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Altairp's Animal Farm - Fluff, Updates & Stuff

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Altairp

Mayor of the Farm
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Requires Version 3.2.0 or Greater of Sim Settlements



Contents - 14 new buildings:

Agricultural: 8
Agricultural Interiors: 2
Commercial: 4
Martial: 1
Flags:

Building Features

Settler Navigation: Yes!
Construction Stages: Of course!
Randomized Clutter: Kind of


Introduction

You! No-- don't turn back: there's noone behind. I'm talking to you, filthy wastelander! How's life lately? Pretty cool, uh? I mean, there's this weird dude dressed in blue spandex who keeps building towns out of beer bottles and board games. Entire settlements full of defenses and comforts that many can only dream of. Yet, there's something missing in this wonderful, post-apocalipstick paradise. You know what is it?

A proper diet!

What did you have for breakfast? Tatos! What about lunch? More Tatos! Dinner? Fuckin' Tatos! Well, to hell with that! Vegetables suck, real wastelanders eat meat! Noone's gonna hunt that for you, though, at least not yet: you'll have to take the matter in your own hands.​

If you are tired of feeding on veggies, buy our latest issue of 'Settlement for Dummies'. You'll find tips & tricks on how to start your own animal pen, blueprints for the perfect habitat, advices from famous herders, a guide to build a little slaughterhouse and - if you obtain the special edition - you will also find the schematics for a wonderfully wonderful Wonder Meat Maker!

So, what are you waiting for? Get your hands on this issue. Only for 39.99 bottlecaps*!

*We also accept Aqua Pura, Pitt steel, Ring pulls, Brotherhood Scripts, Detroit splinters, NCR dollars, Legion coins, and/or barter.


What the hell are you talking about?

It's with fervent enthusiasm that I present to you: Altairp's Animal Farm. This Add-On pack adds some new plots to Sim Settlements focused around animals, and shanty farms, with wonderful experiences of herding beasts in a pen, feeding them until they're fat, and slaughtering them all to feed your settlers*. All Agricultural plots also produce resources based around the animal they welcome.
*Not all experiences may be included.

The plots, so far


Agricultural:

Cat Farm - a pen where Cats are harvested for meat. Generates food (cat meat) and fertilizer.

Milking Pen (Brahmin) - a stable building dedicated to the production of Brahmin milk. Generates food (brahmin milk) and fertilizer.

Milking Pen (Cat) - a stable building dedicated to the production of Cat milk. Generates food (cat milk) and fertilizer.

Milking Pen (Molerat) - a stable building dedicated to the production of Molerat milk. Generates food (molerat milk) and fertilizer.

Molerat Pen* - an enclosure for everyone's favourite top-secret and experimental invasive lifeform. Generates food (molerat meat), fertilizer and some junk.

Radroach Junkyard* - a radioactive pen full of trash where roaches grow free. Generates food (radroach meat/radroach paste), fertilizer and some junk.

*Also available as interior plots.


Agricultural (Far Harbour required):

Chicken Trailer - an old RV turned into chicken heaven. Before they're slaughtered, that is. Generates food (chicken thighs) and
fertilizer.

Rabbit Container - a rabbit hutch carved out of an old container. Generates food (rabbit meat) and fertilizer.


Commercial:

Farmer's B&B - a shop that acts as a bar/diner/restaurant, and also provides a free bed at level 02 and 03.

Slocum's Joe Mess Hall - an old warehouse turned mess hall. Acts as a bar/diner/restaurant.

Food Caravan - trader cart that sells food. Acts as a bar/diner/restaurant.

Vet Clinic - shanty shack that provides medical aid to those in need.


Martial:

Guard Kennel - because nothing's funnier than unleashing a rabid dog against those invading raiders. Spawns a dog (wolves too, if the other option is selected) that will attack any and all enemies in the Settlement.



Known issues:

- Occasional CTDs may happen. Please head over to the comment section for a possible fix.

- No uniforms for your settlers just yet.

- Rabbit Container and Chicken Trailer lack a building info. No real issue, just select the building and press tab to exit the selection.​

In closing

I hope you'll enjoy this little addition to the main mod; be sure to provide me with any kind of feedback/criticism/advices once you're done checking it out (from "Oh hey, it's great!" to "This sucks, please don't open the Creation Kit ever again"). I'm especially interested in what you think about the altered resources outputs/needs for each pen and the new items.

Stay tuned for more!



Last but not least:

I'd like to thank the user mytigio for sharing his resource generation script with me (and thus satisfying many who desired some kind of resource spawn!). I urge you to check out his mod - Industrial City SIMS Add-On - incase you're hungry for even more plots. Be sure to endorse after you download!

I'm going to throw a thank you to MacMan131 for letting me use his frame pack in my construction stages. If you desire more building pieces for your settlement, be sure to check out his mod - Mac's Frame Pack - and download them: the pieces are simple, but they really manage to capture a 'Under Construction' feeling. Be sure to check them out!

A truckload of thanks for kinggath, the creator of Sim Settlements, for his work (and also all the times he helped me unscrew my stuff); an appreciative thumbs up also goes to the modders in Discord and the aid they provided whenever I abused the help section of that chat.

Also thanks to Bethesda. It's their game, afterall.​
 
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Version 1.0.1 update notes.

- The Molerat pen has been changed to be less boring. To see the new pen, smash your Molerat Enclosure plot with the immersion breaker hammer and the new stuff should spawn in its place.

- The Rad Roach farm recieved some small changes that you should see once you reset the pen with the immersion breaker hammer.

- The resources input/output for both plots has been changed. Also, the Rad Roach enclosure will now cause a slight drop in happiness that will decrease with each level upgrade. Be sure to give me your feedback about this.

- You can now kill your animals! Even though you're not supposed to. I'm not sure if they will respawn, so if they don't-- smash the plot with the IBB and everything should go back to normal.
 
Version 1.0.2 update notes.

- The selection of agricultural plots has been expanded with two ( 2! ) new plots centered around the theme of producing milk from mutated cows, and another animal that I will not talk about, for your settlement. Thanks to the user Zeigeist for this idea!

- Four new food items have been added. Settlers should produce the first two once you build the new plots, the rest can be found in the cooking workbench under ' DESSERTS '.

- All plots will now produce resources! I repeat: ALL PLOTS NOW PRODUCE RESOURCES. Settlers will now fill your workshops with resources related to the plot they are working on - such as molerat meat/teeth/hide for the Molerat Pen - and this should make everything much more interesting ( be sure to restart old plots with the IBB for the changes ).

- I've done some small tweaks here and there to all plots. Now their 'dirt' floor should look light-brown, instead of dark-brown-with-horrible-leaves. Be sure to smash their post with the IBB to see the changes.
 
Version 1.0.5 is now live!

- The selection of plots has been expanded with two (2!) new commercial buildings and one (1!) martial plot. Your settlers can now enjoy the fresh products of a trade caravan, keep animals healthy with a vet clinic and make sure that their pens stay protected with a dog kennel.

- The add-on has been upgraded to follow SIMS 2.0's update: you can now select my building plans with the dedicated sensor and resources will be generated with SIMS's scripts. You won't have to fear the 'Your settlers harvested resources' pop-up anymore!

- An eccentric red-head from Megaton told me that Brahmin milk is supposed to heal radiation, so I fixed that. Brahmin milk can now be used as a weak way to heal HP and Rads, while the Molerat milk will heal HP and restore AP. SPECIAL bonuses have been moved to the Cereal&Milk item (by the way, metal spoons are not a requirement anymore!). I plan to branch these items out further in the future; be sure to keep me posted with feedback to help me balance things out.

- Smaller tweaks to animals of the previous plots. An example? Molerat Mamas now look like Molerat Mamas.

- Hopefully fixed the Red Rocket bug; I just had to clean my .esp with fo4edit. Stuff scrapped with your favourite 'Scrap Everything' mod shouldn't appear anymore with my mod installed. Of course, further testing may be needed.

- Changed the mod's name on NMM. You will now see 'Sim Settlements - Altairp's Animal Farm' in the 'Mods' tab. I hope that's enough, because I won't change the name of my .esp: it's bad juju.

As usual, hit your plots with the IBB to see all of the changes.


I hope you'll enjoy this update and, as usual, be sure to keep me posted with feedback/bug reports/other stuff you may want to tell me. I may release another update this week, underline may, so stay tuned!
 
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Version 1.0.5a is now live! ...for XBOX.

- The Add-On has been uploaded on Bethesda.net for XBOX 1. A lot of testing may be required, since I don't own a console for that.

- Added all of the Farm Animals on the SIMS Performance Options. You may now disable them to improve fps (not on PC just yet).
 
Hello!

I'm posting this just to say that there won't be an update this week, since I'll be busy for some days. I'll probably be able to post 1.0.6 after I'll be back.
In the meantime, keep me posted with bugs, feedback and suggestions (here or in the Nexus): I'll take a look once I return.


Have fun!
 
Version 1.0.6a is now live!

- The selection of plots has been expanded with one (1!) new commercial building and one (1!) agricultural plot. Your settlers can now sit back after a long day of work at Slocum Joe's Mess Hall, and raise some wonderful cats in an enclosed pen to be harvested of their meat (mytigio, you monster!) and milk.

- A new drinkable item has been added: cat milk will now be produced in a Level 04 Cat Farm. This item will heal your character's HP, give some radiation poisoning and provide a night vision effect for five minutes.

- The Kennel's feral mongrel has been dealt with and removed from Levels 02 and 03. Since I had no idea of what caused the attacks, I just decided to remove the dog from the rotation. All animals have also been added to the CaravanTrader Faction to prevent strange attacks against Carla, Cricket and the other traders.

- All animals can now be moved around and scrapped. A poor user mentioned how he had to spent ten minutes pushing Molerats around with a turret, so I decided to make my actors selectable. You can also scrap them, to recieve some Bone and Fertilizer, but you aren't really meant to do that.

- The 'Animalism' (from Orwell's Animal Farm) flag has been added and can now be selected for the Martial plots. Since the option was there, I decided to make a shameless easter egg. There's also a flag item under Decorations > Flags, incase you want to decorate your wall with some green.


I hope you'll enjoy this update and, as usual, please be sure to keep me posted with feedback/bugs/other stuff you may want to tell me. Since this was just a first 'half' of the update, I'm going to post 1.0.6b (with a new building) sometime this week. Stay tuned for more!
 
Added 1.0.6a for XBOX. I think.

XBOX users: check it out and let me know if you see the new buildings!
 
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No new updates, just adding the Nexus' changelog here.

New in version 1.0.6b:

- All farm plots can now reach Level 04.

- A small happiness bonus has been added to the level 03/04 of the milk pens (the happiness bonus on the last level of the Cat Farm is still present).

- A new edible food item has been added: the Radroach Paste. A less powerful version of the 'Food Paste' that may spawn in your workbench if you possess a Level 04 Radroach Farm.

- I have added two different versions for the cereals with milk that can be crafted with Pre-War Suga Bombs. They are slightly better than their Post-War Sugar Bombs version.

- All food items recieved a nerf. The SPECIAL bonuses have been removed, while the bonuses/healing that they provided have been knocked down a lil'. This should make those who thought the items were too OP (me included) happier.

- Resource production now uses a new, better system that was added by SIMS several updates ago. I have also nerfed the quantity of items that you'll find in the workbench.

- Kennel animals were made essential to prevent death (since, as far as I noticed, the 'protected' status did not work).

- I cleaned up my .esp before upload, so random CTDs shouldn't occur. If they still do, please report them in the bug section and I'll see what I can do.

Remember to reset your plots with the Immersion Breaking hammer to see all of the changes.

New in version 1.0.6c:

- Fixed silent NPCs bug.


I also just updated the mod on XBOX One. You guys be sure to have fun, and keep reporting bugs o7
 
As some of you may have noticed, I have just uploaded a new version of Altairp's Animal Farm.

NEW IN THIS VERSION.


General/Plot:

- The Molerat Pen, Radroach Junkyard and the Milking Pen(s) recieved a much needed re-do. Be sure to reset the built plots to see all changes.

- The Cat Farm won't produce milk at Level 04 anymore. There's a new plot for that.

- Nerfed the Milking Pens, a little (the L03 happiness bonus has been moved to L04). Also fixed up some screwed up values for the food generation/water and defense needs.

- The Vet Clinic recieved a new sign, to make it stand out a little more, at Level 03.

- The plot dirtfloor and mudhill have been resized to fall in line with SIM's, so they should be less annoying.

General/NPCs:

- All NPCs received the 'Protected' flags, instead of 'Essential'. If they start trouble just empty your doublebarrel in their faces and they should stop.

- The vanilla NPCs are scrappable and pickable, incase you feel like removing them manually/moving them around. No way to do this for the animals added from the DLC, so, don't ask.

General/Misc:

- Cleaned up the .bsa from unneded files and textures. Should make the whole file a lil' smaller.

- Cleaned up the .esp with FO4Edit. Shouldn't be anymore quirks now (except the ones in the kgsim cells, but those are fine - they're just cells used for building).


Added/Agricultural:

- Milking Pen (Cat); produces cat milk and fertilizer.

- Rabbit Hutch; produces rabbit meat and fertilizer. (Requires Far Harbour to be selected, but Far Harbour itself is not a dependency).

- Chicken Trailer; produces chicken meat and fertilizer. (Same as above).

- Molerat Interior.

- Radroach Interior (doesn't have critters).

Added/Martial:

- Doghouse (with Wolves); spawns dogs and wolves from the Island. (Requires Far Harbour to be selected, but Far Harbour itself is not a dependency).

Added/Commercial:

- Farmer's B&B; simple bar/diner/restaurant that'll add a free bed at Level 02 and 03.


This should be all... unless I forgot something.


Please, be sure to report any bugs or weird quirk that you spot (especially on the rabbit/chicken/doghouse with wolves plots, since they use a new script to spawn the NPCs and generate resources). I'm already aware of the lack of a building info for the chicken and the rabbit plots, but I cannot be arsed to re-upload a new file; I tested it, anyways, and there shouldn't be any issues.

Also, if it wasn't understandable enough: THE DLC PLOT REQUIRE FAR HARBOUR TO BE SELECTED, BUT FAR HARBOUR HAS -NOT- BEEN ADDED AS A DEPENDENCY. You can keep playin' with one .esp.

Worry not, and be sure to enjoy.
 
Guess who screwed up the release?

I did!

...but I also managed to fix it, so there's that. Be sure to download the new 1.0.7a to see these changes.


Fixed/Plot:

- Fixed the Quest that handles building plots. You should now be able to select and build them.

- Added buildinginfo for the Chicken Trailer and the Rabbit Container.

- Added the scripts that handle the spawning of DLC NPCs/DLC items.


Fixed/Items:

- Added "Quench Thirst" keyword to all the milk and cereal items. You should now be able to quench the SS's thirst in survival with those.


I'm gonna upload a XBOX ONE version once I'm 100% sure that all the bugs have been squashed.
 
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