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Add on packs with RotC

MattLish

Member
Messages
32
Sorry, this has probably been asked before.

I am returning to fallout 4 to play Rise of the Commonwealth because it looks amazing.

I want to try clean up some of my installed mods.

I have loads of Sim Settlement add on packs and I was wondering if there is any use for them in RotC?
I aim to play purely with RotC and not use the standard plots.

Will I miss out on anything if I remove them?
i.e. are there any city plans that use random plots from add ons?
 
The answer to this is absolutely yes. Sim Settlements and all expansions are inclusive of all addon packs that have come before. They provide variety to the vanilla plots.

The plans by default should be set to randomize plots on load. There's been some trouble with the randomizer where the plot saying "gimme a number" gets back the same random number because it queries too fast but that's an engine bug and on the known issues list for a fix.

You should be able to use the ASAM sensors on each plot to rerandomize that plot's selection though in case it decides to build an entire settlement out of Fallon's plots or something.
 
Ah I see, I haven't played RotC yet so I didn't know.

Do city plans in RotC just place say a farm plot and then SS picks a random farm plot or are they pre decided as part of the cities blueprint?
 
Ah I see, I haven't played RotC yet so I didn't know.

Do city plans in RotC just place say a farm plot and then SS picks a random farm plot or are they pre decided as part of the cities blueprint?

Your choice.
You can go with random in which case it will pick a random plot of the general type (industrial, martial etc) including from any addons you have or you can go with the plots the city designer intended to go there. In either case you can change the plot from the ASAM sensor if you don't like whats been built. All the plots in the designs are from Sim Settlements itself, none from Industrial Revolution or the addons so it isn't dependent on them.
 
Ah right, that makes sense.
So the city blueprints will place a plot there of a pre defined type but I can then go over and change it if I want to (including add on packs).

Thanks for the replies, that clears things up.
 
It should be noted this is a problem when placing a lot of plots in rapid succession. For some reason known only to Bethesda, the random number generator doesn't reseed. It's just more noticeable in the plan built ones because they can spawn a lot of plots in rapid succession if there's a good sized population at the time the plan is set.
 
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