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New settlements?

Honestly fungal cave in particular doesn't make much sense. We're getting those people out of the cave to live in the quality of our settlements, gaining their settlement as buildable would really kill the point of the quest. And honestly it would be the same for any situation where we go get someone from somewhere to bring it to our settlements. If we can build a settlement there afterwards, why are we taking this person out to a "better" life.

That being said, I could see the complete opposite of your idea. If they wished to, the SS2 team could make a quest where we go somewhere and meet people who have the place to build but lack ressources/know-how and maybe we can earn their trust (it's a game, there needs to be a mission or stuff to do) until they decide to join us and let us build there. That could work storywise and mechanics wise. I'm not quite sure it's something they want to do as they often said thy don't want to alter too much of the outside world but in the case of an interior cell, another vault? A new section of the subway system? An abandonned giant empty factory? There are quite a few options that would be possible.

But that's even if it's something they want to do. Let's be honest, it's not like they are not already working on enough stuff at the same time. But I could see some possible ways to gain settlements that were created by the team in future chapters, just not the way you described it.
 
I like the idea of getting new settlements via SS2 quests. In addition to what Irealys mentioned, maybe even cave systems or large underground bunkers would be feasible. I feel like this could be one of those things where the community could possibly pitch in to take pressure off the team, maybe in the form of a friendly competition or something, I'm sure we have many skilled cell builders lurking around.
 
There's more than a few places even just in the base game that'd "make sense" to be converted into settlements too (without inventing entire new zones), more sense than some of the places Vanilla NPCs live now - as an example, I know there's already at least one mod that does it, but Lukowski's Cannery springs to mind...
 
There's more than a few places even just in the base game that'd "make sense" to be converted into settlements too (without inventing entire new zones), more sense than some of the places Vanilla NPCs live now - as an example, I know there's already at least one mod that does it, but Lukowski's Cannery springs to mind...
And there you have the reason why it most likely won't happen! Congrats!

The more you try to use other places that are used by other mods the more potential conflicts you create and KG has always tried to avoid those when possible (as far as I've seen at least). It's one thing to have a quest to kill stuff in place X, it's already what 99% of non settlement/city space is afterall, space to kill stuff, but creating a settlement somewhere can really start getting into conflict.

However, if you create an interior cell with just a small door somewhere... then the odds that you are conflicting with someone else's space is very unlikely. Trust me I've seen his naming ways, if someone creates an interior cell that conflicts with any of kinggath's work, they were specifically trying to do so. The power of the prefix compels us all. Amen.
 
The more you try to use other places that are used by other mods the more potential conflicts you create and KG has always tried to avoid those when possible (as far as I've seen at least). It's one thing to have a quest to kill stuff in place X, it's already what 99% of non settlement/city space is afterall, space to kill stuff, but creating a settlement somewhere can really start getting into conflict.
You're right, I don't know what I was thinking. Of course that'd cause Problems™, any hypothetical new ones added would pretty much HAVE to be completely independent cells that nothing else touches.
 
You're right, I don't know what I was thinking. Of course that'd cause Problems™, any hypothetical new ones added would pretty much HAVE to be completely independent cells that nothing else touches.
Maybe not... but the question would end up being... where would you feel comfortable you would not cause issues with someone else's mod by taking control of a block of buildings for settlement purposes? I mean some spots in the glowing sea could work and I would 100% support sim settlement doing that! Abso-freaking-lutely.

Make it a ghoul settlement and have a story involving mutants and whatever else you want that could be mutated and talking and I would play the hell of that place and it would become my new favourite spot to build. Might piss off some smoothskins but f*** em.

But other normal good places where other people could make settlements or missions or have "scenes" in their quest or whatever... it could cause issues. Otherwise someone would have just taken possession of one of the 50+ great underused locations Bethesda put in and didn't do crap with (that robot race track... FFS!!!!)
 
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....... I'm not quite sure it's something they want to do as they often said thy don't want to alter too much of the outside world but in the case of an interior cell, another vault? A new section of the subway system? An abandonned giant empty factory? There are quite a few options that would be possible. ........
That was exactly my idea

a empty interior Cell with just a Vault Entrance that has a few outgoing Ways they are sealed at the beginning.
and then you could start to build rooms, stairs, corridors, etc. wich snap on the before seald ways and also after placing them, the sealed doors open/get accessable.
and in the new rooms, corridors, etc. its the same: a few sealed outgoing Ways to snap your new ones

there you could get an infinite space for your personal Vault
 
That was exactly my idea

a empty interior Cell with just a Vault Entrance that has a few outgoing Ways they are sealed at the beginning.
and then you could start to build rooms, stairs, corridors, etc. wich snap on the before seald ways and also after placing them, the sealed doors open/get accessable.
and in the new rooms, corridors, etc. its the same: a few sealed outgoing Ways to snap your new ones

there you could get an infinite space for your personal Vault
Interior cells can get messy and full fast. The game engine itself can only handle so much before it pukes. I literally set an Xbox on fire trying to super build a vault. Even the best PC is only as fast as the slowest component. And that's the games engine.
 
Interior cells can get messy and full fast. The game engine itself can only handle so much before it pukes. I literally set an Xbox on fire trying to super build a vault. Even the best PC is only as fast as the slowest component. And that's the games engine.
Well for sure there are Limits and it's not really infinite. But this brings me to the idea for multiple cells:

What if you can build a few doors wich brings you to other cells. Or the Vault entrance has a few Doors for diffrent Cells.

Not that it is that important to build a supervault anyways XD
just ideas ; )
 
 
Last I checked, that "Forgotten Vault" didn't link properly with SS2's Caravan Network systems. That was a few patches ago, though.
 
Last I checked, that "Forgotten Vault" didn't link properly with SS2's Caravan Network systems. That was a few patches ago, though.
I forgot about that smh... I guess one would have to wait until Uituit updates it.
 
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