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Bling/Style Tips

As I understand, 1 cap per defense from turrets. Which means the basic MG costs 5 caps in maintenance, even if you're not shooting anything. ;) Oil and gas and maintenance I guess, or seems to make sense to me.

I vaguely recall seeing KG and someone else talking on discord about turrets and plots, and that even if it's plot-added they cost upkeep. Makes sense I suppose, don't want someone to build a two- or three-level martial plot that spams turrets on every level. It would be a cheaty way of getting around the costs.
How does it work if I made custom actor records for my turrets, duplicated off the templates for Mk7/Mk5(that usually are enemies not buildables)? Does buffing defense rating given by the plot also increase costs? I think I was considering +15/+20 in the advanced settings. If that adds 20 caps in cost that might be excessive?

Mine add 4 pretty strong turrets, I'd like it to perhaps cost a little more but nothing crazy. I also balanced Level 3 in a way by making the upper structure block line of sight so only 1 or 2 turrets will have LoS at any time. The other one has most turrets in only 1 corner so LoS is in only a specific area. There is a 5th turret on roof on opposite side but its LoS is mutually exclusive with the others.

They use mark 7 on level 3 so have explosive damage type but someday it might require having Adv Industrial like maybe advanced weapons, if I can eventually figure out how to make the turrets be different based on having advanced weapons/whichever plot unlocked or not. I don't want to make any unlock requirements to just build plot but simply have it use better turrets.
 
^^^ Don't ask me, you've gone past my pay-grade. =D
 
^^^ Don't ask me, you've gone past my pay-grade. =D
I guess however I got it now must be okay since no one's complained about it yet & it's been quite a while now. It's kind of a low priority to do more tweaks on old stuff though, would rather think about something new.
 
Talk about pay grade issues, I just tried to figure out how to make a settlement at the Vault 81 entrance. I couldn't even move around in the Render Window.

This old dog is gonna sit in the corner and growl at shadows for a while.
 
They use mark 7 on level 3 so have explosive damage type...
May want to re-think the explosive damage type, in light of the revelation that settlers using explosives can kill themselves/each other. Also the get-in-the-enemies-face-and-shoot dynamic. They’re guaranteed to get in the target area of powerful enemies.
 
May want to re-think the explosive damage type, in light of the revelation that settlers using explosives can kill themselves/each other. Also the get-in-the-enemies-face-and-shoot dynamic. They’re guaranteed to get in the target area of powerful enemies.
I'll have to test it more but so far never happened, tested a little by spawning stuff like ancient behemoth. Though I am using just normal settings, I don't have a Killable Settlers mod that disables Protected. Best test would be spawning in an NPC that can be made hostile to the settlement while having Protected Status. I'll try it out with a Protected Raider & see if it's possible for Settlers or turrets to kill the Protected Raider.

With grenades being given to Settlers I've only seen them get downed by it, never died. Though to be fair I usually just kill the settlers that are at locations by default since those are level 2 with 30hp rather than the beacon ones which are 7 with ~80hp. I do that instead of the radiant as a faster way to claim it, since it also doesn't persist like if player killed settlers after claiming settlement.

I think I was confusing about it, I meant that the Mk7 turrets function like Explosive Pistol/Rifle or other similar Legendary guns. Not missile turrets. I also placed them pretty high up and limited line of sight somewhat so they usually attack targets a little bit far away rather than right below it. Might be worth putting to a poll, about how many people make settlers fully killable and maybe Companions be fully killable.
 
I mentioned in another thread about using the shack stairs for creating a terrace like effect. I've finally worked out how to get screenshots from my PS4, so I can show what I meant:

Fallout%204_20181011170259_zpsv4xhqcny.jpg

Fallout%204_20181011170220_zpsquf21qhw.jpg~original


For my final build I actually separated them, as I wanted a more organic look, and the three carriages in a row looked too regimented. Though I do like how the white line on the shack foundations is reminiscent of the lines on railway station platforms.
 
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^^^ that's really nice.

You've got me thinking of buses end-to-end now. Hmmm.
 
I'll have to test it more but so far never happened Though I am using just normal settings, I don't have a Killable Settlers mod that disables Protected

Even if your settlers dont die, explosives can still damage workshop stuff like generators, water pumps, crops... and the player ofc.
 
I've been doing stuff like this since before SS. Rather than using foundations, I liked to put things on the torn down house pads in Sanctuary.

This is from 2016 IIRC. I used a prefab warehouse, tossed all my crafting stations in there and added details. It went from this:

ENH20160822213047_1 by paladina1a, on Flickr

ENH20160814160002_1 by paladina1a, on Flickr



To this in the next playthrough.
enh20161015004438_1 by paladina1a, on Flickr

enh20161015004548_1 by paladina1a, on Flickr

enh20161015004514_1 by paladina1a, on Flickr
 
Hope you folks don't mind if I post up a couple more. These are from the playthrough I just finished. This play started right before SS came out. I had only about 100 mods running, plus at the time there were far fewer decor and furniture mods. This first one is in Sanctuary. Rather than build from scratch, I used the drugstore from Hozsa's Office & Store buildings. The foundations come with the structure.
ENH20170609202252_1 by paladina1a, on Flickr

The first floor is crammed with crafting stations. It stayed like this pretty much till the end.

ENH20170609214318_1 by paladina1a, on Flickr

The town offices are located upstairs. It started out looking like this,

ENH20170611232059_1 by paladina1a, on Flickr

Then I decided to fill it out, change up a few things and add places for settlers to sandbox in. It worked out very well.Almost too well once SS started cranking up.
ENH20171022113013_1 by paladina1a, on Flickr

Once SS started bringing in travellers, all hell would break loose. One night, I walked into town and had close to 60 NPC's milling about.

ENH20180101142121_1 by paladina1a, on Flickr
 
I've been doing stuff like this since before SS. Rather than using foundations, I liked to put things on the torn down house pads in Sanctuary.

This is from 2016 IIRC. I used a prefab warehouse, tossed all my crafting stations in there and added details. It went from this:

ENH20160822213047_1 by paladina1a, on Flickr

ENH20160814160002_1 by paladina1a, on Flickr



To this in the next playthrough.
enh20161015004438_1 by paladina1a, on Flickr

enh20161015004548_1 by paladina1a, on Flickr

enh20161015004514_1 by paladina1a, on Flickr
Hope you folks don't mind if I post up a couple more. These are from the playthrough I just finished.
This is pretty good, I think you may really like Sim Settlement Plot Creation or maybe city plan creation:
By implementing build ideas through Sim Settlements, it will help performance by having building structures be a combined static which the game can handle quite a bit more efficiently. You can also find 1 way textured objects that help out more by reducing the amount of lighting/shadow processing required since typically the buildable workshop menu stuff are all 6 sided rather than flat which will have many faces be hidden but the game still processes lighting and the game seems to handle it separately for individual objects. I easily surpass my pre-Sim Settlements builds by up to double or more in terms of added structure.

I'm not familiar with the warehouse/wood floor textures replacer/alternative version but it's interesting. If they're an alternative set like workshop rearranged then a plot could be made to use them.
 
I should preface.. anything I say is based on my own preferences. YMMV, so don't take this as a bashing of SS or any particular mod in general.
I used to be into HO scale model trains in a big way. Expensive as hell tho in terms of money, space and time. In any case, most folks into model trains tend to make their layouts as realistic as possible with regards to time period, structures, locomotives & rolling stock, vehicles and many more things. As you may (or not) know I live in the Commonweath IRL... so I know a great deal about locations, history... transportation, manufacturing, etc... My hometown of Lowell is the birthplace of the industrial revolution in America, and also home of the first urban National Park. Sadly, it is also home to the very first Superfund site due to industrial pollution. Any historical questions? Ask away. Concord/ Sanctuary is only half hour ride down the highway.

One thing that used to bug the hell out of me was 'selective compression'. What I mean by selective compression is that things like trees and structures were made physically smaller in an effort to save layout space.
(Already relates to F04) The idea was, you make an in scale structure with all the architectural style and details, but put them onto a smaller footprint. What you ended up with was a very phony looking scene, especially when it came to placing scale railcars and vehicles next to them.

Imagine this... you have a home center / lumber yard. You have a smallish set of buildings for the office, lumber stacks and the rest. This whole thing is being serviced with a 40 foot boxcar that is bigger than the building itself. Looks unimmersive. Same thing as having the biggest trees in the area just big enough to stand under. Doesn't look very real to me.I see SS already going into the same direction. If I can build SS plots on a larger scale, I may do something with it.

I'm not familiar with the warehouse/wood floor textures replacer/alternative version but it's interesting. If they're an alternative set like workshop rearranged then a plot could be made to use them.

I much prefer a cleaner aesthetic for my structures. For the warehouses & greenhouses, there happens to be a cleaned up version of this mod that has everything you need and more, like railroad cars, tracks and some related items. The items look to be the vanilla parts without all the aged wood, rust holes & broken glass. https://www.nexusmods.com/fallout4/mods/28220 Clean version: https://www.nexusmods.com/fallout4/mods/35443
 
I much prefer a cleaner aesthetic for my structures. For the warehouses & greenhouses, there happens to be a cleaned up version of this mod that has everything you need and more, like railroad cars, tracks and some related items. The items look to be the vanilla parts without all the aged wood, rust holes & broken glass. https://www.nexusmods.com/fallout4/mods/28220 Clean version: https://www.nexusmods.com/fallout4/mods/35443

Yep, I use it too. It's great!

Given the cleaner aesthetic I also really like:

https://www.nexusmods.com/fallout4/mods/18230

I miss, crimsomrider
 
@ RayBo I've been using it since day one after release. I have most of her stuff installed just because it is invariably good.

Yep, really good and cool author!

hahahaha, if you ever interact with him.......

She is a he :)

upload_2018-11-17_9-32-5.png

I've seen him get a little sensitive about that. :)
 
It's been a while since I posted in here. I have decided that it was time, as it were, to throw up a few different examples of my own design and thinking behind that design.

As parrotheada1a has illustrated, bling/style is individual. It doesn't *matter* what the overall aesthetic is, so long as it is personally liked by you - there will be someone else out there who really digs it. Even if its not to our personal taste, we can appreciate it. Heck, even if you're the only one that digs it, that is all that matters. :)
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To preface, these images are not from actual settlement building - unlike the rest of the thread has been. They are from my Power Armor Basement mod, a personal cell put together in the Creation Kit.

My basic thinking behind creating this mod was: I really want a secure place to hold my personal stash of Power Armor. Because Home Plate is too small and it's all looking very crowded and nasty in that corner over there.

Then some people were wondering if I would release it. Which was kinda surprising to me. Okay. I added to that above thinking: Yagisan and Pra seem to be enjoying making small city plans at unusual locations. They might want to try the same thing here. As might someone else. Heck, might as well try to make it so that Sim Settlements will work inside. If doing that, then allowing Fast Travel and Provisioners would also be A Good Thing™.

Initially, I did a single room. Then expanded it to three large rooms. These were for: initial entry and all workbenches, an empty room for whatever reason, a very large room with several Power Armor stations and a bunch of space to rank the PA up in for easy access. Then there was raising the ceiling of the rooms. Then I added another four, smaller rooms that can be used for whatever the player wants to use them for. Likely a player-home area, fill it out however he desires.

You can go see the basic evolutionary process and chat in the Power Armor Basement thread.

In this post, I want to cover overall thinking/design decisions and the four smaller rooms - why they look like they do - what my thinking processes were with regard to the room-design and the overall design.
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Overall thoughts:

Why would this area be blocked off, for the Sole Survivor to discover later? It would be a heck of an advantage to someone to own and use this stuff. Okay - it must be because there are nasty critturs down there. Waaay too nasty for ordinary people to deal with. Solution: brick up the entrance and forget it. (Add nasty critturs.)

This place has been blocked off for a long time. It's also sheltered underground, no exposure to the elements. There are no raiders/wastelanders/random vandals/supermutants/scavengers digging around through it and busting stuff. Therefore it is generally in good shape. Being made of concrete, and given that it must have been a military area at the time of the war (thus the Power Armor stations etc, that stuff was military-only) - this place is not going to be a mess of collapsed rubble and junk. Housing what are effectively small tanks, with the latest front-line high-tech military equipment, it's going to be overall very solid.

Should I put a suit or two of Power Armor in here for the player? Why would it still be here? When the bombs dropped, essential military equipment gets taken out and used with population control and to deal with various local emergencies. No freebie Power Armor is appropriate for the player to discover. The basic equipment and layout will have to do them.

The inhabitants or "opponents" that the Sole Survivor has to deal with. Will they be military? Unlikely. Again, military personnel would be out dealing with the local emergencies. The inhabitants will have been administrative personnel or civilians. So they have been...affected...by radioactive gunk that got in (it was never a full Vault or military bunker).

This is how and why I decided upon the overall aesthetic, coupled with the opponents that the Sole Survivor has to deal with.
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Kitchen area:

Workers in an area need a place to take a break, eat lunch, chill out, that sort of thing. Basic amenities - fridge, tables, cleanup area, cups/plates, a couple of couches, and (of course!) a Nuka Cola machine so they can grab a quick pick-me-up.
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Some of the lights are broken - 200 years abandoned will do that.
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Hey, you can't properly chill without a pool table. Full set of balls and a couple of pool cues included. This game has been waiting on the players for 200 years.
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Piper chilling out on the locker room bench.
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Mucking around with Power Armor is a greasy, dirty business. It also takes a lot of hands - including one cheeky ratbag who put a greasy handprint on the sign!
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Well, at least they have somewhere to store coveralls and clean up before they walk outta the area and back to their aboveground barracks/homes.

To be continued...
 
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The offices:

Desks for six admin staff to track the progress of everything. Possibly women, possibly have to stay more clean than the hands-on workers, may include FLACs or PR staff or the equivalent. So they have a private bathroom in the back area - partly visible through a busted door.

Not a rivet will drop to the floor in the main shop without it being noted. And followed up by a memo: Rivet - Wastage - Query. In quadruplicate.
20181129233142_1 (Large).jpg
The boss. The BOSS. Probably military, or ex-military. Someone capable of dealing with both military BS and civilian personalities. Making the two mesh, as best as possible, dealing with the clashes.

Rates an office of his own. Also a personal bathroom, a display stand for personal memorabilia, and has a comfortable chair/table combination for visitors who are stuck having to wait while he deals with whatever personality clashes are currently going on between the brilliantly-talented yet unforunately-insane Power Armor repair crew, the military grunts, and whatever verdammt stupidity the civilians have cocked up - I mean dreamed up - today...
20181129234015_1 (Large).jpg
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You will note that there is no computer terminals on the desks. This was a conscious design decision on my part.

1/ I don't know how to put entries in the things. (Yet.)

2/ They may have been removed as part of the semi-evacuation process. (Before the admin staff became...critturs...)

Mostly #1 of course.
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And that is the overall design. There are a few other things that aren't easy to see on the images: a bit of paper clutter/waste on the floor in a couple of places. First Aid boxes to deal with accidents. The locker/bathroom area is based upon my reasoning of what would make a workable/believable area for cleanup in a messy environment. Aircon units and fans to circulate air through the place.

As much as possible, it can all be scrapped. Including the PA stations and etc. (Though why the player would want to...)

I hope that lot makes a bit of sense to y'all.
 
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