't had time. The Auto Assign Away From Beds and Work Objects just mean that if you have them Off, Sim Settlements will ignore settlers who are already assigned to vanilla beds or work objects instead of re-assigning them to plots. If you turn those options On, Sim Settlements will put settlers on plots no matter what they were previously assigned to.
I'm almost positive that if you ask for volunteers to write descriptions (with timestamps please lol), and email them to you, there will be folks who will jump on the chance to help out. Form of payment can be that you'll give each writer credit in the description box.. "written by so and so." Just a thought. If you haven't been told yet today, you are a genius. :)
None of the vanilla jobs count towards upgrades because the upgrades factor in the level of the plot jobs. The Provisioners showing up as unemployed in ASAM Vision is temporary, I have not found a simple method to detect them with the method used for that yet.
I might of missed it: but If i attach two plots which snap together, do they join together and merge? im new to this and im experiementing wive this in two settlements, and its great so far!
yo gath, ever since i deleted this mod without deleting the plots first my resource option in the workbench doesnt work, or if that isnt the problem what is?
Pick up Settlement Menu Manager, it will give you a holotape with an option to rescue your menu. Anytime you remove a workshop related mod, you might have to run that, so it's a good one to keep.
Why does it black screen? I installed the mods and everything and now I made a new game. I press new game and before the opening, I get infinite loading.
This mod seems awesome. Just the way the settlement system should have worked imo. I built some settlements on my first playthrough but on other playthroughs I've just done the bare minimum, or even skipped the Minutemen completely. After watching your videos I'm inspired to do a full Minutemen playthrough (and I thought I was more or less done with F4). I've got a question. If I put down some defence, water, home plots, food plots, store plots and a recruitment beacon and then go off adventuring for a while. When I return, will there be a little community when I return? I've seen in another video of yours that the settlers seems to auto-assign, at least to some extent. Anyway, thanks for inspiring me to do another playthrough and keep up the awesome work. Now I just have to finish Enderal before returning to F4. This time as the General, and not the carpenter.
I added a new option to the Configure Zoning Laws section in a recent patch, it let's you ignore the citizen needs so the upgrades just take time. Probably a good option to go with that mod!
If you're talking about raider towns, I'm honestly not sure how it functions - the mod is designed without DLC in mind. Reports on the comments section of the mod say it works for the most part - there are just a few oddities apparently.
That would be interesting for me too being an alleyway builder. Though if he did I'd have to bug him on smaller plots for all aspects. Single foundation sizes are much more desirable for me in so many areas. I'd be perfectly fine with them being single story low income plots as I'd be using them mainly as more like resupply areas on the way to the big settlements or towns. Sadly current Brotherhood CPD build just doesn't have the room for the agriculture and industry plots though I managed to use one industry plot. I would love for smaller plots to make a small crop and scavenging areas to supply a small low tier weapons and armor shops for the BoS Recon base. I've even expanded on the idea to start getting Initiate type uniforms to turn the modest area around the CPD area in the Initiate living area (the sleep,farm and scavenge there) while the inside is manned by higher ranked BoS as well as manning the two shops outside. Basically somewhat turning the CPD into a ground based Prydwen and recruiting center. I really hate the vanilla Scavenger Stations and crops...no lived in feel to them like Sims Settlements. :(
1. 0:46 Why is my [defense] 999? *Additionally see video "Dynamic Needs"
2. 1:47 Why can't I make more shops? What's wrong with your commercial plots
3. 6:52 If we want to unlock upgrades and meet needs all we can build is plots? No mods?
4. 11:37 Option to ignore the home and job meters making use of external mods easier: The holotape
5. 13:30 Outro
Hi
I love how dedicated you are for this mod.
Sean Morrissey same I love it to
You are a wizard. This is what the Settlement system should have always been. It is nothing short of Wonderful
The 999 problem is similar to the original civilization and ghandi and nukes. Each leaders prevalence to nuke was on a 1-10. Ghandi was a 1. But if NPC ghandi chose democracy, which lowered an npcs prevalence to nuke by 2, he would be -1. But code back then didnt understand negatives to well so it ended up getting flipped to 255. Cause coding was on a 256 bit system. So ghandi became 255/10. They kept the ghandi becoming blood thirsty late game cause people loved it.
Ha - that's amazing! I knew Ghandi could become blood thirsty, never read about why.
Thanks, that explains why Ghandi in Civ 6 keeps telling me nuclear weaponry is the future, even when it's 1000 BC. I assumed it was a weird bug.
Ha Kinggath as I said before I keep up to date with the mod and try to not encounter any problems so I did watch the entire video as I have your others. I find it amazing how the mod is releasing so soon. Thank you so much for this incredible mod and keep up the good work! And yes I play on Xbox one
God damn it. I tried putting 'xbox' into my search to find someone to trick and you were the first one found :D good on ya.
This mod just keeps getting more and more amazing. Having no issues with the latest version (or previous releases, come to think of it, guess I've been lucky). Always excited to see an update.
I forgot I had my subwoofers on and amplifier put to max bass, the low frequency noise at 3:32 almost shook me out of the chair! Great mod though, keep it coming
Since the last update everything is fine for me, but I'm running the mod on a new survival playthrough (it's ideal for that since I can set a bunch of plots, power em, and leave on a few quests while they develop) and haven't gotten too deeply into it yet so this is very welcome. edit: at the end of the video now and I really appreciate the info on mixing in outside job items, etc. Sanctuary's looking really good and I'll probably see a very different Red Rocket on my way back when my character reports in from the Oberland station mission. Keep up the awesome work. :)
Funnily enough, all questions answered in this video, were already answered for me by just trying things and seeing how it works in the first few hours of a new playthrough. "So can I assign this settler to a regular scavenging station now?" - Yep. He's welding now. "I don't have room here for x shop plots, can I just put a regular store in front of his house? ." - Yep, like a charm. "Abernathy farm already is a farm. Can they just work the regular fields? Let's try. "- Yes. Perfectly.
I merely went here to see if there's some cool hidden secret that I missed (there was). I only just tried this mod yesterday, and already I am incredibly happy with it, this is how it always should have been. If I want to build a custom hospital/robot repair shop/moonshine plant/mirelurk grill/minutemen barracks/farmer's market or whatever I can think of that day, I can. Previously that meant you had one or two fun things in your settlement and some big shack with 25 beds crammed into it. Or, 25 houses and no budget to build something unique to that town. Also, I get bored having to place and decorate all the houses manually, especially when there's little room for them, or in a long playthrough with all the settlements. If I do that, it's for immersion, but spending that much time in workshop mode actually works against that. Now, if I just want the settlers to sort it out themselves, they will, and it will look cool, unique and integrated into the world. Suddenly, I am exploring my own settlements. I can't wait to get to Egrets Marina and fill that square in front. Or get my underground railroad station going (vault 88 is where I will try this out fully).
The best thing about this? the interior plots! How awesome is that. "But Sanctuary comes with houses already. I want them to live in those." - DONE. I want to build a post nuclear apartment building but run out of budget before there's even a bed in there? Done. And better than ever. Thank you, sir, you did a hell of a job.
My question is this. Did you fix existing settler AI/Dialogue or something? I have over 1500hrs of Fo4 under my belt, but all of a sudden I hear conversations between [named, vanilla] settlers that I never heard before and yours is the only new mod I have. But perhaps I updated the unofficial patch.
Dude, thanks to your mod I started playing F4 again (after almost 300h on the first run). Great work. I hope that your system will be implemented in the next Fallout and wish you a nice paycheck from Bethesda for your work ;-)
Dude, thank you for the awesome mod! I can't believe the number of hours you must have sunk into this. Totally awesome. Keep up the good work!
First let me say thank you for all the time and effort you have poured into this mod,..bravo sir well done.
It is very clear that from the start your goal is designing for a variety of people's desires.
This alone is a rare thing in mods, most come a very "I made it for me ,if you like it OK if not who cares."- kind of place.
So again well played sir , well played.
Finally just a FYI,..
I haven't played fallout 4 since about 3 months after it's release, you mod inspired me to revisit it,... to the tune of about 6 hours a day or so ,..
My wife wishes me to convey her sentiments in the following quotes from her in the order in which they transpired.
-----
1. "Oh that's cool,you used to like that game."
2. "Hey stranger,..have you seen my husband , muscular lad about yea big?
3. "Tell that rat bastard I'm filing suit against him on the grounds of alienation of affection from my spouse.
4. "Ok fine but I get a 300 dollar a month budget for books!!!!"
------ Quote from me "the husband" ensues...
"You rat bastard, you cost me 300 dollars a month, but um, er bravo sir, well played indeed!
Such a wonderful mod! Playing on Xbox, I started a new playthrough as I was still using Dont Call Me Settler and I wanted to use SS from the off. I play with the default options and Im enjoying the challenge of keeping my metres full whilst playing as I used to. I would love it however if Provisioner counted as a job. Call it OCD but that one missing chunk of the jobs bar mocks me! ;)
Thank you for all your work this really is a game changer! :)
sub find this mod highly needed. Never liked to spend time building up, but this changes everything. Can't wait to see what else you do.
I'm not being rick rolled. LOL Thank you for all your hard work. My wife and I are so super psyched for this to come to Xbox. We watch all your videos from beginning to end and we totally love the beacon mod. You are just awesome. Keep up the amazing work. We will be donating for sure. :-)
Kinggath--I am absolutely loving this mod. I hated doing settlements before becasue it was so tedious and time consuming. Keep up the great work and I hope Bethesda is paying attention--you have made an epic mod!
Charley Spivey r
I love this mod so much, i just want you to know that you are doing it right, please keep on keepin on!
Hello, I have a question regarding Industrial revolution on PC. So I've been playing with the mod with no trouble for a couple days but recently for some odd reason some of the buildings won't give me resources. For example I have an ammunition factory that used to produce ammo and now it won't. 2 days in real time and nothing still. I'm playing the game like normal and when I go back to visit, nothing. The HUD if filled on every aspect, so yea just wondering if the fix on my end will be simple or if there's something I'm not understanding. BTW this mod is amazing, love to see devoted mod creators working hard and keeping there mods up to date.
gothman131 yea having the same thing happen with me. I'll leave my guy online walking into a wall in other settlements and my resources stay the same?
Once a building reaches level 3, it stops putting things in the stockpile and just gives them all to your workbench.
kinggath ok sweet should of checked there first lol have a nice supply of ammunition now. I should of checked there first but never though too, anyways thanks man!
You're an absolute genius, kinggath. Bethesda would do well to hire you on as lead developer. ;) Hell, any game studio for that matter.
I love this mod. I had quit playing fallout 4 because questing bores me. I was a free range player who ignored the story line. I did enjoy the crafting/settlement aspect for a few months. The lack of interactivity before your mod was a gigantic hole that you have filled. I find it interesting that you have added properties from sim city which was an early favorite of mine. My perfect game would be Fallout 4 with your mod with Civilization 4 elements.Thank you.
Also i noticed after updating to 1.04 then taking over the bog none of residents there was using housing i built etc. i found i had to turn on allowing unique NPC's to take jobs/homes and it fixed it. It could be another issue players could run into without understanding those options.
It turns out some of the vanilla settlers are flagged as Unique. There's no great solution for it - but it's not all encompassing, just a handful of settlers in the game.
I just came back to Fallout 4 and haven't played with mods yet, so i decided to give yours a try. Since i'm "playing" from scratch i am having little to no issue with building upgrades. I can see however where people are using existing saves and have ridiculous resources that they are getting impatient and wanting things to build immediately, where i have to constantly go out looting places so i can build a few more things. It does work well when playing naturally and i love the speed of it. But i totally can see people loading this up on existing established saves, impatient, and getting frustrated nothing is happening fast enough. You may want to make disclaimer on the mod more visible letting people know their settlements will progress only as they go far away playing game. Recommend with new or young saves still playing the game as normal.
Man I'm excited to see this on Xbox I've reserved a few settlements just for this mod
You ruined his little plan lol
Oh don't worry - someone will ask for the date! lol
kinggath what's the date for sim settlements
Same here!
0P The catalyst 0P I've asked him he said some time next week
haha, I'm on xbox, and I've watched this like three times now, except the outro, and finally let it play threw while actually on fallout. that is brilliant my friend. Sorry so many children are on consoles.
I'm just getting into this mod, and I love it. I'm grateful to you and all who contributed in any way with it or other add-ons. My question, is, could you do a new video that touches on an updated FAQ covering the major add-ons that are supported (I'm not sure how many that are labeled as add-ons are even on your radar or natural extensions versus someone taking the name to get their mod recognized).
I'm working my way through all of the videos so I can be as informed as I can be, but I think it would benefit a lot of people in a position similar to mine to get an updated FAQ / Add-On "supported" list.. A second question / idea (that might be answered elsewhere I've yet to see), is do you intend to add vaults to this mod or make a companion mod that tackles vaults? I'd be super interested in that as much as the actual settlements. Thank you again for all you've done. This is a game changer and I hope you if this Creator's Club takes off for real this time, that you get brought in officially. You deserve it!
All of the add-ons work with the mod. I keep a running list of them here: www.simsettlements.com/web/wiki/index.php?title=AddOns
I won't be covering vault stuff, but someone might release an add-on pack for it.
Thank you for the response. I finished all of the videos finally in one sitting and now am about to start a fresh game with all of your recommended mods and add ons installed. Thank you again for all of your hard work!
hey I play on xbox and watched the whole video and I really appreciate what your doing and respect the fact that your putting it on xbox THANKS!
Jacob Lovins it's on it now
This was really helpful. Thank you for this and of course thank you for making such a great mod. Keep up the amazing work :)
good to have such dedicated help with this mod well done
I love your work good sir!
Just a question about specifics though. You say I can mix jobs and homes but to what extent? As in I like the Sanctuary houses so I don't want to use house plots there. Could I still use commercial plots without any residential at all? Or do I have to change the options globally? Also with the industrial/agricultural plots, I have a mod for uncapped surplus. Will it work? Does it work with robot settlers? I have many more questions but I'll wait for the other videos.
Thanks again!
I'd change those holotape options I describe close to the end of the video if you want to do all that.
Uncapped surplus will work!
Robots can be assigned to anything but residential.
Lol I should've watched the whole playlist before bugging Kniggath, but I was eager to dive in.
the more I watch, the more excited I get....thanks again! +1 to messing with XBox'ers!!!
+kinggath If you have Beacon Recruitment turned off, how do you recruit more settlers to a city? Where do you have to go, etc. ?
You can rescue settlers from random Automatron encounters. There are also mods like Settlers of the Commonwealth and Recruitable Settlers that scatter people throughout the game you can meet and recruit.
Look forward to other building types, barracks with multiple beds would be good for outpost settlements (I know others have brought it up, just want to add my voice in). Keep up the good work 👍
Few issues:
1) Problem: One plot that contains stout wooden shack, with the green metal door and a bookcase just across the doorway, is problematic. The door spawns a few meters in front of the building.
2) Suggestion: We need to be able to efficiently track settlers that don't have jobs. Please allow the holotape to have an option to highlight any jobless settlers.
3) Problem: Certain two story plot structures conflict with the telephone pole and do not allow for connection to other power nodes.
4) ??: I love your mod. This isn't an issue; just had to get it out there.
5) Suggestion: For the plots with wooden platforms, please allow the bottoms of the pillars to be able to snap to other things, such as other pillars, to make high-rise buildings.
6) Problem: The shelves sometimes spawn their child items a bit off center. The items therefore float, and cause boundary issues. It's hard to move through some plots.
Thank you for your time!
1) Can you open a bug report with a screenshot for me?
2) Agreed. Have to figure out a way to do it well still.
3) Should be fixed soon.
4) Thanks!
5) The models have to be re-designed a bit for that, may happen, but low priority atm.
6) Can you open bug reports with images of the problem shelves along with the building name (found on the plaque)?
I appreciate your prompt reply!
When I'm next available, I'll be happy to complete your requests and post them to the Nexus bug reports. Should be within the day.
I would like to see if your able to add an option in future where you could also count jobs assigned to settlers and allow that to fill up job meter even if it's not a sim settlement job. Same thing with beds, if settler is assigned a bed not in sim settlement that would count as well. but maybe make it a different shade of color, or a separate bar so it's easy for players to see. For example say you have 10 settlers, and you build 5 homes but also had a custom build bunkhouse with 5 beds, you could have half bar green, last half blue representing non sim settlement bedding. Player could then decide if they want to build more sim settlement lots, benefit being for collecting taxes of course. This could be an optional option and if programming 1 bar isn't feasible may need to make separate bars or something. Just a suggestion. (maybe a number next to bar indicating % of bar filled by sim settlement buildings so if player sees 100% bar but says 50% filled by sim settlement, they know half their settlers just using 3rd party or vanilla beds.
This mod got me back into fallout4 great work man, keep it up
what could be causing my settlers to just stand around and do nothing while i have a whole town going and happy ??????
hola amigo tengo un problema y es que cuando elijo un lider para un acentamiento no construyen nada, ademas en las placas de los edificios no me muestra el nivel sino varios cuadraditos... agradesco su ayuda
So I tried building buildings but nothing happens. It says the settler started building on the plot, and they hand around the building but nothing's happening at all. The scaffolding is showing but the building isn't being constructed. Waited long time and my defence is very high
only thing I have found to be a little off was the agricultural plots only give 2 food when a settler is assigned to 6 mut fruit you get 6 food i would like to see a way to edit the amount a plot makes or is specific to what is spawned in the plot.
The plots are meant to start out small, but when you max them out they make more food than a settler could in vanilla.
Ok so they do upgrade awesome. Great job on the mod got me back into the game cuz i was getting bored with fallout4 and was thinking about un-installing
I love your work! Got one issue though. I have my own HUD configurated via DEF_UI, so I have a costum DEF_HUD.xml. How can I implement the SIM Settlement display without changing my costum HUD setup? At the moment I have to switch back and forth by overwriting the HUDMenu.swf.
Great mod! Should be implemented in original game! I have a question though. I was looking for answer everywhere, but I could'n find proper solution. Thing is, I already build this really big and long wall around Sanctuary. Beside that, I did invest fair amount of time, so I would like like to keep it. I used mod for building outside of green area and scrap everything and I don't want to tear it down, when I assign city plan for auto building. Is there any way to keep walls?
I'm on xb1 and I'm not complaining BUT not every house at my starlight city is connected to the power except what I've built, I selected your city plan RoTC-starlight and those that generated were not connected to power, none of the plots were, but I had to connect the things I built into the city like additional homes and the massive water plant and turrets and the power plant all needed connection to the plant except for the buildings that were in the city plan.
I don't mind, but yeah there's that xb1 bug
I have a question about RotC. I am unable to assign a City leader in the City Planners desk. Whenever I try to do so, it just says, "There are no available leaders"
Can plants other than basic food types be grown on the farming plots? I haven't had much type t test out plots but it seemed like after the basic food types are present new farming plots just repeat.
Also, would it be possible to mix and match food types within one plot? Like a plot that grew melons and tatos. Or one that grew one each of 3+ medicinal plants. I've been using mods since the game was released so I don't know if you can plant wild plants in the default game.
How about the vanilla settlers in Sanctuary/Finch/Abernathy? And how will the Commercial plot handle the lvl 3 merchants?
Hey, thanks so much for this mod. I'm building an awesome castle. One question though, my upgrades seemed to have stopped when I installed a mod to raise the number off settlers to charisma + 20. Is that possible? Or can I just resolve it by turning off the job and home requirements?
As long as you keep the top 3 meters full, your happiness is pretty good, and your job meter is at 70%, you should still get upgrades. The number of settlers shouldn't matter.
Hi kinggath i have just a little suggestion...you should tone down the level of defence need to keep the people happy...i have 50 heavy laser turret activated on 19 houses but the meter keeps to be about 3/4 full :s
At some point I'm going to add Defense plots to help with that! Sorry if you have to go overboard on turrets for a bit until I get a chance to add it!
In Sanctuary, I made full use of Sim Settlements and have no issues with witnessing it grow. However, other settlements that lack space, I'd prefer not to put plots there as a basis of say, a central hub where all settlers will become provisioners or scrap salvagers or something. But one thing I realised is that, even though I have placed the vanilla requirements to get settlers (radio beacon/beds/provisioner connecting to sanctuary), no settler has arrived even after real time hours of normal gameplay away from that settlement.
I'm wondering, is a home plot required from sim settlements to attract settlers and does the vanilla method no longer work?
uhm, afaik the radio beacon is the only thing that is needed to get new Settlers. The other factors don't influence the population growth, only the happyness (especially provisioners have nothing to do with population growth). Have you checked if your beacon has energy? I myself sometimes fucked up the energy wiring and suddenly my beacons had no energy.
I just double checked, power is connected to the radio beacon and is turned on, happiness is 75%. Beds (9 of them), food, water and defenses are also up. One thing to note, I have 6 unused companions there, but I'm sure vanilla method of getting settlers ignores the fact that I have companions piling there.
I'm feeling like there's some sort of mod conflict somewhere, but I don't use any mods that change anything related to settlements/settlers other than Sim Settlements.
Sim Settlements doesn't affect the recruitment rate. You might want to run the Save File fix (there's a video on the channel walking you through it), just in case something went wrong in your save.
Otherwise, the two mods I know of that can cause settlement issues are Don't Call Me Settler and the Non-DLC Unofficial Patch.
I did run into a problem in the past. Following the save file fix guide at the time did not fix the instance I had. The error msg also only appeared if I fast travel to another location from Sanctuary. If I stayed in Sanctuary for 1 hour real time, it would not appear. Hence I thought I ran into a rare case and reverted back to a save several hours behind and that allowed me to dodge the error. The error has disappeared (or in stealth) upon updating to the crash update of 1.0.3 along with the save file revert. As for potential conflicting mods, I'm using the latest 6 DLC Unofficial Patch and I'm not using Don't Call Me Settler. I ran the save file fix with my latest Exitsave file and second latest save file, and clearowner has found no results.
I'm not sure what to make of it. Thank you for your time
There are a lot of mods out there that can cause issues - hopefully you solve it eventually!
Well, i am actually having a problem outside of this FAQ, and that is: I built like 10 Plots in Sanctuary, with 2 Commercial Shops, 4 Industrial and 6 Agricultural Plots along. I have ALL bars filled up COMPLETELY, and yet NONE of my Settler Home Plots have upgraded to LVL 2, and i traveled all the way from Sanctuary to Diamond City and returned first after like 1 hour. I also have enabled it so that i don't have to look at a Plot so that i can upgrade, and also that they upgrade relatively quickly. What is wrong now?
There's also the time factor. If at least a week hasn't passed since the building was first created, it won't upgrade.
A week in game right :D?
Yeah, lol!
i sometimes have a problem where settlers wont get auto assigned to empty un-built housing plots, but will get assigned to pre-built empty ones. so i usually have to re-assign settlers to un-built plots so that when new ones come in they can move into the built ones. could you add an option to assign homeless settlers to homes just like you can assign unemployed settlers to jobs at a terminal. i feel like that would be a useful tool regardless of problems.
Usually when auto-assign isn't working well, it's because of Bethesda's code trying to take over. There are two options in the holotape: Auto Assign Away From Beds and Auto Assign Away From Work Objects, if you turn these both ON, Sim Settlements will try and always keep the plots assigned, even if there are vanilla objects in your settlement that the settlers could be assigned to.
thanks for the reply, next time i play ill be sure to see if ive turned those on. though i dont have any vanilla beds and only one work object that isnt from sim, which already has someone working at it. thank you, and i cant wait to see what you bring out next, absolutely loving your mods so far.
So basically agriculture plots are auto assigned to any settler when I leave the settlement at a certain distance? And they also need to be in range of a power plyon right?
Is there a way to disable 2-story residences? With smaller settlements I'm having to stack homes by building up, so 2-story plots mess up the structure.
Well, you can pick them up and choose the middle option to force the settler to pick a new design. In the future I'll add an option to "ban" designs from rotation, to make this type of play a little easier.
Didn't think of that. Good idea, so probably no rush needed on a change. Just a thought for a low-tier request
What about a 4th type of Plot that is defence? It starts off as like a guard post that just needs manning and then upgrades to be more like a tower with different turrets and what not? that way it can be made to count as a job etc.
Forral Check out The Future section on the mod description page on Nexus.
I have a problem with the mod, the plots with foundations have to be completely out of the ground before they can be placed. I can't put the foundations partially in the ground.
Everyone who's had that issue so far has been using the mod Spring Cleaning. Are you as well?
Yes I was, I uninstalled it and it works perfectly. Ty for the awesome mods!
I got a Misc quest titled "Building Lot and Occupants." The quest marker hovering above an industrial(?) lot. I scrapped the lot, but the quest item remains. Any thoughts on what that is/what I should have done? Thanks again for a *literal* game-changing mod!
David Petry Walk up to the utility pole on that plot and hit the Find Owner option.
Seems to have done the trick. Thanks!
great mod , is there a way to increase food plots food production besides increasing their level? in other words edit a value some where? also how would you recommend increasing setelment population beyond 20?
Yeah the starting production of 2 is kinda making it difficult to use in settlements with more than 2 settlers from the start (Sanctuary especially).
If you don't enjoy the food re-balance, you can actually still use vanilla crops. There's no simple console command you can run or anything.
Equipping charisma gear actually let's you push over the limit, though then your character is a little nerfed. If you have the automatron DLC, any settlers you rescue from attacking robots can be sent to any settlement, even your full ones. Beyond that, you'll have to find a mod to let you increase population.
thanks for the reply , is it possible to request a plot type. it would be awesome if there was a plot that had a floor as a roof so that people could easily build multi story for smaller places.sorry if i sound critical towards the mod I love it and i think it is the first mod i have ever endorsed.
Love suggestions! No offense taken.
I have the development path laid out already for a bit, but whenever I'm looking for ideas I hit the Suggestions thread in the Forums tab on the mod page (it's between Bugs and Tags). So if you want to add your idea there, that's the best place to make sure I see it when I'm mapping out future plans.
Player.forceav charisma 9999 have fun with 10k settlers i personally think 100 is enough o.o
Thank you so much for this video! Was very helpful. Xbox player btw. Love the mod so far.
Is there a way to disable the default workshop hud? your's already replaces it completely.
If it's possible it might be a good option to add to the holotape, mayeb with a sub option to show the numbers.
I got a problem and hope you can help. When I set it to build by a follower or settler, such as Sturgis or Abernathy, the some of the things created are canted at 45 degrees or more extreme. Is this a conflict with other mods or will it go away with time?
That's definitely not supposed to happen. You can refresh the city at the City Planner's Desk which should fix all the rotation issues.
Ah, I'll give that a try. Just as soon as I find where Sturgis put the desk.
hey, has anyone else ever had that problem? It is still happening for me.
PLEASE PLEASE HELP.
I really like the mod, but I can’t figure out how to upgrade plots. All my bars are maxed out, but still I can’t find out what I need to do upgrade, or where to begin, and it’s really ruining Sim Settlements for me.
If i have 1 town producing the majority of my food/water etc, will the 'sims' in my other town still have their needs fulfilled? Or do I have to ignore the supply lines from now on and turn every town into a farm?
Unfortunately, every town must provide it's own food and water to unlock upgrades. It's something I'd like to change in the future, but it's a big challenge coding wise - so something I'll focus on after I've finished more content. Having the supply lines is still useful for sharing building materials though.
That's unfortunate, keep up the good work though :)
If I turn off the requirements for the commercial plots, will i be able to upgrade those without getting the food and water requirements?
I have a problem with this mod. For some reason, I can't check a home's plaque
Are you on Xbox?
On the xbox verision the computer and holotape and box are not there how do i fix this and i download the helper but it did not fix it
There was a bug in 2.0.4 that caused all of those objects to be de-spawned. Disable the mod temporarily, load and re-save your game without it. Now download 2.0.4a which I just uploaded and load that new copy of your save, the items should re-spawn and stay there now.
Does anyone else have an issue with their settlers just standing around and not working their job plots? Any assistance with this issue would be greatly appreciated. Love this mod by the way.
Can u create a holotape in which u can activate all the add ons because I can't see any sim settlements desks at all or even the first holotape in my inventory at all
how long does it take a food plot to start producing food for the settlement and does it supply more than 2 per plot?
For some reason the plaques on ALL building have -1 food, water, etc. or just 0 even though the HUD says everything is fine... glitch?
It's telling you how much, food/water that the plot is using. 0=nothing used, -1=using one unit. It's subtracting from your total, in other words. Now, If there was a generator plot or water gathering plot, they would say +1, or whatever they added.
Court Beckius that makes so much more sense, thanks
I feel like such a dummy but I honestly cannot figure out how to manually upgrade plots. I've watched all your videos but maybe I'm just tired. Would the option to manually upgrade be under the upgrade section in the sensor menu? Is there a tool I need to be using?
Manual upgrade is under the Upgrade section, but it has to be unlocked by hitting the requirements. These charts explain all of the requirements for each plot type: simsettlements.com/web/wiki/index.php?title=Breakdown
Thank you very much Mister Gath! You're the shit!
I got The mod installed, but neither those things i need have appeared in concord, nor does The hud work. I know The hud isent part of that mod, but could you help perhaps?
@kinggath I'm playing on xbox one with your mod but I've realised that you only start with 7-10 asam sensors but I don't know where to get to go to find more
You actually get over 100! The Robco boxes are lootable.
After that, in your holotape, click ASAM Sensor Info.
ahh okay cause I looked around and couldn't find it all I seen was the ones on the floor
please help me, I have installed the mod and im using it in a settlement I have already hade about 16 people in.
I've built 8 houses for them and I tried to build a commercial store but it says that there arent enough homes to support it or something.
please help me
If you have any robots, try building some extra food and water. There's a bug where robots are counted in the upgrade code but not in the meters (will be fixed next patch).
I just need to build extra food and water in the vanilla way or with the mod?
Either way
Hey kinggath I have an issue with my meters. They are showing but they aren't showing their nomenclature. Or their icons however you want to say it. Any reason why?
If you're on Xbox, they could just be pushed off the screen. Check out the Software Settings in the holotape, you can alter the X position to one of the indent settings - which should work for you.
Keep on goin', Bro! Phenomenal work! Let me know if I can help in any way.
Thanks!
If someone ever asks a question on one of these vids that you know the answer to - responding or linking them to the answer can help me a ton - lots of hours involved every week to make sure everyone knows how to use the mod.
kinggath will do! :-)
I have this mod downloaded but can’t figure out how to even work it to use it. I’ve looked for tutorials but none have what I need. Where can I find the building stuff for this? I don’t have any of it...
Worth watching this - there's a link about 40 seconds in (also in the description of it, in case TH-cam broke the link), about where to pick up the holotape -
th-cam.com/video/fTjykuoNWFA/w-d-xo.html
kinggath thank you so much!!
why do i have a house built inside a house when it upgrades.. pls help sir
Can you upload your save somewhere for me and paste a link with a bug report on the mod page?
I'm wondering are unique vendor items still available through vendors?
Yeah they should still work- the sim settlements shops are basically just more elaborate skins for the shop stalls.
so just wanted to know how do we install the updates that you release for this mod?
Aceofdeath4life Without entering the game in between, delete the old version and install the new. The upgrade should be completely seamless, no need to do a clean save like some mods ask you to do.
After you upgrade, go check that your plots are still there. If not, it means NMM botched your install and you'll want to check out my install help video.
you sir are a god amongst men. I am always shocked at the amount of support that you are pouring into this mod. thank you for your hard work. I have almost 300 hours in fallout 4 before installing this mod. I had uninstalled the game and was "done with it" (for now lol) then your mod came along,, it has become a brand new game for me thank you
In what video do you explain that why the water constantly goes down because mine is constantly going down and i have to keep on placing water purifiers
That's usually part of Dynamic Needs, as many of your buildings upgrade, they'll use more water. It's an optional feature, if it's driving you nuts you can turn it off in the Configure Zoning Laws section. Here's the video where I go over it a bit: th-cam.com/video/tRh6Zz5o7no/w-d-xo.html
kinggath ok sweet thank you
Sooo why do building materials clip through each other when the settlement is set to build itself? Am I doing something wrong or is this an actual glitch? I’m using Sanctuary BTW
Ever since I installed it no matter what i no longer have the option to build my own buildings and this is still the case after i remove the mod. Any help please would be great
Fallout's build menu gets kind of screwy when adding/removing mods. Pickup the mod Settlement Menu Manager, it will give you a holotape when you load it - that holotape's first option is to rescue your menu which will restore whatever is missing.
Hello everyone. I have a problem with assigning/moving/provisioning settlers with sim settlements installed. And maybe one of sim settlements add on causes that. Any suggestion, pls?
The only addon that touches those is IDEKs Logistics Station.
@@kinggath Thank you for your quick reply. I'll then disable that addon and see if it helps.
What mod is it for the hud that shows the settlement water, defense, etc
On XBone uninstall causes the pip-pad to go invisible. Any help?
P.S. trying a few fixes, I'll let you know if I can find a fix
hahaha sorry but i already got the mod on both platforms. so if we can pretty much mix and matc with our other mod can i actuall place the thematic and practical bunks in some of the sim settlements homes ??
You can, but the settlers will still use the ones that are created in the homes (if you manually assign them to the T&P beds they might be unassigned from their homes).
This is less of a question and more a feature request.
With the addition to add custom buildings, would it be possible to add a system where you can select what types of buildings a settlement can use? That way the player is able to choose a theme that fits with the settlement. As an example if I wanted to create category for The Castle, and built buildings that consisted mostly of bricks with Minutemen decorations. Then I could put all the buildings I built in a category, and make The Castle use that category for buildings. That way it looks like the settlers used what was around them, and avoid settlements like Jamaica Plain having buildings with Minutemen decoration.
I have never scripted for the Creation Engine, so I don't know how difficult it would be if possible at all.
Once we get a critical mass of AddOn packs released I'm going to add a theme selector for each settlement. Then each mod author can tag each of their buildings with the theme they fit in.
If possible It would probably be a good idea to add the properties for it early for forward compatibility.
Will it the tags be predefined, or could I create a tag with the name "BaconRedRocet1"?
Might I recommend maybe putting the questions you answered, or what you explained, in the description boxes of these videos? That way when we're looking for specific information, we can quickly check the description box to see if the video answers whatever question we may have without having to watch full videos each time.
For example, right now I'm looking for information on what each of the settings mean (auto assign away from beds, etc) and it would be nice to quickly find the explanation.
I need an intern! lol, that's a good idea - just haven't had time.
The Auto Assign Away From Beds and Work Objects just mean that if you have them Off, Sim Settlements will ignore settlers who are already assigned to vanilla beds or work objects instead of re-assigning them to plots. If you turn those options On, Sim Settlements will put settlers on plots no matter what they were previously assigned to.
kinggath lol thanks for explaining! That's what you get for creating such an amazing mod. I would intern in a second if I thought I'd be of any use!
I'm almost positive that if you ask for volunteers to write descriptions (with timestamps please lol), and email them to you, there will be folks who will jump on the chance to help out. Form of payment can be that you'll give each writer credit in the description box.. "written by so and so." Just a thought.
If you haven't been told yet today, you are a genius. :)
The plots aren't even showing up in the build mode for me, I'm got the mod in Bethesdas menu
I was just wondering g is there a reason the supply line don't count as jobs for the settlement
None of the vanilla jobs count towards upgrades because the upgrades factor in the level of the plot jobs. The Provisioners showing up as unemployed in ASAM Vision is temporary, I have not found a simple method to detect them with the method used for that yet.
kinggath ok thanks for the reply. that was quick
I might of missed it: but If i attach two plots which snap together, do they join together and merge? im new to this and im experiementing wive this in two settlements, and its great so far!
No they don't, that would be taking this to a whole other level I don't think I'm ready to tackle! :)
Thhanks for teh responce! i second everyones comments: best mod for building, and such a solid mod in general, you got me into settlement building!
yo gath, ever since i deleted this mod without deleting the plots first my resource option in the workbench doesnt work, or if that isnt the problem what is?
Pick up Settlement Menu Manager, it will give you a holotape with an option to rescue your menu. Anytime you remove a workshop related mod, you might have to run that, so it's a good one to keep.
k thanks, i thought my game was broken lol. keep it up
Why does it black screen? I installed the mods and everything and now I made a new game. I press new game and before the opening, I get infinite loading.
This mod seems awesome. Just the way the settlement system should have worked imo.
I built some settlements on my first playthrough but on other playthroughs I've just done the bare minimum, or even skipped the Minutemen completely.
After watching your videos I'm inspired to do a full Minutemen playthrough (and I thought I was more or less done with F4).
I've got a question.
If I put down some defence, water, home plots, food plots, store plots and a recruitment beacon and then go off adventuring for a while. When I return, will there be a little community when I return?
I've seen in another video of yours that the settlers seems to auto-assign, at least to some extent.
Anyway, thanks for inspiring me to do another playthrough and keep up the awesome work.
Now I just have to finish Enderal before returning to F4. This time as the General, and not the carpenter.
Yeah, if you turn all of the auto-assignment options on, you basically just build plots and the mod takes care of the rest.
kinggath That's awesome, just what I was hoping for.
Thanks for the answer, and again, thanks for pulling me back to Fallout.
Seriously what's up with the crazy defense I have like 50 dogs and 6 laser turrents and the things says I'm at 15 percent for defense needs
Sanctuary has153 defense but the needed bar on the hud mod is 15%
It's the vanilla security requirements for happiness and to prevent raids. Usually this means you have a crazy excess of food or water.
I use the Utopian power generator mod which generates a ton of food, water and power. I have the same problem as OP.
I added a new option to the Configure Zoning Laws section in a recent patch, it let's you ignore the citizen needs so the upgrades just take time. Probably a good option to go with that mod!
kinggath Awesome :)
Does this mod require a new game? I have some settlements already and the mod is not active. Is this some mess up on my end?
No, you can use an existing save for sure. Does the holotape not spawn in the museum?
When I am trying to build SimSettlements home to Minutemen Castle, Radioguy stops hes work and does nothing. Is this bug?
No, this is Patrick!
Sorry, I show myself out.
Eis Geflüster?
Fixed in 1.0.4 of the mod, there are console commands you can use to fix him in the description here: th-cam.com/video/wGd2iKr3f-0/w-d-xo.html
Cheers mate, this will help alot! :)
Had to admit, I am noob with mods and updating them. How I can get the update? I didn't find any clues from Nexusmods :/
i just wanted to ask how this mod will work with nuka world dlc or is it just not made for working with it?
If you're talking about raider towns, I'm honestly not sure how it functions - the mod is designed without DLC in mind. Reports on the comments section of the mod say it works for the most part - there are just a few oddities apparently.
thank you very much for your reply. I was thinking about starting a new playthrough with your mod because honestly it is amazing looking :D
are you going to have smaller sized plots without walls/roofs so that they can fit inside the sanctuary homes/vaults rooms?
It's not on the current list of plans, but it's getting requested often enough that it might come in the future!
That would be interesting for me too being an alleyway builder. Though if he did I'd have to bug him on smaller plots for all aspects. Single foundation sizes are much more desirable for me in so many areas. I'd be perfectly fine with them being single story low income plots as I'd be using them mainly as more like resupply areas on the way to the big settlements or towns. Sadly current Brotherhood CPD build just doesn't have the room for the agriculture and industry plots though I managed to use one industry plot. I would love for smaller plots to make a small crop and scavenging areas to supply a small low tier weapons and armor shops for the BoS Recon base. I've even expanded on the idea to start getting Initiate type uniforms to turn the modest area around the CPD area in the Initiate living area (the sleep,farm and scavenge there) while the inside is manned by higher ranked BoS as well as manning the two shops outside. Basically somewhat turning the CPD into a ground based Prydwen and recruiting center. I really hate the vanilla Scavenger Stations and crops...no lived in feel to them like Sims Settlements. :(
Wouldn't going into an interior cell be easier for unloading cells?
Not every interior cell causes the outside cell to unload- for example, the cellar in Sanctuary.
How can I speed up the build plus how can I get the hud like what you have on your left side