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Companion Plots

Natalie

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15
Okay so earlier today I was looking at a mod that would let me finally send Nick Valentine back home to Ellie, and just then I had a realization. Wouldn't it be really cool if you could unlock special plots to assign the companions to? Like, Nick can open a branch office of the agency, Piper can run Publick Occurences at Greygarden, and Curie gets a real research lab.

Stuff like that. They could give a unique bonus to the settlement kind of like the mayoral bonuses.

I guess someone could do that as an add-on pack, but I'm just throwing it out here.
 
Like the idea of companion plots!

The vanilla companions will return to their last location, if you close out of the settlement selection screen without selecting any settlement, when you dismiss them. If you have not ever sent them to a settlement, then their last location will be their original home. Otherwise a mod like AFT is needed.
 
Makes me wonder if "hit 100% Affinity with this specific companion" is something the SS2 Unlock System can even check for. I know completing their "personal quests" could be easily used for that, but IIRC they dont even all have one, technically?
Otherwise I agree that its a neat idea. Something that fits their personalities/skills would be really nice to see, although another thought is that I dont believe plots can be set to be any kind of "unique" "only one can be built" type deal.
 
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Makes me wonder if "hit 100% Affinity with this specific companion" is something the SS2 Unlock System can even check for. I know completing their "personal quests" could be easily used for that, but IIRC they dont even all have one, technically?
Otherwise I agree that its a neat idea. Something that fits their personalities/skills would be really nice to see, although another thought is that I dont believe plots can be set to be any kind of "unique" "only one can be built" type deal.
Don't they all unlock a perk at full affinity? Could check for those I'm sure.
 
There are quest stages on the CA_Affinity quest. I can't remember exactly what they are, but it would be worth a look. IIRC, they are used as conditions for dialog.
 
So far there's no "unique" plots mechanic, but I do know that you can have a plot which has an additional function if you assign a specific NPC to it, at least that's the impression I got. I found one SS2 settler who gives you one.

The more important question is what would codsworth's plot be? A carwash?
 
There is a unique plot mechanic. Addon authors can restrict who can be assigned to a plot and how many can be built per settlement or total in the game.
Oh, interesting, I didn't see that in my own (admittedly incomplete) read of the Toolkit.
 
I think this is a great idea! The assets pretty much exist.
Paper mill and book store for Piper. A gym for Cait. Guard port for McCready.
You could also do the same with some named NPCs. Like Sheffield in Diamond city, The Vault Tech rep and others.
 
So far there's no "unique" plots mechanic, but I do know that you can have a plot which has an additional function if you assign a specific NPC to it, at least that's the impression I got. I found one SS2 settler who gives you one.

The more important question is what would codsworth's plot be? A carwash?
Preston needs one like a guard post. When you talk to him, he says, “There is another settlement that needs your help.”
The player is given 2 options. One take quest or two slap Preston.
 
There is a unique plot mechanic. Addon authors can restrict who can be assigned to a plot and how many can be built per settlement or total in the game. Specific conditions to unlock a building plan can also be assigned.
I think he meant no one was using it yet. But as you know... it will change.
 
as a combination of the two, as in companion plots and affinity level, you could have a single bed for them if un-attached and a double if you're romantically involved, to aid the immersion?
 
as a combination of the two, as in companion plots and affinity level, you could have a single bed for them if un-attached and a double if you're romantically involved, to aid the immersion?
we already have the levels system, so there is already a framework for building plans to support different models. could plot upgrades be tied to outside stuff like affinity level and romance status?

uniqueness might be a problem. not sure if you can require a plot be a specific plan if and only if a specific settler is the owner.
 
Once built I don't think there is a way to only allow certain settlers as owners.
Now it is possible to tie a plot unlock to a certain event (like finishing a companion quest) and making the plot selectable only by the player.
This way the player can assign the companion to a plot and then change its plan.
 
This is a nice to have idea for sure but I just wanted to say I really like it :) especially since I like how Franklin can have his own specific shop. This can also make it easier to identify who's mayor of what, altho thats a relatively useless mechanic atm
 
the mayor system provides myriad benefits to the settlements where a mayor is selected, and there are both vanilla leader cards in the base mod, and methods to add more leader cards via various and sundry add-on mods. i don't use it, and it's clear you don't see a benefit, but that's a far distance from it being a "useless mechanic".

I stand corrected then. I dont remember this being explained in the game at all. If anything there should be an vault-tec/holotape interface to do this vs having to teleport (waste time loading) around assigining this manually. I did its so long ago that I dont even remember how to do it again now. I just kinda stuck everyone where I thought lore wise they'd be happy and where I'd associate them when it came to finding them again i.e. Piper in Hangman's Alley so she would hear all kinds of underground gossip for news. I figured this was functionality that would be saved for later on. In terms of finding them ,its moot with Summon Companions ( which should have been the official way to change companions anyway)

Anyway good to know.
 
I dont remember this being explained in the game at all.
During the quest where you meet Stodge, Hubert, and pals, you can ask them what their "leadership style" would be, and when you choose which of them will be in charge you get a single popup dialog box telling you something like "the background of the person you chose will affect the settlement"; like many things in the mod, that's as much 'direct' explanation as you get.
 
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