the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

SimSettlementsAddOnPack - RaiderRefugees

MaturinMods

Raider Refugees
Staff member
Verified Builder
Messages
13
Raider Refugees: the good, the rad and the ugly

A single randomized raider house to add some spice to your settlements.

Lore

With renewed interest in city living coming from the fringes, the Sole Survivor is attempting to integrate raider factions with the commonwealth. As a pilot project a small number of raiders from each faction will be allowed to establish a presence in controlled settlements. The raiders are expected to follow the rules, as best they can...

As the experiment progresses the Sole Survivor will begin reaching out to the larger clans. The Forged, The Slavers, L&L Gang, The Rust Devils, The Disciples, The Pack, The Operators, and the Atomcats. Even the Far Harbor Trappers have expressed interest.

The first group to be allowed in are the 'unaligned'. The random raiders wandering in small groups or huddling in small camps to the north.

*Warning: The introduction of raiders into your settlements may lead to an increase in vagrancy, visible drug use, loitering, inappropriate gesturing, and ugly dogs.*

Features

  • NPC Idles: settlers will do activities, some of them are nefarious
  • Everything is randomized while maintaining the same look and feel: walls, ceiling lights, floors, roofs, debris, art, lamps, etc
  • New doghouses for settlement pets to sleep in
  • Unique beds, lights, floors, etc
  • Visual effects unlock at higher levels


How is it random?

As the house upgrades through each level there is a greater chance it will unlock a unique configuration. Wall signs for example have a 50% chance of appearing at level 1, 75% at level 2 and 90% at level 3. The same principle applies to the 20+ other categories of items that are revealed as the house improves itself. I haven't done the math but 20+ configurations of items * 4ish versions in each configuration / percentage chance per level of uniqueness = 'lots'. If you check the images tab you can see that it is possible to fill an entire settlement with one house without seeing any repeats.

Why is the randomness sometimes not very random?

If you refresh multiple houses at once they seem want to repeat certain combinations. Wait a minute or between refreshes and they should have more variation.

I don't like the way one of my houses looks.

Refresh the plot with the ASAM, you might like the next roll of the dice ;)
 
If you would like your own section of the forum like a lot of the others have, tag me or kevbal and we can get it set up for you.
 
This is for that part of town you don't go at night :) Actually, this goes with my scavenger/found game play very well! The only difference between a scavver and raider is kill count, and do they eat their victims...
 
Should be coming in the next couple days. I'm working on a version now that allows the user to control how detailed the houses are so xbox users can tweak if they run into FPS issues.
 
First off thanks for creating this addon; I'm playing through the Nuka World DLC and this is perfect for adding some appropriately themed settlements.

I'd appreciate some advice about how to get the buildings to show up in game, because after I place a Sim Settlements residential tile from the workshop menu I'm getting standard buildings. I know I'm probably missing something obvious so please point me to the FAQ/Tut video that I should have been watching!

Cheers,

Paul
 
FAQ/Tut video
Hi Paul,

There is a feature that allows you to go up to a plot and select which building plan you want to build. You can use this to select the exact building plan your want to see (Raiders in your case). Here is the patch video that shows/introduces it. It will be added to the Wiki soon (I just recently took on the responsibility of Official Wiki Manager and there is a lot to catch up on).

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Additionally, another newer feature is the ability to set which building plans are available on a per settlement basis. Here is the patch video that goes into that:

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Best Regards,

Bludthurst
Official Wiki Manager
 
Bludthirst,
Thanks for the tips, I'll give these a study before I dive back into the wasteland.

Much appreciated,

Paul
 
Top