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Announcement: Rise of the Commonwealth

What about Charlie? He was the Bartender in the Third Rail. Edit: The Voice files could be used to make a barkeep of some kind.

yeah, you could make robot vendors, what I mean is Sim Settlements uses the vanilla workshop vendors, and the dialog for those is handled through the workshop quest. Thus making robots man the workshop vendor stalls would require modifying the workshop quest.
 
Would love to know when this is gonna be released?

kinggath posted that he was delayed a bit waiting for his wife to get home. He wants to be sure he can focus on the release, answering questions and responding to bugs once he uploads
 
You could pretty easily make an industrial plot that has a mechanic that generates happiness based on the number of robot settlers or something like that. (robot settler population * 20 or something). I offset it by making different types of robot settlers, some with a higher fixes happiness.

I think I finally know what kind of plot add-on I want to try and tackle for my first attempt now.
 
I think I finally know what kind of plot add-on I want to try and tackle for my first attempt now.

If you want some help let me know, I've made other dynamic resource plots (like the scav team dispatcher). Fair warning, it does require some papyrus scripting to handle it
 
If you want some help let me know, I've made other dynamic resource plots (like the scav team dispatcher). Fair warning, it does require some papyrus scripting to handle it

I'll definitely take you up on that offer sometime after the release and the subsequent API (framework?) documentation. I've already been looking through the 2.x docs.
 
I'll definitely take you up on that offer sometime after the release and the subsequent API (framework?) documentation. I've already been looking through the 2.x docs.

You could start it now, the fundamental process of making a plot won't change for 3.0, it just adds additional features.
 
Once I get a PC I'm gonna have a blast making modern military stuff. HESCO barriers and watch towers.
 
New User here. Got started with my latest playthrough a few days before the RoC trailer was posted. The playthrough was my first modded playthrough (now heavily, but carefully, modded). When I saw that I proceeded to watch most of the videos for the base mod and IR....then loaded those into my playthrough. Learned enough about the mods to know how I want to play it now (at least the base version, only have ideas for the new expansion, as we all do). Spent this afternoon setting up a new playthrough. Waiting in Sanctuary to go off to hit Concord as soon as I load up the patch + new expansion. Cannot wait.

I tried FO4 in VR, but haven't gotten it configured to a point that makes me comfortable enough to play for an extended time. So I'm going with a heavily modded regular playthrough instead.
 
How is the city affected by the population caps?

We don't know just yet, but what population caps are you referring to? Technically the population cap is based on what your machine can handle, especially if you are using mods to increase the population or use something like my alternative recruitment plot
 
We don't know just yet, but what population caps are you referring to? Technically the population cap is based on what your machine can handle, especially if you are using mods to increase the population or use something like my alternative recruitment plot
I was talking about the Charisma + 10 in vanila
 
I was talking about the Charisma + 10 in vanila

oh, so that cap is actually around 31 to 32 in vanilla, which is a pretty large settlement overall (that's 60+ plots worth of homes and jobs, translated into the city structure).

With the visitor system that is coming in this expansion you'll have very lively settlements and to be frank, most systems couldn't handle that much activity in one settlement. (not saying some couldn't, but with 25,000+ users, kinggath has to plan for the average system and xbox)
 
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