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The first update to the toolkit is available! This add hundreds of new items and a new tutorial.
Whenever grabbing the updated version of the toolkit, be sure to check out the New in This Version pdf which will outline changes to the toolkit itself, as well as relevant changes in Sim Settlements that might affect how you approach designs.
New Special Items
One set of items worth discussing are the Patrol and Guard markers. These are special markers used by the Ally leader traits, which cause guards from certain factions to show up in the settlement if the player assigns a leader with that trait.
Patrol: There are 10 patrol markers, you can use as many of these as you like, the patrolling guards that are created as part of the trait will create a loop going from 1 through X and then back to 1 to start the loop again. So whether you use the first 3, the first 5, or all 10, or some other number, just know that the last one you use will be reconnected to number 1.
Guard Spawner: A faction guard will be spawned at these and will snap into the nearest furniture marker, which includes the blue-men animation markers. The exception are when the system spawns Brotherhood knights in Power Armor, which will instead patrol out into the Wastes.
To test your Patrol points and Guard spawners, use the console command: cqf kgsim_recruitmentmanager testguards true This will always create Brotherhood of Steel guards for the sake of testing. Alternatively, you can assign a leader with an ally trait and then fast travel away and back.
Vertibird Landing Pad: When a city reaches level 3, if the leader has the Brotherhood Ally perk, a Vertibird will spawn to patrol the settlement. If this object is found, the Vertibird will start at this point.
If you find additional items you have questions about, feel free to @kinggath me to ask after them.
Whenever grabbing the updated version of the toolkit, be sure to check out the New in This Version pdf which will outline changes to the toolkit itself, as well as relevant changes in Sim Settlements that might affect how you approach designs.
New Special Items
One set of items worth discussing are the Patrol and Guard markers. These are special markers used by the Ally leader traits, which cause guards from certain factions to show up in the settlement if the player assigns a leader with that trait.
Patrol: There are 10 patrol markers, you can use as many of these as you like, the patrolling guards that are created as part of the trait will create a loop going from 1 through X and then back to 1 to start the loop again. So whether you use the first 3, the first 5, or all 10, or some other number, just know that the last one you use will be reconnected to number 1.
Guard Spawner: A faction guard will be spawned at these and will snap into the nearest furniture marker, which includes the blue-men animation markers. The exception are when the system spawns Brotherhood knights in Power Armor, which will instead patrol out into the Wastes.
To test your Patrol points and Guard spawners, use the console command: cqf kgsim_recruitmentmanager testguards true This will always create Brotherhood of Steel guards for the sake of testing. Alternatively, you can assign a leader with an ally trait and then fast travel away and back.
Vertibird Landing Pad: When a city reaches level 3, if the leader has the Brotherhood Ally perk, a Vertibird will spawn to patrol the settlement. If this object is found, the Vertibird will start at this point.
If you find additional items you have questions about, feel free to @kinggath me to ask after them.