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News and Updates - Defences

So last night the Add-on makers were given a preview of what's coming up in the big June 30th update to Sim Settlements (and holy crap I mean big - I'm never going to want to play anything else..).

Among many, many other things the new SS version includes Martial plot types (1x1 and 2x2 variants). My plan over the next few days is to thoroughly go through the pack and update and fix, hopefully putting out a new version just after SS releases. When I first started this, it was the first time I'd ever looked at the creation kit. I'm used to coding, not working with graphics, so its taking me a while to get my head around stuff and there were a load of early mistakes made because I didnt have a clue what I was doing (like the inclusion of Nuka World - turns out it never actually needed that, I just got confused). I will be aiming to tidy up these loose edges as I port my plots over to the new Martial type.

What does this mean for you guys? Basically nothing. Your existing uses of my plots will of course vanish since they will no longer be Indsutrial plots, but SS will automatically substitute replacements. You'll probably just want to delete them then and replace the plot, but with all the redesigning you'll be doing after SS releases, that will not be a problem :P
I've loved your mod since initial release and I look forward to the new stuff you will be pushing out! If you need any testing done please feel free to let me know, I've been doing testing for all of the releases kevbal has been putting out so I have some experience. I'm no pro at testing but I have a decent eye for that sort of thing :) can't wait!
 
I think that just before I update to the new version, I'll go in and scrap my defense plots, leaving a small floor piece floating in the air so I can get the plot exactly where it was previously.
 
I think that just before I update to the new version, I'll go in and scrap my defense plots, leaving a small floor piece floating in the air so I can get the plot exactly where it was previously.
I've been playing around with that actually, wondering how the update would affect things. From my experience, the old industrial plots actually remain and continue to function as before, even if you hit them with the IBB. So you shouldn't have to worry about deleting in advance - I've just been deleting my old ind plots and replacing them at the same time. Up to you though, tidying them up in advance is probably the safer option.
 
I've been playing around with that actually, wondering how the update would affect things. From my experience, the old industrial plots actually remain and continue to function as before, even if you hit them with the IBB. So you shouldn't have to worry about deleting in advance - I've just been deleting my old ind plots and replacing them at the same time. Up to you though, tidying them up in advance is probably the safer option.

Brae, won't they go back to a basic plot and build a different industrial plot though? or are you not removing your industrial versions and simply adding Martial plot versions?
 
Brae, won't they go back to a basic plot and build a different industrial plot though? or are you not removing your industrial versions and simply adding Martial plot versions?
That's what I expected to happen. I can only assume that because I've just switched the old models to the Martial list instead of industrial, the plot ID values are the same so when you refresh it doesn't check the list, just fetches the plan with that ID
 
Update 0.4.1 - 30/06/17

Small update to switch over to the new Martial plot types included with Sim Settlements Industrial Revolution (this is now a requirements for this AddOn pack - I'll leave the old version up for anyone who doesn't want to/can't use IndRev).

All 5 plots are now included as 2x2 Martial plots rather than industrial. Thanks to a tip from JtBryant I've also finally fixed the screwed up defence amounts for the various levels - they now provide the correct amounts as defined in the description.

Couple of other small fixes to item spawns on the Basic Outpost and Sandbag Fort.

The dependency for Nuka World is back, and I think to stay. I screwed up when I first created the mod and now it's a pain to remove it (the change in load order invalidates a load of references, would take me a very long time to go through them all, work out what it was and reregister it). I'll probably be using stuff from it in the future anyway.
 
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Update 0.4.1 - 30/06/17

Small update to switch over to the new Martial plot types included with Sim Settlements Industrial Revolution (this is now a requirements for this AddOn pack - I'll leave the old version up for anyone who doesn't want to/can't use IndRev).

All 5 plots are now included as 2x2 Martial plots rather than industrial. Thanks to a tip from JtBryant I've also finally fixed the screwed up defence amounts for the various levels - they now provide the correct amounts as defined in the description.

Couple of other small fixes to item spawns on the Basic Outpost and Sandbag Fort.

The dependency for Nuka World is back, and I think to stay. I screwed up when I first created the mod and now it's a pain to remove it (the change in load order invalidates a load of references, would take me a very long time to go through them all, work out what it was and reregister it). I'll probably be using stuff from it in the future anyway.
Will you be porting to Xbox
 
@Brae The plot type is in the update to the base Sim Settlements, and is not contingent on Industrial Revolution. It should be possible to use it without being dependent on the expansion.
 
@Brae The plot type is in the update to the base Sim Settlements, and is not contingent on Industrial Revolution. It should be possible to use it without being dependent on the expansion.

Oh well ¯\_(ツ)_/¯

Edit: I was under the impression you needed IndRev to activate the new plot types (technically everything is in the new SS update and the IndRev one is an empty ESP which is checked by the base SS to see what should be available). You might be right that adding my Addon will activate them anyway. With any luck it will be easier to remove than Nuka World, but I'm not going to do another release just for that

Edit Edit: Checked and the ESP doesn't require the IndRev expansion, so I've removed the requirement from Nexus
 
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Oh well ¯\_(ツ)_/¯

Edit: I was under the impression you needed IndRev to activate the new plot types (technically everything is in the new SS update and the IndRev one is an empty ESP which is checked by the base SS to see what should be available). You might be right that adding my Addon will activate them anyway. With any luck it will be easier to remove than Nuka World, but I'm not going to do another release just for that

Edit Edit: Checked and the ESP doesn't require the IndRev expansion, so I've removed the requirement from Nexus
Your accommodating factor gets a +3.
(imaginary scores for people are fun, You cant see them but a plus in points is always nice :) )
 
Hey Brae, can we expect any more defense plots from you now that martial plots are a thing? It'd be pretty cool to have some more great stuff. One thing I thought was a good idea (though I don't remember where I saw it) was the defense buildings that generate npcs that don't count as settlers but do provide defense, and respond to attacks like settlers do. They would patrol around the settlement, or just around that plot, depending on the plot itself. The building would contain living space and such, acting like a barracks, with the actual defense coming from the npcs. You could put a food/water upkeep on the plot.
A Minuteman barracks would generate minutemen to patrol around the settlement. 1 or 2 at level 1, 2 or 3 at level 2, and 3 to 5 at level 3, with increasing upkeep and increasing defense, with the plot upgrading to accommodate the new soldiers.
An Institute barracks would generate gen 1 and gen 2 synths to defend the settlement (unlockable only after beating the game with the Institute or after joining them, although then what happens if choose another faction afterwards?). The levels would generate an appropriate amount of synths per level, but depending on whether you choose gen 1 or gen 2, you get either more low-quality synths or fewer better-quality synths.
A Brotherhood barracks would probably be less of a "patrol-the-settlement" installation and would probably keep its spawned nps close to it, unless the settlement is attacked. Idk what troops would be balanced here for each level. Maybe a no-PA trooper and a scribe for first level? Or just the scribe, then next level gets the trooper added, and then the PA soldier for 3rd level?

Anyway, I'm hoping to get into modding soon, so I might make this myself, but I don't really know where to start. I know kinggath has a tutorial, but I'm still kind of intimidated.
 
Hey Brae, can we expect any more defense plots from you now that martial plots are a thing? It'd be pretty cool to have some more great stuff. One thing I thought was a good idea (though I don't remember where I saw it) was the defense buildings that generate npcs that don't count as settlers but do provide defense, and respond to attacks like settlers do. They would patrol around the settlement, or just around that plot, depending on the plot itself. The building would contain living space and such, acting like a barracks, with the actual defense coming from the npcs. You could put a food/water upkeep on the plot.
A Minuteman barracks would generate minutemen to patrol around the settlement. 1 or 2 at level 1, 2 or 3 at level 2, and 3 to 5 at level 3, with increasing upkeep and increasing defense, with the plot upgrading to accommodate the new soldiers.
An Institute barracks would generate gen 1 and gen 2 synths to defend the settlement (unlockable only after beating the game with the Institute or after joining them, although then what happens if choose another faction afterwards?). The levels would generate an appropriate amount of synths per level, but depending on whether you choose gen 1 or gen 2, you get either more low-quality synths or fewer better-quality synths.
A Brotherhood barracks would probably be less of a "patrol-the-settlement" installation and would probably keep its spawned nps close to it, unless the settlement is attacked. Idk what troops would be balanced here for each level. Maybe a no-PA trooper and a scribe for first level? Or just the scribe, then next level gets the trooper added, and then the PA soldier for 3rd level?

Anyway, I'm hoping to get into modding soon, so I might make this myself, but I don't really know where to start. I know kinggath has a tutorial, but I'm still kind of intimidated.

As MPilo said, I believe that JtBryant is working on a barracks which will include things like this. It's a great idea though, I might see if I can find out more about his plans. I have just started looking at NPC spawning etc. so something like that would be quite fun to try out.

If you want to try modding, go for it. I'm much more comfortable with code than I am with stuff like modelling but Kinggath's tutorials are amazing - the Basic Outpost is what I built following his guides. If you do start now though, be warned the docs don't currently cover the new content - kinggath is working on this at the moment. They still cover the basics really well, and there are plenty of people on the Discord server who will help out with questions :)

Edit: Forgot to answer the question. Yes, you will be seeing more buildings from me, for Martial and other plots. Not sure how regular it will be, mostly just when I have an idea. I'm keen to make sure the plots are interesting and not just minor variations on others.
 
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Update 0.5

Just released a new building, this time a Recreational plot. It's a shooting gallery which also generates a small amount of defence. Becomes 2 storeys tall at level 3. I'm adding a screenshot of level 3 to the Nexus page.
 
Since I'm dropping the Sand Castle plot from Utilities, you are free to include it in your mod if you want.
 
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