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Announcement: Rise of the Commonwealth

Addons don’t have to update for the expansion or 3.0, it’s all compatible as is, just as Tankthing says :) For addons that have shops other than bars, there are some tweaks we can do to increase immersion. So we are working on an update to Wasteland Venturers and will hopefully have it up right after Kinggath releases.

Not to mention that as with Industrial Revolution, there are heaps of cool stuff in 3.0 and Rise of the Commonwealth that we eventually can use in the addons to crank them up some more!
 
Usually both great care is taken to ensure backwards compatibility and the Addon authors are already in the know.
Wow does that mean the addon authors knew about expansion ahead of time?
 
So question, will the settlements start building before you even get there or is it something the player needs to activate?

If not, an option or a mod to have the settlements start building before would be very cool, to basically stumble upon a full fledged city.

More importantly, this would put a VERY interesting spin on the Nuka World take over the commonwealth mechanic, having your raiders take over settlements that aren’t yours to begin with!
 
More importantly, this would put a VERY interesting spin on the Nuka World take over the commonwealth mechanic, having your raiders take over settlements that aren’t yours to begin with!
I would like that. The NW raiding thing always felt a bit pointless since there's no defenses and only some level 1 "Militiamen" with pipe pistols like maybe 5 of them. So when I did it was over with just 1 Frag MIRV or you could probably 1-shot them even with modded pipe rifle since level 1 raiders have 30 health(unless the Raiders in Concord/Museum of Freedom/USAF Satellite Station/Corgeva/other places you'll go to for start of game Minutemen quests are just different/nerfed).

IMO there should have been at least a couple that are hard to raid or even possibly one the hardest given how it's fairly easy to make a tough settlement that even large number of high level enemies stand no chance against.

That's what I want to do if I make a large settlement I like, make it into a blueprint then try raiding it on another save.
 
Players will have to activate .
Addon authors know a few things ;) but if we tell you Kinggath will beat us to death with his wrench
 
Players will have to activate .
Addon authors know a few things ;) but if we tell you Kinggath will beat us to death with his wrench
Ok I got an easy question @uituit hopefully it's cool. Do we need to make a building different at all if I intend for it to be used with Interior Plots? Is that something building makers can do, make building so that interior plot can fit inside of it?

I got a few ideas but struggle with interior part, it never seems to look good to me(maybe it's the "curse of knowing" like if I make a building and interior there's not going to be any surprises but it always end up boring when I try interior) and I prefer the other author's decorating. Does it have to be a bit bigger or do interior plots fit inside?

Reason is I want some "high-end" settlers Residences. I like the whole Midgar style idea where there'd be slums on lower level and nice stuff on top.
 
;) you should be asking that on discord ;)
 
;) you should be asking that on discord ;)
OK?

Guess I will. That does make sense I am sure others are asking about it too. Maybe if they're like me and like thinking up general structures but not so much about interior decorating.
 
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.

I often have to nudge at my settlers and fast travel a few times before they get the hint even when it's a nice snappy right angle, so I'm all for them even making a stab at figuring all of it out themselves. I don't know if that's actually something that happens with this new expansion, e.g. "Oh hey I can't get up there and I need to, let me build some stairs." Seemed like it? If not, well, consider my expectations tempered then. If so, that's already plenty impressive even if the navigation AI is still dealing with the usual woes.
 
yes for people you are REALLY interested in making an addon for SS, but questions about gameplay and tips and help should be on the forums
 
And another thing: Inhowfar is this automatic settlement building compatible with regular, manual building? For example, I let the settlers build up sanctuary, but I still want a house there. Will there be some way of finding a safe place, where I can be sure that no settler-generated building clips into it?
 
Q. Will we be able to contribute our own leveled cities for the system like add-on makers add buildings for plots? A. Oh yeah said:
Hm... then i will be able to do my Enclave themed settlements much easier than I planned. That is AWESOME!
 
It looks great but I have a question. If I am running the original Sim Settlements mod, will I be able to upgrade from it to this or use this like an addon or do I need to use this mod as a whole new experience?
 
use it like an Addon :) but it will be a new experience as well:)
 
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