Fallout 4 Mods Settlement
The biggest new feature in the long-awaited Fallout 4 (aside from customizable power armor) also happened to be one of the game's biggest disappointments. Yep, we're talking about settlements again, which has caused a serious love/hate (or just maybe hate/hate) relationship with Fallout fans. While a steady string of DLC over the last few months added in a ton of settlement options, it still. Apr 25, 2017 Nexus Site Forums → Nexus site forums → Fallout 4 → Files → Fallout 4 Mod Requests → A new settlement location (the name of the place escapes me atm) Started by Swordsguy2010, 21 Mar 2019 settlements, towns, villages and 4 more.
Mods requiring this file Mod nameNotesmentioned in the json file. Might not be necessarySoft requirement, is not explicitly requiredREQUIRED 4.0.9+mentioned in the json file- not sure if neededRequiredInstall this before you install my addon!Not sure if I used this.
But the json file mentions it? Json file mentions it but don't think it's necessary for this blueprint (might have ticked it on transfer)Duhmust haveIn the json file but not sure if necessarymentioned in json. Not sure if needed4.0.0Very Important, you can make due without the other 2, will lose the Advanced Industrial plot and City Planners DeskSimSettlementsPreviewer requires SimSettlementsBase Sim Settlements.
Credits and distribution permission. Other user's assets Some assets in this file belong to other authors. Fixed another case where settlers could be flagged as having a job when they didn’t.- Fixed a bug where the happiness meter would stay at zero, even if the happiness was fine in workshop mode.- Dogs/Brahmin should no longer appear jobless in ASAM Vision.- Automatron robots will no longer take over residential plots.- Robots will no longer show up as homeless in ASAM Vision.- Settlers can now be assigned to vanilla work objects along with Residential plots in either order.
If residential plots are assigned before vanilla objects, there will still be a brief 10 second period where the NPC is unassigned from their residential plot.- Added Architect’s TSquare. This is a new tool that can crafted in the Chemistry Station under Utility. This changes the plot activation options to allow you to cycle through the building plans for that plot type, it will display the name of the building plan in the corner. Doing so will reset the plot to level 1. It is the preferred method of altering the building plan, as opposed to the previous method of picking up the plot in workshop mode and choosing the middle option.
Version 1.1.5a. Fixed several random objects that were being moved by Sim Settlements (thanks Creation Kit.- ).- Fixed messages at the bottom of the holotape that print out when Auto Close Doors was toggled so the messages now match what is actually happening.- Spotlights, dogs, and your current companion will no longer be detected as homeless/jobless by ASAM Vision.- ASAM Vision will now be turned off if you toggle it while outside of a settlement.
You will still get the warning message, but can be confident it turned off.- Tax day for zero dollars will no longer trigger before the holotape is found.If an Addon Pack is removed, plots using the Addon will be reset and assigned a new building plan the first time you visit each settlement.- Staggered object update code when the player arrives in/leaves a settlement. This should reduce the likelihood of CTDs on Xbox and older PCs when fast traveling to/from a settlement that has a large number of plots.- All Industrial jobs will now have the scavenger icon, this also means they get the bizarre default behavior of spending a lot of their time wandering around your settlement with gun drawn. Existing buildings will need be refreshed with the Immersion Breaker Breaker or the NPC re-assigned to correct the icon.- Switched all beds used by the default Sim Settlements houses so they each count as exactly one bed.
Settlement Mods Fallout 4
Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below).- Added maintenance quest that will help to alleviate issues caused by various script lag.- Replaced hammer construction markers with wrench and torch animations. The loud sounds of the hammering defeated the purpose of keeping building sounds to a very short radius.- Added new holotape Tool to “Refresh Local Plots” - which will apply the Immersion Breaker Breaker effect to all the plots in the current settlement.- Mod version upgrade message should now work on Xbox.- Altered the way assignment is tracked, this should reduce the likelihood of NPCs stealing each other’s plots. Version 1.1.4. Fixed issue where a Town Meeting could get stuck a fade to black for a very long time for some users.- Fixed issue where ASAM Vision could quit working if you used it outside of a settlement.- Improved plot initialization code (thanks cdante!), this should reduce occurrences of plots getting stuck due to backed up workshop scripts.- Settlers will no longer be re-assigned back to plots after being moved to a new settlement.- ASAM Sensor and ASAM Vision Switch recipes are automatically unlocked when the holotape is loaded.
This was done because the global that controls this is being reset for some users for an unknown reason.- Agricultural Plots should no longer bug out and require power. Any that currently require power can be fixed with the Immersion Breaker Breaker.- Agricultural Plots should no longer lose their food count when viewed in Workshop mode. For plots that already have this issue, the Immersion Breaker Breaker will now correct it.- Added Notification Settings option to convert messages to pop-ups.- Plot doors will now close themselves. This only applies to doors created after this patch. Using the Immersion Breaker Breaker on a plot will register its doors with the autoclose system.- Added Auto Door Closing controls to holotape.
Version 1.1.2. “Can't spawn object” messages moved to the trace log instead of printing to the screen.- Added Town Meeting ability which brings all settlers directly to you after a short fade out. The settlers then follow you for about 30 seconds. The Town Meeting can be started in the holotape or with an object called the Town Meeting Gavel which can be crafted at the Chemistry Workbench.- Added ASAM Vision ability which highlights settlers that need homes or jobs.
You can cycle through the versions of this in the holotape or with an object called the ASAM Vision Switch which can be crafted at the Chemistry Workbench.- Settlers assigned to only a residential plot will no longer be flagged as having a job. This should make Sim Settlements work better with Settlement Management Software (unconfirmed). Note that settlers assigned to residential plots prior to this patch are flagged as having a job still - only new assignments will correct this issue.- Modified the way building models are handled to help prevent future “double-buildings” from occurring (where a new building model seems to start growing on a plot that already has one).- Added Tools menu to the holotape.
Citizen Needs and Start Self Destruct Sequence can now be found there. As well as a toggle for ASAM Vision, and an option to Call Town Meeting.- Updated Help menu in the holotape.
The names should now match what are actually in the holotape.- Added Citizen Needs Requirement toggle to holotape. This will allow upgrades to happen even if settler needs aren’t met.
This will allow different gameplay styles such as using some settlements as farm hubs to supply food for the others, or playing with low defense to encourage raids. Better options for those play styles will be coming in future updates, but this is an immediate means of enabling that playstyle without having to sacrifice Sim Settlement upgrades. Note: Taxes still require that all needs are met regardless of this setting.- The Immersion Breaker Breaker should now be much better at cleaning up leftover objects if you experience random bugs with spawn objects or if you uninstall an AddOn pack which had generated one of your buildings. Version 1.1.1. Fixed light alignment of level 2 Trailer Trash building plan so it works with 2x2 plots.- Immersion Breaker Breaker will now correctly work with 2x2 plots.- Removed hose from L3 farm plot as it doesn’t work with all plot sizes, may add it back in the future when I find a way to deal with the post being in a different place on each plot size.- Concrete plots now have a proper sound effect when placing them.- Fixed front left corner collision so that floor tiles can be snapped there.- Changed farm collision so that the very front of the plot is open for settlers to be able to walk on.
This should also help with snapping.- Special effects for demolition can be turned off in the holotape, will make it easier for re-placing plots as you won’t have to wait for the debris to de-spawn.- NPCs will now be fully cleared from animation marks of a plot after they are re-assigned. Previously, someone else would need to be assigned to the plot in order to change ownership of the markers. So you could end up with a shopkeeper that would come use the farming animation markers even after they were unassigned from an agricultural plot.- Random reassignment should no longer occur from the mod. Third party mods can still override assignments - but Sim Settlements will no longer compete with itself.- Settlers will no longer be able to own vanilla work and Sim Settlements jobs (they can still own a home plus vanilla work). To fix existing multiple assignment issues, store the vanilla object in the workshop and place it again.- Fixed navigation in level 1 Clothing Store so that the settler will actually man the shop.
Will require using the Immersion Breaker Breaker to update existing.- Fixed issue where some settlers would stop qualifying for auto-assignment.- Fixed the Sim Settlement sound effects - turns out you guys couldn’t hear what I heard!. Version 1.1.0.Made changes to the plot counting code to prep for additional plot types.-Re-designed data storage to expand possibilities for future updates. This will also improve the code that controls taxes and commercial property requirements.This requires a short install period when you first load your game to migrate to the new storage. It is a non-destructive process so you can still roll back your save or mod version without issue.-Replaced all vanilla furniture markers that are spawned by Plots with Sim Settlements versions, this should resolve the issue with many farmers and industrial scavengers seeming to just stand around.
(Use the Immersion Breaker Breaker on existing plots).-Sim Settlements crops should now all be manually harvestable every so often.-Plots were increased in size by about 10% so they match with the game’s existing objects. Your previously placed plots are still the former size.-New 2x2 plots with foundations have many more snap points and the arrow indicator is more easily visible.-Added Other category to Commercial for AddOn packs to make use of for custom shops.-The Holotape (and some sensors) can now be found in two additional locations around the Commonwealth.-Added toggle for Crash Watch in the Notifications section of the holotape. Version 1.0.6. Fixed issue where plots created before patch 1.0.4 could get stuck after you demo the building.The building will start constructing again after about 15 seconds unless you’ve modified the building material delay holotape option.Prepped building plans to support new industrial buildings.Added support for expansion esps.Moved residential power connect point to a new spot to make it much less likely it gets covered by a building model.Robots are no longer counted in upgrade calculations.
This means they no longer are added to the food and water requirement but also don’t count towards the Commercial population requirement.Changed plot furniture marker code to help encourage AI to stay at their posts during work hours. Requires a Force Update with the Immersion Breaker Breaker on all plots you want to fix this issue for.Added option to show HUD meters only in workshop mode.
Removed several worldspace edits the CK decided to save.- Child settlers are no longer assignable to plots. Presently, if they are assigned to any item that doesn’t have “Child Can Use” flagged causes them to get stuck, and since Sim Settlements assigns to all sub objects created by a plot, I don’t want to risk “breaking” those child settlers.- Robots no longer require food, water, and homes in the Sim Settlement calculations.- Robots are no longer assignable to residential plots. They don’t need them! This may become an optional feature in the future.- Made changes to the message system to reduce the likelihood building upgrades are reported from the wrong settlement.- Added Personal Inspections to holotape Zoning Laws.
This will allow your buildings to continue upgrading even if you haven’t had a chance to see them in their current state.- Fixed issue where buildings could upgrade the second you arrive at a settlement before you got a chance to see their current level.- Tax Rate now correctly displays on plot. The rate displayed is the caps/tax period.- Negative water rates will now show correctly as whole numbers on the HUD.Donations. Now Available:Now Available:TLDR: Allows you to build zone objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. Includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more.This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort.The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game. Watch this Quick Start video before playing to learn how the mod starts and the basics on how to use it!I'll be releasing several videos related to the mod each week, covering things like usage, future changes, and patch notes.
There are already a ton of videos describing a lot of details on how the mod works if you want to learn some of the nitty-gritty!Subscribe to my channel on Youtube: to be notified when new content is released!The WhyOne of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system.It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city?The HowIn version 1.0, this mod adds the start of that vision by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with.Randomization:. Buildings are chosen at random and filled with random things depending on how you zoned an area.
Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), and Residential (homes) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. Version 1.0 includes a large selection of buildings with even more on the way!Upgrades:. Every building has multiple levels of upgrades that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. If you have the mod installed, you'll gain access to a Workshop HUD piece designed specifically to make the goals while playing Sim Settlements clearly displayed in front of you whenever you're in your Settlements.Bonus: Custom Workshop MenuIf you have installed, you'll gain a custom Sim Settlements menu that will organize the plots and any support pieces into a single menu. Settlement Menu Manager prevents custom menus from ever screwing up your workshop build menu without the need of an Uninstall Chem.For a much more in-depth look at the ideas and systems behind Sim Settlements check out the video series below!