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Creations By COOTS

CptCOOTS

Lord of the Desk
Staff member
Verified Builder
Messages
228
Version 2.5.1 Is up!
I think I fixed the Fancy Desk's activator shit (let me know please).
Tweaked a few things.
Tweaked my Lorification Project (I'll make a post about it later on the forums).
NEW Plot: Exterior Custom Commercial plot that sells pip-boys that you can give to your settlers, a cool scrap item, and paint jobs for your pip-boy. This plot does not require, but is enhanced by, Creation Club paint jobs (thank you to Wim95 for all their work).
 
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Version 1.2 has fixed some issues with the martial plot.

Version 2.1 has fixed a few missing leader cards (they were there but not registered), alters Ronnie Shaw "United we Stand" to be the Fun Police rather than Inhospitable, and adds a HUGE new City Planner Workspace (a full functioning city planner desk PLUS some mini crafting benches). Additionally, an XBox version is now on Bethesda.net.

Version 2.2.a (upload soon 4-2-18) fixes a squad of bugs and introduces a holotape with a bunch of advanced features.

Version 2.3.a Fixed typo that prevented Slocum's Joe Satellite from showing up on plot lists. Updated holotape: > Full information on all new content; > Full Control of new desks; > NEW! Control of Leaders added by this mod (add/remove them from the list); > NEW! Repair options to fix leaders added by my mod that may not be available because of mid-save adoption of my mod. (Ronnie Shaw, Deezer, Goodfeels) https://www.nexusmods.com/fallout4/articles/894 Potentially substantial change to when Dogmeat is available as a Leader and Dogmeat's Desk is available for crafting, you have to know his name. Added 3 new city planner desks: Ultra Compact, Lounge, and Dunwich Altar.

Version 2.4
Bug fixes on physics and placement of aspects of several desks (going to try to make it so people don't look like fools when they're working at the desks and shit doesn't get knocked around).
A fix for the bugged out terminals in Closet Gaming.
Small fixes on the holotape.
I'm building up the framework so that my holotape can support leader packs that I do not author! This is a fairly big functionality boost and I am trying to make it seamless.
So far you can toggle both Supervisor White and C.L.A.M. that are introduced via Mytigio's Industrial City.

Version 2.5
Fixes a few bugs with plots (my prison cell and L2 SJ exterior missing its roof!)
Placed 1 holotape and a few notes scattered about the commonwealth by Cpt. COOTS.
New Vault-Tec Icon Flag
Reorganization of Scripts, Meshes, Textures, and Materials.
New Nuka Cola commercial plot!
Plot descriptions for plots from Paw Paw's mod are in the holotape
.
 
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sCiE49Q.png

This is my first compact interior plot called Cozy Nook.
QUXsEPS.png

This is with markers shown. The red marker, for those who don't know, is the footprint of a 1x1 Martial plot, so we can see this is more compact than a typical interior plot. It is just as "deep" but not as wide.
XsIgvuY.png

Finally, here is the plot from another angle with the "activator" showing.
The carpet, pillow, bed, and chair are going to be random, but these are the ones I used to block shit out. ALSO, this is the level 3 of the plot (I'm designing this one backwards for a change to make what I ultimately want it to be and then downgrade it).
 
CGL1.PNG CGL2.PNG CGL3.PNG Closet Gaming Interior 1x1 Interior Recreational (BIG thanks to pra for letting me embed his cabinets into my mod).
OHL1.PNG OHL2.PNG OHL3.PNG Opportunistic Horticulture 1x1 Interior Agriculture.
PCL3.PNG BoardDetail.PNG Prison Cell 1x1 interior Martial (Just Level 3 shown with a detail on the chalkboard).
RRRFrontL3.PNG RRRL3Sign.PNG Random Recovered Remains 1x1 Interior Commercial (General Goods) (Just Level 3 shown).
 
Is it intended that the terminals at closet gaming aren't usable by the player?
 
I literally just duplicated your terminals into my mod and am spawning those.
 
I literally just duplicated your terminals into my mod and am spawning those.
Maybe that one keyword which blocks player activation is added for some reason? Or, some marker is in the way?
 
Pra is on the Prowl hotfix edition? :D
 
Yeah, the update was primarily about fixing the bugs you found.
 
When do the plots with CC content show up? I just got the CC workshops.
 
They should appear in commercial for donut shops (one exterior and one interior) and interior recreational
 
Been working on some new stuff. Most of this is just in staging phase. For those who don't know, or do things differently than I do, I 1) stage everything for each plot (layers for each layer separated by structure, clutter, and lights/activators/furn); 2) make the necessary static collections to lock together all the things that should be locked; 3) navmesh the crap out of it; 4) do any scripting or custom vendor building that is required; and finally 5) build the required entries that SS needs to make the actual plot.

First is my new Nuka Vendor plot.
L1Out.PNGL1In.PNG L2Out.PNG L2OutNoLight.PNGL2In.PNG L3Out.PNG L3OutNoLight.PNG
This will eventually sell ALL the types of Nuka. This will obviously required the nuka world DLC. Note the GIANT bottle at L3? I love it. I tried to make certain set pieces evolve in quality as the plot evolves. The vendor will be at the cart, but the settler should use the brew station inside.

IMPLEMENTED IN 2.5
 
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Second I present 1 branch of my first Advanced Industrial plot: Independence Collectors.
L1.PNG L1Lights.PNG L2.PNG L2Lights.PNG L3.PNG L3Lights.PNG
This branch is strictly for generating scrap. However, what I plan for this plot (regardless of branch) is that what it generates will be automatically fed into the city via the donations mechanic is RotC. So this branch will feed into the donations that help speed along the city leveling. The other branches will 1) offset the cost of turret defenses, 2) offset the cost of fuel (and eventually nuclear) based power generators, or 3) contribute "armor" donations to help with settlement defense rating.
 
Next I present an entry in my player home series: The Back 40
L1In.PNG L1Out.PNG L1OutLights.PNG L2In.PNG L2Out.PNG L2OutLights.PNG L3Out.PNG L3OutLights.PNG L3In.PNG
The player home series will be plots that you assign a settler to but provide a bed and space for a player that the settler should not use (especially the bed). They all provide a sleeping bag at level 1, mattress at level 2, and bed at level 3. All will offer some relatively unique benefits compared to one another. Each will be select only (you have to select it at the ASAM) AND you can only have one player home plot in each settlement (trying to figure this feature out currently).
The Back 40 is an agricultural plot that generates Adhesive crops. It offers a useable cooking station and eventually a weapon plaque. The plot features traps that are for decorative purposes only (can chimes, tripwire-shotgun, and a bear trap that will only spawn if you have far harbor).
 
Finally, for now, I present the second entry in myplayer home series: Down Low Deals
L1Lobby.PNG L1Out.PNG L1Room.PNG L2Lobby.PNG L2Out.PNG L2Room.PNG L3Lobby.PNG L3Out.PNG L3Room.PNG
Down Low Deals is a unique commercial plot where there is nothing to sell. Instead what is offered is a "fence" system where there is a container the player can (once per unit of time - maybe a day, a week, or something) dump a ton of shit in and then after a while (depending on how many things you chucked in) caps will be deposited in the settlements workbench. You won't get full price for them and as the plot levels the amount increases and the time you have to wait decreases. I intend of cracking open how SS does donations and handle this with a very similar system so care should be taken in dumping a bajillion items in it. Oh and the water cooler functions like a water pump for your personal thirst satiation.
 
Unfortunately the CC workshop plots still aren't appearing. I'll keep at it though.

And the new stuff looks fantastic!!
Would you be comfortable running some console commands for me to look at?
I'll PM you with details.
 
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