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Suggestion Companion Homes

Danest

Member
Messages
86
One thing I'd love to see is companions being able to build their own homes. The kinds of homes each companion would build, I can imagine, would be rather different from each other's. I've tried all kinds of things to leave companions in settlements and make them a part of it (I really can't adventure with all of them, or I don't want to.) But even with all those console commands I've googled and read about to try to get it to work, it's inconsistent at best, trying to make them a part of a settlement. They maybe sort of sometimes work some jobs, but maybe not.
 
Great idea. How about a bonus to a settlement in the way of buffs (ex. Danse would provide a bonus to next attack or exp earned), unique items produced, or a passive function like the conqueror buildings (i.e mess hall/armory/etc.)?
 
If I assign a companion to run the settlement, and leave them there, it really seems plausible that they'd make their own home/office/capital building... I can really imagine that Danse would build something very different from Cait or Curie or Codsworth.
 
This would be cool! Preston, Danse, Deacon, X6-88 and Gage would probably add some buffs related to their factions, like weapons being added to the workshop for guards later, or a damage buff against certain foes. Nick, Strong, Cait and MacCready could add their own defense buff in addition to their house, while Piper, Curie, Hancock and Codsworth could add happiness. Not sure how Dogmeat, Ada and Longfellow would be, but that's how I see it working.
 
This is a very cool idea; It seems like it should be pretty easy to make a bunch of cool building plans taht must be manually selected (not drawn randomly). Can you assign companions to recreational plots? I haven't really done anything with companions in SS, but I don't recall any reason that wouldn't work!
 
Another alternative that I wondered about is the concept of themed plot skins. Think the color choices but styled to companions or factions.
 
Almost more imporant than the actual building would be a way to keep companion-assigned plots assigned to the companion, even if you have taken them with you. Aka, prevent other settlers from moving in, and prevent them from claiming a fresh plot when you dismiss them.

Then, I think making NPC-Specific plots would be simpler than skins. Basically, add a field to specify said NPC to the blueprint. Then, on assignment, check if the assigned NPC matches to something from the list, and if yes, use that.

Skins would require that you either make a lot of them for various plots, or that you add a way for an NPC to select one specific plot anyway (like the Wasteland Lounger for example).

TBH I have no idea whatsoever how VIP stories are implemented. They do force a specific blueprint, and then work like a skin?
I guess that could be done for companions, if a specific NPC could be made to always trigger one specific VIP story.
 
What if we made a new plot type. Companion residential.
Only assignable by companions you have plots for, that way normal settlers won't assign to them. Also it means mods with companions could include plots to add to the list. Could even include quests like adv. Industry plots. Rewarding little extra perks or new weapons or new plots.

Or call it unique residential. And then Jammer and sturges and Warwick could all have unique homes
 
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