the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Announcement: Rise of the Commonwealth

Amazing. Sounds like the Scrapping mod I downloaded won't be necessary. So.... if you build a big house, similar in size to the Sanctuary houses, will these new "indoor" plots (and the subsequent upgrades done by the settlers) work? I am thinking about making some larger "Castle in the Sky" style houses and that would be cool.
 
So not only have you and your team brought us Sim Settlements (+ Industrial Revolution), but now we'll have Sim Settlers! For the New Year!

Thank you so much, @kinggath , and everyone who contributes to these mods! I truly appreciate the creativity and care that you all put into your mods! Happy Holidays, everyone!
 
To be sure I understand, I will be seeing settlers building their own settlement without me placing plots, but I can also place plots in addition or instead of? Or am I still placing plots no matter what?
I wanted to ask about this too. It occured to me later that these could be like settlement specific or something maybe. Like predefined stuff for different locations? ie the boat in Kingsport Lighthouse being a predefined element there like a "Kingsport Plot" if that makes sense. Like a unique placeable plot only usable in Kingsport that is placeable in water. Maybe I am overthinking it?
 
I think every settlement will have its own unique bonus plus building plus settlers will fallow some building scheme developing entire settlement at a time. You as a oversee will tell them what to concentrate on and make some cheanges?
 
I wanted to ask about this too. It occured to me later that these could be like settlement specific or something maybe. Like predefined stuff for different locations? ie the boat in Kingsport Lighthouse being a predefined element there like a "Kingsport Plot" if that makes sense. Like a unique placeable plot only usable in Kingsport that is placeable in water. Maybe I am overthinking it?
Yes, predefined, location-specific city plans are the only way this could work. I don't think you will have to place them. It will probably be manageable through the city manager's desk, or some special, central ASAM sensor? Lol, maybe it's an ASAM sensor snapped to the workbench.

From what I understood, modders will be able to create additional city plans so that you can choose. I hope it will be possible for mod-added settlements, too.

What I wonder about is: will these city plans have slots for regular plots, or will that stuff be included?
The city plan could just have some beds integrated with it, for example.
Or certain residential blueprints at specific locations, without a way to change.
Or, it could have residential plots at certain places, which cannot be moved or removed, but the blueprint can be changed.
Or there are just 2x2 snappable surfaces or holes there, and you can put in whatever you like?
 
one thing i would like to see is a built in fast travel system like say a boat from the castle and warwick to and from spectacle island since it is just going to be a pain to swim to and from that island all the time. (if anything i don't do fast travel in normal fallout 4 since i just see it was a cheat, that and you level up alot less since you are missing alot of random encounters.)
 
Will we still be able to play this on the older 1.9.4 version or will we NEED the newer version of Fallout four to use this?

Looking forward to this new mod very much as I rarely do quests now and concentrate on making settlements now.
 
What I wonder is how it will work with expansions, namely "Settlement Expansion and Flattening for Sim Settlements", as it really changes the settlements, like Sanctuary only has 1 building, and a hedge wall all the way around it.
 
It will work fine for mods that expand the settlement borders , for flattening not at this time ,but u will see why once its out:)
 
many will start a new save ,I will prolly. but u don't need to :)
Just thought of a related question. Is Start Me Up okay to use? I know Infinite Answer is inadvisable to use because of the issues which are permanent for any save started with the mod. It can be silent in this regard, with nothing noticeable till later on.

I am 100% starting a new game however getting tired of the intro so I want to get Start Me Up but don't want to just get botched saves right from the start and/or get crashing issues because of it.

Hopefully if I do need to come ask for help with technical issues/crashes it won't be simply because of some troublesome mod. I would imagine it would be highly annoying for those who will help with troubleshooting when expansion is releases if issue turned out to have literally nothing to do with Sim Settlements.
 
As a general rule, I've never seen any alternate start mod that didn't eventually cause problems one way or another.

Best way to skip the intro is to do it once without any mods loaded (for compatibility), then zip a copy of the save once you've exited the vault.

Whenever you want to restart, just revert to that save.

Console commands to force the looks menu to pop back up are easily available via a cheat holotape or google search so you're not even stuck with the same look each playthrough.
 
Really, I just started a new save too.
I'm considering it now as well. While I don't want to have to redo any quests, Stuff like these new SimSett features are compelling. Also, Horizon looks interesting. Mh.
 
Probably as properly as the AI does anything else in the game...

Sooo... not so much...

Stairs aren't that scary, just need to make sure they're angle aligned with the top piece so there's a straight edge for the navmesh to work with. Snapping them is usually a good idea but sometimes the stair piece doesn't have snaps.

Don't EVER rotate stairs. Keep em straight and snapped wherever possible and they'll just work.
 
Last edited:
Will the expansion then require the add-on authors to issue updates? Sometime afterwards or are they already "in the know" and the add-on updates a simultaneous release?
 
Usually both great care is taken to ensure backwards compatibility and the Addon authors are already in the know.
 
Top