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ROTC: Auto-Generate Prebuilt Foundations?Allow quest related upgrades?

Blue

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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.
 
So what would happen to all the vanilla quests to claim settlement ownership? As those are what allows use of the workshop and also adds the player to custom factions specific to some of the settlements. ie No longer stealing stuff at Abernathy, Bunker Hill etc.
Seems this would also mess with the Minuteman quests.
Bunker Hill and Boston Airport are two that are VERY quest/story line, dependent. The DLC settlements are another story. LOL

I like your idea! And it would make SOOO much more sense finding an actual settlement than what we get now. I mean it is a bit over 210 years after the bombs. ;)
But, just a guess.... it would probably require a total revamp of the vanilla quests. (Which personally... I all for!)
 
Yea, removing vanilla quests would probably be a whole new mod in itself. One way you could do it is to just have my idea only work on settlements that have simple quests attached to them. Places like Starlight Drive-in and Taffington Boathouse only have clear the area quest that one could probably easily mod out of the game without the need to remove complex threads of code.
 
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