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Wonderful details in the building plans

GrignardTN

Member
Messages
43
I saw something while building settlements that I don't know if is a coincidence or by design. I had built the "shithouse" industrial building, and at one point I noticed a settler pounding on the door repeatedly. Is this something coincidental that just happens at sanctuary or is this programmed into the shithouse plot? If this was by design, I think this is a really nice little immersion feature.
 
I saw something while building settlements that I don't know if is a coincidence or by design. I had built the "shithouse" industrial building, and at one point I noticed a settler pounding on the door repeatedly. Is this something coincidental that just happens at sanctuary or is this programmed into the shithouse plot? If this was by design, I think this is a really nice little immersion feature.

There are wonderful little stories hidden in many of the plots.

Nearly every trip through your settlement will be rewarded by something new.
 
Nearly every trip through your settlement will be rewarded by something new.

That could pretty much be the Mission Statement for Sim Settlements.

"Sim Settlements: Bringing The Commonwealth To Life"
 
Part of me wants to start giving a ton of examples but I’m on the side of “those moments are coolest when they happen and you didn’t expect them” so I’ll stay spoiler free.

But what wetrats says is true. And I’ve been impressed by things from both the main mod (more specifically expansions) and by add-ons. This, to me, is the coolest part of Sim Settlements. I think I remember one of Kinggath’s early videos (or could have been from the site) where there was a line approximately saying “this mod will make you want to go back to your settlement and see it”. It’s obviously not verbatim but it’s exactly what sold me to try SS in the first place as my first F4 mod used. I fell in love with this idea and many in the community seem to share that sentiment because many add-ons have interesting moments, unique stuff and even in some cases things hidden from one plot in another plot of the same pack (obvious example would be recipes for a restaurant in other plots). And while big spectacular constructions are fun to watch, to me small details are where the best and often more interesting design decisions are. Sometimes one simple object or graffiti can tell a story or tie a plot together.
 
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