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Announcement: Rise of the Commonwealth

Not being an architect, or an urban developer, (plus I hated drawing maps in D&D when I ran campaigns), I really appreciate the designer's efforts on this. I found that I tend to think pretty laterally - my layouts are rather flat, I don't build lots of walkways and bridges across buildings. I loved using SS plots to put in industries and businesses and defenses that made sense to me. I'm waiting for my cities to develop to see what I can learn from the designs, plus I'm looking forward to all the supplemental designs that will get added. You all have added so much life and replay to this game! Thank you!
 
As Kinggath says: Enjoy the Mod!

Get lots of ideas and then take a shot at building your own settlement plans for sharing.
 
As Kinggath says: Enjoy the Mod!

Get lots of ideas and then take a shot at building your own settlement plans for sharing.
I'm on Xbox, and don't have a PC, so doing designs isn't likely. Plus, like I said, I'm finding I don't load too much stuff into my settlements. Largely due to lag and crash concerns on the console! Even RotC has me worried with so many structures added to Sanctuary. I know you all tried to play nice and minimize the impact on our systems, but with all the new features and scripts, etc., I am a wee worried!
 
For Xbox we tried very hard to make them run at a reasonable framerate. It's not going to be perfect by any means but you should be able to get playable settlements out of most of them.
 
Not yet, kinggath tends to let the community compile that sort of stuff, so we were preparing a spoiler warning section on the wiki for those screenshots to go as people found them and took screenshots

He must be hell on wheels hiding candy for kids at Easter.
 
Got 10 cities going now - each have at least 20 settlers. Lookin great, varied with all the add on buildings..!!

The locations I chose are mostly ones that were pretty empty/ ignored or killed off [when my character was going through a bad time ;) ]

Abernathy, Egret, Finch, Greygarden, Jamaica, Oberland, RedRocket, Somerville, Sunshine Tidings, and Warwick.

(Some of my other cities are so large I can't even travel there without crashing 90% of the time there: 114 in Spectacle island, 130 at Nuka World Red Rocket. I was trying to ship off settlers to the new sim cities.. yeah her charisma is god-level..)

Lemme know if you want any pics
 
What are the max settler number for each city? Or at least sanctuary Bc I use that as my home base. I'm curious to hear how many I should expect
 
From what I could tell, the base level 0 Sanctuary plans have 24 plots that it lays down, and will distribute them as needed based on the number of settlers you have. I believe, just in looking at the locations of the plots, there are two locations that are dedicated to martial plots only (they're the smaller 1 x 1 plots) while the rest seem to be a variety of indoor and outdoor plots that could be made into anything. So 22 settlers I think, if it prioritizes only house plots. My Sanctuary has 8 right now, so it has 8 houses, 8 industrial, 5 agricultural, and 3 martial.

As the cities grow to higher levels, I believe more plots are added (there's a lot of places for them to go after all).
 
Hi, I'm on PC 3.01. I have a problem at Sanctuary, where if I add any items or try to remove, the game crashes out. No issues at other locations. I've not setup city plan at Sanctuary, but have at other locations with no issues
 
Hi, I'm on PC 3.01. I have a problem at Sanctuary, where if I add any items or try to remove, the game crashes out. No issues at other locations. I've not setup city plan at Sanctuary, but have at other locations with no issues
How large is the settlement? Is it fully built up?

So no city plan.. did you assign a city manager but didn't pick a plan? Does it crash if you try adding a plan? Maybe a conflict in there with manager trying to build without a plan..?
 
How large is the settlement? Is it fully built up?

So no city plan.. did you assign a city manager but didn't pick a plan? Does it crash if you try adding a plan? Maybe a conflict in there with manager trying to build without a plan..?

It's worth a test, but just fyi Leaders should be assignable even if you don't use a plan. (it doesn't do anything for now, but eventually the Leaders will do more then just allow the city plans to be utilized)
 
Playing nice with Preston, you know he gonna keep sending you out to gather more settlements for the Minutemen. This mean plenty of settlements to develop.

There is a mod called Fifty loving hearts for PC, where every one of them can be your companion. With UCF (Unlimited Companion Framework) quite a bunch at the dame time (beside the point). I am wondering if those are eligable as city leaders, as they're not really custom built companions at the same time they are. I would love nothing more than using that mod to level up most settlements, and starting that as soon as I get it under control.
 
Yeah my finch farm is like 20 but there's room for 3-4x more housing. The new multilevel city plans are humongous!

The settlements are built mostly inside the vanilla settlement boundaries and great care was taken to ensure anything the settlers needed to access would be also inside those boundaries.

Most don't realize that many of the settlements are cubic in nature with Covenent and Sanctuary having the lowest ceilings; 2 and 5 stories respectively.

Some of them go up a fair ways. (I didn't copy the lighthouse data but it's 10 floors)

Taken from:
https://www.reddit.com/r/falloutsettlements/comments/3uiwhe/psa_listed_heights_of_most_settlements/
https://steamcommunity.com/app/377160/discussions/0/492378806377777707/

  • Country crossing: 11.5
  • Croup manor 11
  • Grey garden 10
  • Greentop nursery 8
  • Hangman's alley 3.5
  • Jamaica plain 5
  • Nordhagen beach 10
  • Oberland station 6
  • Outpost zimonja 11
  • Red rocket truck stop 11
  • Somerville place 9.5
  • Spectacle island 6.5
  • Starlight drive in 9
  • Sunshine tidings co-op 10
  • Taffington boathouse 8
  • Tenpines bluff 4
  • The castle 7.5
  • Finch Farm 12.5
  • Murkwater Construction Site: 7
  • Warwick Homestead 9
  • Sanctuary 5
  • Covenant 2
  • Abernathy Farms 19
 
OK now have a leader and setup city plan, but as it tears down old Sanctury it crashes. I think there maybe an issue where I had to reinstall Sim Settlements early on on v3 and this removed residential zones, but the power lines and generator remained. It seems to be these that are causing the problem. Even when I turn off the recruitment radio beacon that i set up at the same time i get the crash.
 
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I'm running RotC, IR, SS. Sanctuary is my main settlement now, with 15 settlers. It's up to level 1. At the far end of the settlement, where the turnaround is, I have five scrap buildings. Is this truly in the city plan for Sanctuary? Or do the city plans allow for some variance in the number of buildings and kind?
 
I have five scrap buildings. Is this truly in the city plan for Sanctuary? Or do the city plans allow for some variance in the number of buildings and kind?
To keep the RoTC independent of IR, the designers couldn't use Advanced Industrial plots. In the core SimS there is only one model for the Industrial plot. However, if you download an addon - like Industrial City - your options increase by a lot :)

Or you could replace some of the Industrial plots with Adv Ind - but you have to power them yourself.
 
To keep the RoTC independent of IR, the designers couldn't use Advanced Industrial plots. In the core SimS there is only one model for the Industrial plot. However, if you download an addon - like Industrial City - your options increase by a lot :)
OHHH! Thank you! I kept IR because I thought Industrial City was dependent on it. What do I lose if I drop IR but keep SS 3.0.x and RotC? I know a couple plot types got moved to the core SS.
 
If you drop IR you loose all Kinggath's Adv Industrial plots. The framework for adv ind is included in the core SimS, so addons generally don't depend on IR (Ruined's might, since his builds on to Kinggath's techtrees)

The plots that were moved from IR to the core mod in their entirety are Central Park (recr) and Guard Post (martial).
 
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