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Designer choice vendor shops.

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I'm kind of new to Sim settlements and I'd just like to clarify a few things related to the shops that come pre-built into a settlement's plan. An example would be in sanctuary the liquor store (I'm assuming it becomes a bar?) the book store and there's even some kind of clothing store smack bang in the middle of the main road in sanctuary. I cannot assign any settlers to these as they appear just as "table" or "cabinet" or whatever item it is I'm looking. Are these stores just decorations or are they actually functional?

I have tried to do some research myself but not really come up with anything besides this thread:
https://simsettlements.com/site/index.php?threads/sanctuary-shops-ss-rotc-city-plan.3825/

Since I have no idea what a "blue man marker" is I'm kind of confused. My settlement is also level 2. Is it not a shop because I don't have that charisma perk that lets you build shops in settlements?

Any help would be appreciated.
 
Are we talking about this?
maxresdefault.jpg

If you are referring to this stall and the Blue Man Marker that you see behind it, then this is an autoassign marker used for settlers or a "blue men shop-keeper marker" which of course will assign a settler to it and count as a job, so simply put, a way for Sim Settlements to assign a settler to certain locations. Other markers may be simply idle markers, a place for a settler to act like they are hanging out, although I think there might be a few more kinds like animals etc, not sure though.

Since I have no idea what a "blue man marker" is I'm kind of confused. My settlement is also level 2. Is it not a shop because I don't have that charisma perk that lets you build shops in settlements?
If you dont have tthe right perk, then I think that you won't meet the correct criteria for SS to assign anyone to the stall.

There are other mods that use blue markers, one "build your own pool" uses a square, if you place it on a sun lounger, edge of the pool or even in the pool settlers will lay down on the sun lounger, hang around the pool, or hang around in it, each enjoying a different variation of a nice radiation tan.

So simply put, a blue marker, whether it be a man, square or circle, is a point that tells the system what a settle can do in it, in your case, auto assign a settler to work, but not in your case as you don't have the right perk, yet :)

But just to remind you, I am just the Maid and all I do is clean clean clean, so what do I know ;)
 
Yes. That's one of the ones I'm talking about. There's also this shop that's directly to the left of that stall:
MOspfq6.jpg

This image comes from the thread I posted.

So it is required that I need the perk for store to function? Ok I'll try getting it.

I still don't see the blue man marker but I understand its purpose at least. Am I just being dense by not understanding this or did miss some instruction somewhere? Man, I thought I read and watched everything. I thought the in game perk was related to the generic vanilla game stores only. I didn't know SS had it tied in too. I appreciate the response darkerside. I will report back if it is just the perk. Thank you.
 
I got the charisma perk that lets me build shops in settlements but I still cannot assign settlers to these shops. I'm just going to assume they're for decoration only.
 
I got the charisma perk that lets me build shops in settlements but I still cannot assign settlers to these shops. I'm just going to assume they're for decoration only.
If you cannot assign settlers to vanilla shops, then it sounds as though your game may be severely bugged.
 
If you cannot assign settlers to vanilla shops, then it sounds as though your game may be severely bugged.
Its not a vanilla shop. Both vanilla shops and my SS commercial plots work fine and function as stores.
These aren't what I'm trying to ask about. The shops that are "organically" part of a designers settlement, are they usable as shops or are they just decorations? Here are some better screen shots of the ones in Sanctuary.

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There's more of these "organic" shops around other settlements that designers have made. Like the bar behind Abernathy farm or the general shop in front of it. I just wanted to know if these ever function or if they're just decorations. The reason I ask is because they're clearly meant to be shops with signs outside saying "liquor" or "books" or "general" but when you highlight them in the workshop they have no assign button to them and just show up as "desk" or "floor" or "table". Hope I'm being clearer :/
 
I’m having the exact same issue and I’ve ended up just having to leave all three stores vacant. As you said there are stores just like these in other settlements that function just fine but the ones in Sanctuary are the only ones I cannot assign someone to

I THINK it may be due to using the optimised city plan instead of the complex plan as I’ve seen a few videos of the Level 3 Sanctuary that have more detail to them than my city. I’ve put too much extra work into it to restart now though.

So far the only work around that I’ve found is to use one of the level 3 shop tiles you get with the Homemaker - Settlements Expanded mod
 
I’m having the exact same issue and I’ve ended up just having to leave all three stores vacant. As you said there are stores just like these in other settlements that function just fine but the ones in Sanctuary are the only ones I cannot assign someone to

I THINK it may be due to using the optimised city plan instead of the complex plan as I’ve seen a few videos of the Level 3 Sanctuary that have more detail to them than my city. I’ve put too much extra work into it to restart now though.

So far the only work around that I’ve found is to use one of the level 3 shop tiles you get with the Homemaker - Settlements Expanded mod
So are they supposed to function as shops? This is what I'm trying to find out, I can't find any information anywhere about whether they're supposed to be functional shops or they are just immersive decorations.

I'm not so experienced with SS so can you explain the difference between an optimized city plan and a complex one and how you choose which one you get? Are these organic shops (I'm really not sure what to call them) only supposed to function at level 3? Man, I'm so glad someone understands what I'm talking about. I suck at explaining things.
 
I’ve only seen them functioning as shops in images like the one you posted where the Vault Tec Rep is running it. I’ve not been able to get a straight answer on if still should or if this is a feature that has since been removed and they are now just decorative.

Off the top of my head there are a couple of stores like these at Kingsport Lighthouse (behind the default shack there will be two makeshift stores) and at Northagen Beach (there is a large scrap shop on the pier front) that will automatically assign settlers and function as stores. If you go into build mode you will see some blue men standing at the counters, select a settler then you can assign them to these blue men and they will then function as the store owners.

However my Sanctuary doesn’t have blue men at the counters.
 
I'm glad I'm not the only who can't find any info on them. Its why I started this thread to try and get a straight answer from someone but it seems like no one knows.
 
I don't have the blue men either, and I cannot assign anyone to these shops, nor does Sim Settlements assign anyone to them automatically.
 
In my experience a lot of them are decorations, for sure the ones you show in Sanctuary are. You can tell if it's a sim settlement plot by whether or not it has the activator, which these don't, and if they are one of the vanilla stores you should be able to select the unit equivalent, though I know some mods break them apart so that you can place a smaller item such as a counter that doubles as a shop, I don't think they are in project blueprint. {Not absolutely sure about that though}
 
I'm not so experienced with SS so can you explain the difference between an optimized city plan and a complex one and how you choose which one you get?
That's a setting you can flip though the wizard will default it based on how high you gave for system power. Optimized means some clutter and sound effects and such are left out to reduce performance impact.

/edit

Here's the FAQ which explains is much better than I did!
https://simsettlements.com/site/index.php?threads/faq-optimized-city-plans.6749/
 
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Outpost Zimonja and Hangman’s Alley also have stores like the ones in Sanctuary which aren’t working for me which is resulting in a lot of the settlers just standing around.
 
In my experience a lot of them are decorations, for sure the ones you show in Sanctuary are. You can tell if it's a sim settlement plot by whether or not it has the activator, which these don't, and if they are one of the vanilla stores you should be able to select the unit equivalent, though I know some mods break them apart so that you can place a smaller item such as a counter that doubles as a shop, I don't think they are in project blueprint. {Not absolutely sure about that though}

I understand they aren't SS commercial plots I was just looking for something concrete to tell me whether I should be building shops despite these or if they would become usable later. I was kind of hoping there would be some kind of modding witchcraft to make them work, they look so good its a shame they don't function.
 
An easy solution for Mama Murphy’s bar in Sanctuary is to use Place Everywhere, hit insert to enable extra object selection, delete the generic counter and then replace it with one of the vanilla ones (ideally the restaurant counter). It’s not difficult to line up and you can even retain the clutter on display.

You can do the same with the general store however if you want to use the same counter you can only make it a level 1 or 2 store as the level 3 is too long.
 
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delete the generic counter and then replace it with one of the vanilla ones (ideally the restaurant counter). It’s not difficult to line up and you can even retain the clutter on display.

If replacing the generic counter with otherwise identical vanilla one, then use Place Everywhere's store position function first in the generic counter (=), scrap it, spawn the vanilla one and then the use the Place Everywhere function to 'paste' the stored position onto the new counter (0). This is almost certain to work - I once had a situation where two apparently identical looking objects, one vanilla one project blueprint, seemed to have their xyz axes mirrored :)
 
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...I didn’t know it could do that haha.
But yeah unless they release a marker editor or something like that this is the only way to assign settlers to the designer stores.
 
I am sorry, I have been away for a while. With a family issue, computer issue, (It went pop, bang, fizz), I finally managed to build myself a new one and will be playing a brand new walk through very soon, I think my 8th now.

I read through briefly, trying to catch up, so please excuse if i have missed something.

Blue Markers/blue men/action/animation points, whatever they have been called are there for a reason, but I think in general with the patches, you can't see them until you change an option in the holotape and go into workshop mode.

You can then manually assign a settler to one, which we all know how to do.

Now I may be wrong (what's new) but they are there for a reason, like balance or immersion, i.e Sanctuary Lv 3. (lets just say) 20 residentual, 17 industrial (or job plots or some kind), adding 3 stalls, balances it out.

They also can tell you some other info, i.e, spawn points for attackes (good to build defences in the right place), idle markers, (good not to build something over them and find most of the settles climbing all over it), idle markers for pools (good to build with the right mods, to watch naked women lounging around), sorry, thoughts like that happen when you been married awhile lol.

So in answer to what the hell they are and what the hell you do
Find the option - Holotape - will check myself - so Turn on (so visible)
Find a settler
Assign that settler

If your having issues, then it maybe an issues, try refreshing your city.
 
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