My idea is a little complex, and may conflict with the way Sim Settlements is implemented in its current form, so I will try to simplify my idea to the best of my ability.
Would it be possible... to make it so that settlement locations in the game world would already have a foundation level before the player reaches a location? So instead of settlements being in their default(empty) state when they are discovered and having to manually set up a city leader and planners desk, the mod would auto-generate these for you?
The idea is to make the settlements throughout the game into more Diamond City like hubs that the player can discover in their beginning stages of development. Instead of "owning" these settlements, these would already be inhabited by settler NPCs that you could gain affinity for by completing quests or bringing building materials that will help upgrade their settlements. You would still have the benefit of settlers doing the building for you, but instead of being the leader and controlling a settlement, it would be a location that you could discover and interact with(and also create in if you want).
The suggestion above could then be used as a framework for Sim Settlements to implement quests into its progression system. These upgrade quests could then be tiered into "Settler" and "Leader" quests that can be completed to upgrade settler plots or advance the building stage of the settlement respectively. Settler quests would be simple quests such as finding junk or using the workshop mode to create missing utilities. Leader quests would be more combat focused and allow escort missions for supply lines to be created between settlements and allow for the progression of more building tiers. Quest examples as follows":
"Settler" Quests:
1. Fetch Quests
2. Build Requests
3. Cap Donations
"Leader" quests
1. Supply line escort missions.
2. Defend the settlement
3. Clear out a location
Hopefully I have explained my idea well enough for you to understand my thought process on this. Would any of these suggestions be impossible to implement or if this idea is beyond the scope of the mod, I hope you could explain why.
Would it be possible... to make it so that settlement locations in the game world would already have a foundation level before the player reaches a location? So instead of settlements being in their default(empty) state when they are discovered and having to manually set up a city leader and planners desk, the mod would auto-generate these for you?
The idea is to make the settlements throughout the game into more Diamond City like hubs that the player can discover in their beginning stages of development. Instead of "owning" these settlements, these would already be inhabited by settler NPCs that you could gain affinity for by completing quests or bringing building materials that will help upgrade their settlements. You would still have the benefit of settlers doing the building for you, but instead of being the leader and controlling a settlement, it would be a location that you could discover and interact with(and also create in if you want).
The suggestion above could then be used as a framework for Sim Settlements to implement quests into its progression system. These upgrade quests could then be tiered into "Settler" and "Leader" quests that can be completed to upgrade settler plots or advance the building stage of the settlement respectively. Settler quests would be simple quests such as finding junk or using the workshop mode to create missing utilities. Leader quests would be more combat focused and allow escort missions for supply lines to be created between settlements and allow for the progression of more building tiers. Quest examples as follows":
"Settler" Quests:
1. Fetch Quests
2. Build Requests
3. Cap Donations
"Leader" quests
1. Supply line escort missions.
2. Defend the settlement
3. Clear out a location
Hopefully I have explained my idea well enough for you to understand my thought process on this. Would any of these suggestions be impossible to implement or if this idea is beyond the scope of the mod, I hope you could explain why.