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News and Updates - Defences

Brae

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Requires Version 2.0 or greater of Sim Settlements


Contents

New Martial: 5
New Recreational: 1


Building Features

Settler Navigation: Yes
Construction Stages: Yes
Randomized Clutter: Yes


Update 07/10/17: Thanks to life commitments at the moment, I have fallen waaay behind the amazing updates that Kinggath has been rolling out for Sim Settlements. As I don't currently have time to catch up on all of this and work it into this mod, I'm afraid this is going to be stuck behind the times a bit. I'm hoping to get back into this at some point over the next few months though to fix the issues you guys are reporting and to continue work on some of the ideas I had lined up.


This pack adds a number of Martial buildings to the Sim Settlements mod. It is likely that further additions will be made, but the current list includes light and heavy guard posts as well as 2 kinds of martial plot which incorporates the Minutemen Artillery. These function with the Artillery Smoke grenades.

The current designs use 2x2 Martial and Recreational plots. These were introduced in the 2.0 update for Sim Settlements. By default the 2x2 martial size is disabled, but the option to build these plots will be added to the workshop when this pack is installed.

Come visit us at our section on the SimSettlements forum to get the latest updates and find discussion about this addon pack. Please use this forum to make suggestions and give feedback rather than Nexus.

Current Buildings

Basic Outpost
  • Martial Plot
  • Provides 9/15/30 Defence
This is a simple martial plot which acts as a standalone building. At the 1st level it is pretty much a tent and a seat. At this level it is currently only aesthetic, acting as somewhere to sit for a settler with a gun. At 2nd level it becomes a small open shack with 1 Heavy Machine Gun Turret and a guard position. At level 3 the shack expands and features 2 Heavy Machine Gun turrets behind sandbag walls, a spotlight and a guard location.

Basic Tower
  • Martial Plot
  • Provides 9/15/30 Defence
This is a simple martial plot. At the first level it is just a raised platform. At 2nd level it gets 1 Heavy Machine Gun Turret and the dude on the top gets an awning to sit under. At level 3 it has 3 Heavy Machine Gun turrets set below the platform and a proper building up top for your guy to sit in. There are 2 lamps on the front but they don't count towards the defence as I thought 3 turrets was enough. The whole structure is built with facing towards the back of the plot so that the utility pole etc. are on the internal side, so make sure you put it facing the right way!

Artillery Post
  • Martial Plot
  • Provides 9/15/30 Defence
Includes a useable Minuteman Artillery piece which can be used by the settler assigned to the plot. The 3 upgrade levels simply add further fortification until level 3, where 2 Heavy Machine Gun turrets are added. Again, the plot faces towards the back, with your settler being able to enter from the front.

Sandbag Fort
  • Martial Plot
  • Provides 10/25/50 Defence
This is a more heavily fortified martial plot, incorporating structures from Sandbag Fortifications. At level 1 it is a simple outpost with room for a guard. Level 2 adds 2 Spotlight turrets and 2 Machine Guns (not heavy ones). Level 3 increases the fortifications further and replaces the Machines Guns with Heavy Lasers.

Artillery Station
  • Martial Plot
  • Provides 10/25/50 Defence
More elaborate artillery building with a proper shack around it. Provides defence as a heavy defensive building (10/25/50) but may alter that. Uses a slightly customised version of the artillery to try and fit it into the plot space better. Functions as a Minuteman Artillery piece.

Shooting Range
  • Recreational Plot
  • Provides 5/10/20 Defence (plus normal happiness of recreational plot)
Everyone like shooting guns at chunks of cardboard. Let your settlers relax, have a beer and shoot at things with this 2x2 firing range. The structure is 2 storeys tall at level 3 so don't build over it! Provides a small defence boost due to 'better trained' settlers.



Future Plans
  • Buildings integrated with PCDug's Build a Wall
  • Heavy Tower
  • 1x1 Plot(s)
Recommended Files
FAQs
Credit

Thanks for kinggath for an awesome mod which has made Fallout 4 an amazing experience again, after the settlements system annoyed me so much it became basically unplayable. Also kudos to the community over at simsettlements.com and the discord server for their patience with my questions.

Huge thank you to Nutulator for allowing me to use the models from their Sandbag Fortifications mod.
 
Last edited:
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Requires Version 1.1.9 or Greater of Sim Settlements



Contents

New Homes: 0
New Shops: 0
New Factories: 5
New Farms: 0
New VIP Stories: 0


Building Features

Settler Navigation: Yes
Construction Stages: Yes
Randomized Clutter: Yes


Updated to version 0.4!
This update brings another artillery building, which is a little fancier than the Artillery Post. It also reworks the defensive bonuses given by all plots. I'm categorising buildings as 'light' and 'heavy' - in general light buildings will get 5, 15 and 30 defense at the relevant levels, while heavy buildings will get 10, 25 and 50 defence.
There are also a couple of little fixes with models and furniture which have been noticed.
Also, all plots with turrets requiring wired connections now power themselves without manual wiring (this only applied to the Basic Outpost and the Sandbag Fort).


Basically, I'm planning to add a number of plots which act as defensive structures within the Sim Settlements framework. Hopefully it will allow the creation of settlement defences which look natural and fit into the rest of the town. This will include standalone guard houses/towers, security posts for within the settlement, and hopefully versions which can be snapped into walls and form a fancy wall tower.

Currently the buildings will be available as options on the Industrial plots. You'll have to use the Architect's T-Square to control when it's selected.

As long as nothing comes up irl I'm planning to make this a long term project, so any feedback, comments and suggestions are very welcome.

Current Buildings

Basic Outpost
This is a simple industrial plot which acts as a standalone building (i.e. no wall connections). At the 1st level it is pretty much a tent and a seat. At this level it is currently only aesthetic, acting as somewhere to sit for a settler with a gun. At 2nd level it becomes a small open shack with 1 Heavy Machine Gun Turret and a guard position. At level 3 the shack expands and features 2 Heavy Machine Gun turrets behind sandbag walls, a spotlight and a guard location. NOTE: the spotlight needs to be wired up manually - just link it to the plot utility pole.

Basic Tower
This is a simple industrial plot which acts as a standalone building. At the first level it is just a raised platform. At 2nd level it gets 1 Heavy Machine Gun Turret and the dude on the top gets an awning to sit under. At level 3 it has 3 Heavy Machine Gun turrets set below the platform and a proper building up top for your guy to sit in. There are 2 lamps on the front but they don't count towards the defence as I thought 3 turrets was enough. The whole structure is built with facing towards the back of the plot so that the utility pole etc. are on the internal side, so make sure you put it facing the right way!

Artillery Post
This is an industrial plot which is intended to be standalone. It includes a useable Minuteman Artillery piece which can be used by the settler assigned to the plot. The 3 upgrade levels simply add further fortification until level 3, where 2 Heavy Machine Gun turrets are added. Again, the plot faces towards the back, with your settler being able to enter from the front.

Sandbag Fort
This is a more heavily fortified outpost, incorporating structures from Sandbag Fortifications. At level 1 it is a simple outpost with room for a guard. Level 2 adds 2 Spotlight turrets and 2 Machine Guns (not heavy ones). Level 3 increases the fortifications further and replaces the Machines Guns with Heavy Lasers. NOTE: If running a version of Sim Settlements earlier than 1.1.9, the turrets and spotlights will need to be manually wired - v1.1.9 will apply power automatically.

Artillery Station
More elaborate artillery building with a proper shack around it. Provides defence as a heavy defensive building (10/25/50) but may alter that. Uses a slightly customised version of the artillery to try and fit it into the plot space better. Functions as a Minuteman Artillery piece.



Future Plans
  • Buildings integrated with PCDug's Build a Wall
  • Heavy Bunker with better turrets (Missile, Heavy Laser etc.)
  • Target Range - mostly aesthetic
  • Residential defence plots - I.e. live-in guard houses etc. which use Residential plots rather than Industrial
Recommended Files
Credit

Thanks for kinggath for an awesome mod which has made Fallout 4 an amazing experience again, after the settlements system annoyed me so much it became basically unplayable. Also kudos to the community over at simsettlements.com and the discord server for their patience with my questions.

Huge thank you to Nutulator for allowing me to use the models from their Sandbag Fortifications mod.
Congrats on the new thread! I'm glad to see a section dedicated to your work.
 
I'm waiting until we get a dedicated Defense plot type to get this, but it looks great so far! Defense plots are probably my most-wanted feature. Well, that and more Industrial plots, for greater variety. Do you happen to have an idea of when kinggath is releasing the expansion? And if it will include defense stuff or not?
 
I'm waiting until we get a dedicated Defense plot type to get this, but it looks great so far! Defense plots are probably my most-wanted feature. Well, that and more Industrial plots, for greater variety. Do you happen to have an idea of when kinggath is releasing the expansion? And if it will include defense stuff or not?

I'm afraid I have no idea about when - I'm sure kinggath will let everyone know as soon as he can safely set a date. As far as I'm aware it will include the defence plots.
Whenever it does get released, I'll port my existing buildings across asap
 
Brae. Question I have installed a sand bag fort. Should it be giving a 5 or 1 bonus? Asking because it says one but if I am reading the post right it should be 5?
 
Brae. Question I have installed a sand bag fort. Should it be giving a 5 or 1 bonus? Asking because it says one but if I am reading the post right it should be 5?
Make sure you have power running to the plot. I'm pretty sure if you don't have power on it you wont get the defense amount you are supposed to get from it. Also there are other plots that subtract from your total defensive count which might be reflected giving you only a 1 bonus. If all the above is correct try using the Immersion Breaker Breaker tool on the plot OR the Settlement Refresh Plots option in the settlement manager holotape under 'tools'.

Also probably the most obvious point but ill mention it anyways. Make sure you have a settler assigned to the plot. Just in case something happened like maybe it was built but the settler died or something or other.(in the case you were playing with mortal settlers or endless warfare)
 
It only gives a 1. I have five turrets already up and giving defense. I have five more plots that are Brae's type and they all give only 1 at level 1. I have to use the turrets just to keep the defense up to an acceptable level on the hud and keep the people happy.
 
Any chance we can get an answer on if this will be ported to xbox I understand if you do not have the time and if its to much trouble would just like to know if I need to make room for another great addon or not
 
Any chance we can get an answer on if this will be ported to xbox I understand if you do not have the time and if its to much trouble would just like to know if I need to make room for another great addon or not
Well, it may be getting ported at some point, but definitely not until after the expansion comes out.
 
Well, it may be getting ported at some point, but definitely not until after the expansion comes out.
^^^^^

Is probably going to be the case. Port it now and more work to patch and rebuild the mod after expansion. Easier to just wait and then build accordingly for a port.
 
It only gives a 1. I have five turrets already up and giving defense. I have five more plots that are Brae's type and they all give only 1 at level 1. I have to use the turrets just to keep the defense up to an acceptable level on the hud and keep the people happy.

There do seem to be some issues with the defence stats at the moment, but the Fort etc. should be giving 10 at Lvl 1. Is it telling you it gives 1 defence in workshop mode or is that what the plaque says? At the moment, the defensive furniture (artillery, turrets, guard position) give the same defence as if you'd placed them manually, but since they are spawned in after construction is complete their defence value isn't recognised by the workshop menu. In order to round the values to my target for each level I've added a special item which is part of Sim Settlements and can be set to any defensive amount.

This means that the defence ratings currently show differently depending whether you highlight the plot in workshop mode or examine the plaque - the plaque is the correct value (I think - will check).

Also what you're saying about needing turrets is something I've found on my game too which I didnt think of before I created this pack. Its kind of a chicken and egg scenario of 'I need more defence but my defences wont level up until I provide it'. I haven't been able to think of a solution to that (not one I could implement anyway) so I'm hoping that the new Defensive Plots coming to Sim Settlements might have different upgrading requirements. Hopefully get to find out more about what's coming at some point today, and the new SS update is now due on June 30th.
 
There do seem to be some issues with the defence stats at the moment, but the Fort etc. should be giving 10 at Lvl 1. Is it telling you it gives 1 defence in workshop mode or is that what the plaque says? At the moment, the defensive furniture (artillery, turrets, guard position) give the same defence as if you'd placed them manually, but since they are spawned in after construction is complete their defence value isn't recognised by the workshop menu. In order to round the values to my target for each level I've added a special item which is part of Sim Settlements and can be set to any defensive amount.

This means that the defence ratings currently show differently depending whether you highlight the plot in workshop mode or examine the plaque - the plaque is the correct value (I think - will check).

Also what you're saying about needing turrets is something I've found on my game too which I didnt think of before I created this pack. Its kind of a chicken and egg scenario of 'I need more defence but my defences wont level up until I provide it'. I haven't been able to think of a solution to that (not one I could implement anyway) so I'm hoping that the new Defensive Plots coming to Sim Settlements might have different upgrading requirements. Hopefully get to find out more about what's coming at some point today, and the new SS update is now due on June 30th.
From your addon pack I mostly use the artillery station, basic tower and the sandbag fort. I have been getting the proper values for those when they are built in my settlements with no issues. As far as the other plots in your mod I don't usually use them too much so I'm not sure which ones are missing defense. The ones that I use may be missing something and I just haven't noticed it yet.
 
So last night the Add-on makers were given a preview of what's coming up in the big June 30th update to Sim Settlements (and holy crap I mean big - I'm never going to want to play anything else..).

Among many, many other things the new SS version includes Martial plot types (1x1 and 2x2 variants). My plan over the next few days is to thoroughly go through the pack and update and fix, hopefully putting out a new version just after SS releases. When I first started this, it was the first time I'd ever looked at the creation kit. I'm used to coding, not working with graphics, so its taking me a while to get my head around stuff and there were a load of early mistakes made because I didnt have a clue what I was doing (like the inclusion of Nuka World - turns out it never actually needed that, I just got confused). I will be aiming to tidy up these loose edges as I port my plots over to the new Martial type.

What does this mean for you guys? Basically nothing. Your existing uses of my plots will of course vanish since they will no longer be Indsutrial plots, but SS will automatically substitute replacements. You'll probably just want to delete them then and replace the plot, but with all the redesigning you'll be doing after SS releases, that will not be a problem :P
 
I didnt have a clue what I was doing (like the inclusion of Nuka World - turns out it never actually needed that, I just got confused). I will be aiming to tidy up these loose edges as I port my plots over to the new Martial type.
Does this mean we get a DLC-free mod? :giver:
 
So last night the Add-on makers were given a preview of what's coming up in the big June 30th update to Sim Settlements (and holy crap I mean big - I'm never going to want to play anything else..).

Among many, many other things the new SS version includes Martial plot types (1x1 and 2x2 variants). My plan over the next few days is to thoroughly go through the pack and update and fix, hopefully putting out a new version just after SS releases. When I first started this, it was the first time I'd ever looked at the creation kit. I'm used to coding, not working with graphics, so its taking me a while to get my head around stuff and there were a load of early mistakes made because I didnt have a clue what I was doing (like the inclusion of Nuka World - turns out it never actually needed that, I just got confused). I will be aiming to tidy up these loose edges as I port my plots over to the new Martial type.

What does this mean for you guys? Basically nothing. Your existing uses of my plots will of course vanish since they will no longer be Indsutrial plots, but SS will automatically substitute replacements. You'll probably just want to delete them then and replace the plot, but with all the redesigning you'll be doing after SS releases, that will not be a problem :P

Sounds awsome! Can hardly wait! :)
 
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