Settlers should create their own dwellings (and farms, and businesses, and…) since there’s a Commonwealth to explore!
Other than the main game, this Sim Settlements mod has no known dependencies.
Mods requiring this file
|Annex The Commonwealth||Soft requirement, is not explicitly required|
|Captain Cosmos Construct – A Sim Settlments Building||REQUIRED|
|Coastal Cottage Settlement blueprint||mentioned in the json file- not sure if needed|
|kinggath’s Customizable Sanctuary||Not all Layouts require this!|
PERMISSIONS AND CREDITS
Credits and distribution rights
- Assets of other users:: Some of the assets in this file are the property of other authors. Before you may utilize these writers’ materials, you must first get permission from them.
- Upload authorization: Under no circumstances are you permitted to upload this material to other websites.
- Permission to modify: You must get my permission before modifying my files in order to enhance them.
- Permission to convert: Under no circumstances are you permitted to convert this file for use in other games.
- Permission to utilize assets: You must get my permission before using any of the materials in this Sim Settlements file.
- Asset usage authorization in purchased mods/files: You are not permitted to utilize assets from this file in any modifications or files that are offered for a fee on Steam Workshop or other platforms.
- Permission to utilize assets in mods/files that earn donation points: You cannot earn Donation Points for your modifications if they utilize my materials.
- Permission to edit the console: This mod was posted by the creator to Bethesda.net and is now accessible for console users.
Notes from the Author
If you’re creating add-on packs that rely on my Sim Settlements mod as a parent, you don’t have to thank me – it’s pretty much inferred.
mm137 for Craftable Cats
RetroBabe and femshepping for Oriental and Modern rug designs
David J Cobb and Chesko for the Rotation and Vector Libraries
All future patch notes may be found here: https://simsettlements.com/web/wiki/index.php?title=SSPatch
- Another issue where settlers were labeled as having a job when they didn’t was resolved.
- Fixed an issue that caused the happiness meter to remain at 0 even when the happiness was good in workshop mode.
- Dogs and Brahmin should no longer seem unemployed in ASAM Vision.
- Robots from Automatron will no longer take over residential plots.
- Robots will no longer appear in ASAM Vision as homeless.
- Settlers and Residential plots may now be assigned to vanilla work items in any order. If residential plots are allocated before vanilla objects, the NPC will be unassigned from their residential plot for a short 10 second time.
- Architect’s TSquare has been included in Sim Settlements. This is a new tool that may be manufactured in the Chemistry Station’s Utility section. This modifies the plot activation choices to enable you to cycle between the building plans for that plot type; the name of the building plan is shown in the corner. This will return the plot to level 1. It is the preferable way of changing the construction design, as opposed to picking up the plot in workshop mode and selecting the middle choice.
- If an NPC moves to another town, is killed, or is allocated to a different plot, the Find Owner tracking task will now be cleared.
- Fixed an issue with ASAM Vision in which a settler may be tagged as employed even if they didn’t have a job yet.
- After being allocated to a residential plot, settlers may be assigned to a vanilla/mod-added job once more.
- Repaired a number of random artifacts that had been relocated by Sim Settlements (thanks Creation Kit -.- ).
- Updated the messages at the bottom of the holotape that print when Auto Close Doors is toggled, so they now correspond to what is really occurring.
- ASAM Vision will no longer perceive spotlights, pets, or your present companion as homeless/unemployed.
- If you toggle ASAM Vision while outside of a settlement, it will now be switched off. You will still get the warning notice, but you can be certain that it has been switched off.
- Tax day for zero dollars will no longer occur prior to the discovery of the holotape.
When an Addon Pack is deleted, plots that use it are reset and given a new construction plan the first time you visit each colony.
- When the player enters/leaves a settlement, the object update code is staggered. This should lessen the possibility of CTDs on Xbox and older PCs when going quickly to/from a town with a high number of plots.
- All Industrial occupations now have the scavenger symbol, which also means they have the strange default behavior of prowling about your colony with a pistol pulled. To rectify the symbol, existing structures will need to be refreshed with the Immersion Breaker Breaker or the NPC re-assigned.
- Changed all beds in the basic Sim Settlements residences to count as precisely one bed. Any plots that have an inaccurate bed count must be updated (with the IBB or new holotape tool mentioned below).
- Added a maintenance quest to assist relieve difficulties caused by script latency.
- Wrench and torch animations have taken the role of hammer building marks. The hammering’s loud noises violated the objective of restricting construction sounds to a relatively small radius.
- Added a new holotape Tool to “Refresh Local Plots” that applies the Immersion Breaker Breaker effect to all plots in the current settlement.
- The notice about upgrading to a newer version of a mod should now function on Xbox.
- Changed how assignment is recorded, which should decrease the possibility of NPCs stealing one other’s plans in Sim Settlements.
TLDR: Allows you to establish zone objects that instruct settlers on what sort of structures to construct in various places of your colony, and they will do so. Sim Settlements included are a progression system, a more intriguing settler requirements system, and prizes to make colonies more important.
This Sim Settlements mod intends to drastically alter your perception of towns. You’ll be able to create detailed, live environments with little effort now. The ultimate objective is to make each colony appear like a distinct and magnificent Fallout metropolis, with benefits and awards that aid you at every level of the game.
One of the most significant issues with Fallout 4 is how isolated the Settlement system seems from the rest of the game. Settlements lack the exploration and advancement of Bethesda games, thus there’s no motivation to utilize the Sim Settlements.
It’s also strange that you have to micromanage all of these people, personally planting seeds and deciding where they sleep – you’re their boss, not their mother! You’re providing these people with protection and a plenty of resources; why can’t they pitch in and help construct the city?
This Sim Settlements patch provides the first step toward that idea in version 1.0 by enabling you to lay down zones (similar to Sim City) that will force your settlers to construct structures of the proper kind in that zone. It features a number of systems that will assist you in bringing your settlements to life and making them more dynamic and intriguing to interact with.
Buildings are picked at random and stocked with random items based on how a region is designated. Using the workshop system, you design a rough layout for your colony using the fundamental kinds of Agricultural (farms), Commercial (stores), Industrial (factories), and Residential (homes), and the settlers will handle the rest. Version 1.0 has a significant number of structures, with more on the way with Sim Settlements!
Every structure includes various tiers of enhancements that may be unlocked over time to keep you going back to see what’s happened in your own communities.
|RotC – Complex City Plans||ESL files of the individual Rise of the Commonwealth City Plans.|
Original full quality versions of City Plans, separated in patch 3.5.0 to reduce script data usage: See simsettlements.com/scriptlimit for details.
1.0.1 – Reduced script usage by 7.5 MB.
Dynamic Needs [Optional]
To help make colonies more fascinating, your settlers’ fundamental demands alter over time, making keeping them happy more difficult, raids less predictable, and improvement unlocks seem earned.
- No longer will all of your Sim Settlements have the same monotonous life narrative; instead, some of them will have intriguing histories, interests, hobbies, and idiosyncrasies that play out in a visual tale in their houses to make them stand out and seem like a distinct and significant person.
- Clutter in houses and certain stores is picked at random both when they are built and when you visit them to make them seem lived in.
- Furniture markers are strategically placed throughout the houses and structures so that your settlers spend less time clumped together waiting for anything to do and more time engaging with your colony.
- A tax structure is in place to guarantee settlements may have a significant influence on your gaming, making the system much more worthwhile than the cosmetic rewards of the preceding systems.
- Tons more unlocks will be introduced in the form of unique structures and settler innovations in a future version of Sim Settlements that you may employ while conquering the wasteland!
Add Your Own Stuff
The whole system is open-ended, with scripts and instructions that enable anybody to contribute their own buildings, clutter, and tales to extend the system via modifications. Visit the Builder’s Toolkit page!
Bonus: HUD Piece:
Frequently Asked Questions
Q1: Why don’t the items show up in my Special menu?
A1: Watch the Quick Start Video at the top of the description.
Q2: Can you create plots to use inside the existing buildings or in the Vault DLC?
A2: That’s outside the scope of the mod right now, though at some point I will open-source the framework so the community can expand the system as much as they like!
Q3: I’m having trouble with Commercial plots/Building Upgrades/Taxes!
A3: Check out this video to get some background details on how the code works: FAQ Episode 1
Q4: Why is this an ESM?
A4: Sim Settlements includes tons of resources for anyone to add their own stuff to the mod. While this can be done without parenting to Sim Settlements, it’s a ton more work and will inflate the size of their mod. By making this an ESM, other mods can set this as a Master File and make direct use of some of the objects in Sim Settlements.
Q5: Where should this go in my load order?
A5: ESM mods will be naturally near the top of your load order. Since this mod doesn’t affect any vanilla records, it shouldn’t matter where it is. If you’re using HUDFramework, that mod should be above Sim Settlements in the load order.
Plots should not be moved in Sim Settlements bunches (picking up multiple objects simultaneously by holding down the activate button). Some of the position information in the code will not update properly, resulting in strange spawn places for the building and furnishings.
Some of the shoes and items in the Clothing Stores are a touch boxy due to a nif exporter problem. It will be addressed in a subsequent version.
Twisted Terminal bug: If you arrive to the museum and see the terminal at an unusual angle, it might be hiding the holotape! To resolve this, save and quit, deactivate the Sim Settlements mod, reload the save, save and exit again, and then reactivate the mod. After a few seconds, when you load back into that last save, the boxes, sensors, tape, and terminal should start spawning in their proper placements.
- VG – Demolitions expert!
Del Chupenebray – Sound man!
Vicyorus, damanding, casputin, mimaef for finding serious bugs and getting me the save files and reports needed to get everything running seamlessly!
- femshepping and retrobabe for allowing me to use the rug textures from their mods
mm137 for allowing me to use the cat textures from Craftable Cats
eskanonen for allowing me to use Scrappy Signs
- Ethreon for allowing me to use some of his stair models (and his TONS of contributions to Industrial Revolution)
- DavidJCobb and Chesko for their papyrus libraries, without which this mod would not have been possible!
- Cube for helping on all sorts of aspects of Sim Settlements, doing the tough jobs!
- Sirlach for helping redesign some of the SS buildings to match our new standards!
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