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World Repopulation

kinggath

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This post will explain how to unlock World Repopulation currently*, how it works, and changes that will be coming in the future.
(*for those of you following a lot of my posts, I was incorrect about it being broken - it does work! There are just some gates to get to it currently - read on to find out more!)

What is it?

World Repopulation causes NPCs to move into the old blocked off buildings in the game world as your settlements progress. You'll find over time doorways are on buildings that previously were inaccessible, and you may find the owner wandering around nearby, or inside the dwelling.

You'll recognize the dwellings as they have a small lantern to the left of the doorway.

The doors will mostly be locked at night (though addon authors will be able to override that for some of their designs), and the interiors are flagged as owned homes - so don't expect to go in and loot without consequence!

The doorway and people that move into a building can change on your next playthrough, as the system is based on pairing unique interior cells to the shape of the building they match. So you may meet a conspiracy theorist on the north side of Concord this playthrough, and the next time you play that same building might be owned by some orphan kids - and each will have a completely unique interior that still matches the shape of the house/building!

This is one of our most powerful systems, well beyond what plots are capable of, as with full interior cells being used, add-on authors will be able to use the full power of the Creation Kit to design their cells - adding in quests, dungeons, custom NPCs, or anything else they can dream up - without having to do a bunch of scripting like plot designers often have to do for these sorts of advanced things.

What makes World Repopulation trigger?

As settlements gain large amounts of excess Power, Food, and Water - they will gain Economic Influence in the area. (I capitalized Economic Influence, as it's part of a system I hope to expand on for Chapter 3, and much of the support code for this is already in place!)

Once a certain amount of influence is achieved in a region, it can begin supporting people outside the walls of the settlement. Think of it like suburban sprawl. As a city becomes successful, more people will move in and around the city to take advantage of its prosperity. The more influence, the more people will move into the surrounding areas.

The system has some requirements:

1. Finish the main quest "Well, Well, Well" from SS2. (Cheating past the quest works as well) This requirement technically only applies to Concord, but that's the only area we've really rigged up for World Repopulation so far - read the next section for how we plan to expand things.

2. Any settlement you wish to have influence on a region must be part of an SS2 caravan network - which means it must have a Caravan Services building, and be within range of another settlement with a Caravan Services building.

For a settlement's excess power to grant influence, it must be part of an SS2 power network - which means it must have a Power Transfer building, and be within range of another settlement with a Power Transfer building.

These requirements will likely be removed in the future, it is only there due to the calculation of surplus resources being an expensive code action, and so we're doing it as part of the network calculations to save resources. We will likely find an alternative way to calculate this for settlements not part of networks in a future patch.

3. Settlements only influence locations within Caravan Services range - which is 70,000 units. This is the same unit of measure we use for most settlement related distance checks, and is the distance the NukaWorld Vassal system uses - so if you look at your pipboy map in a save with NukaWorld raiding in play, then highlight a settlement, you'll see other settlements in the vicinity change their icons so you can get a rough idea of this range. (In the future, we hope to add a map with visual aid showing you these ranges and influence)

What's going to change?

- Currently, World Repopulation is almost exclusive to Concord. Our plan is to expand this system to a large majority of the unused buildings in the Commonwealth. This will likely occur close to when we update the Addon Maker's Toolkit, as we'll need a lot of help to expand the number of interior spaces to cover so many buildings.

- The small lantern's outside the doorways that appear are going to be converted into controller objects, similar to the ASAM Sensor on the plot. This will allow things like viewing who the designer of the interior is, or disabling the doorway if it conflicts with another mod.

- Once the system is expanded beyond Concord, the "Well, Well, Well" requirement will then only apply to Concord, and only in saves that are working on the SS2 main quest line.

- If we end up expanding the Influence system mentioned above, there will end up being more ways than just Power, Water, and Food excesses to trigger repopulation.
 
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I would like to see ranges for everything with effect beyond the settlement on the map. Hospitals, Comm. Rooms, etc. A visual representation would be helpful for advanced planning and preventing me from using plots that are already covering an area.
This is something that Kinggath and the team have been working on. I don't recall him talking about it recently, but he has mentioned it in previous Wednesday night livestreams. Hopefully this will be a mechanic introduced in Chapter 3. If you are unfamiliar with his livestreams, check out his channel on YouTube. There's gold there!
 
This is something that Kinggath and the team have been working on. I don't recall him talking about it recently, but he has mentioned it in previous Wednesday night livestreams. Hopefully this will be a mechanic introduced in Chapter 3. If you are unfamiliar with his livestreams, check out his channel on YouTube. There's gold there!
Thanks. I went from wanting to expand a game in a world I love to getting involved with forums and all. LoL Who knew I was social? Go figure. :D
 
It's looking pretty good in concord so far... and as if that wasn't enough, the settlers there keep the raider population under control.
That's the understatement of the year! I'm in my first SS2 playthrough and I was absolutely flabbergasted when I rolled into Concord in time to watch the local citizenry absolutely maul a group of raiders. Just Fantastic!

I was taken aback because there was just so much new information to process. I'm toolin' down into Concord from Red Rocket (like I've done a GAZILLION times) and I see people walking the streets. What the hell? Where'd they come from (I seemed to say)? Then I notice that the doors are actual doors now! That's new...what mod did this? I just stood there slackjawed (figuratively).

Before I could do anything else, the good citizens whip out their various weapons of destruction and start bookin' it to the museum. I hear gunfire pop off like the 4th. I start "riding to the sounds of the guns" because Aurora (my synth Courser character) is such a damned hero. It was all over but the cryin' before I could even get to the end of the street. At least 5 raiders were gunned down right there on Main Street and I didn't even have time to fire a single round. I say 5 because that was the bodycount. There may have been more.

I didn't read up on the World Repopulation mechanic so it kind of took me by surprise. What a wonderful surprise! That hasn't happened to me in a game in a long, LONG time. The last time something like this happened was while playing a BattleTech game (Crescent Hawks Inception) on my C-64. I didn't read the back of the box, you see. I didn't know the plot. My character was in "Mech using school" and we got attacked by the Draconis Combine. What a shock! That was an incredible experience and I've been waiting for another one like it since 1988.

I finally got it! It only took 35 years of gaming for it to happen again. What a lovely surprise this SS2 experience is turning out to be.
I'll drink the koolaid now, thank you very much.
 
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This post will explain how to unlock World Repopulation currently*, how it works, and changes that will be coming in the future.
(*for those of you following a lot of my posts, I was incorrect about it being broken - it does work! There are just some gates to get to it currently - read on to find out more!)

What is it?

World Repopulation causes NPCs to move into the old blocked off buildings in the game world as your settlements progress. You'll find over time doorways are on buildings that previously were inaccessible, and you may find the owner wandering around nearby, or inside the dwelling.

You'll recognize the dwellings as they have a small lantern to the left of the doorway.

The doors will mostly be locked at night (though addon authors will be able to override that for some of their designs), and the interiors are flagged as owned homes - so don't expect to go in and loot without consequence!

The doorway and people that move into a building can change on your next playthrough, as the system is based on pairing unique interior cells to the shape of the building they match. So you may meet a conspiracy theorist on the north side of Concord this playthrough, and the next time you play that same building might be owned by some orphan kids - and each will have a completely unique interior that still matches the shape of the house/building!

This is one of our most powerful systems, well beyond what plots are capable of, as with full interior cells being used, add-on authors will be able to use the full power of the Creation Kit to design their cells - adding in quests, dungeons, custom NPCs, or anything else they can dream up - without having to do a bunch of scripting like plot designers often have to do for these sorts of advanced things.

What makes World Repopulation trigger?

As settlements gain large amounts of excess Power, Food, and Water - they will gain Economic Influence in the area. (I capitalized Economic Influence, as it's part of a system I hope to expand on for Chapter 3, and much of the support code for this is already in place!)

Once a certain amount of influence is achieved in a region, it can begin supporting people outside the walls of the settlement. Think of it like suburban sprawl. As a city becomes successful, more people will move in and around the city to take advantage of its prosperity. The more influence, the more people will move into the surrounding areas.

The system has some requirements:

1. Finish the main quest "Well, Well, Well" from SS2. (Cheating past the quest works as well) This requirement technically only applies to Concord, but that's the only area we've really rigged up for World Repopulation so far - read the next section for how we plan to expand things.

2. Any settlement you wish to have influence on a region must be part of an SS2 caravan network - which means it must have a Caravan Services building, and be within range of another settlement with a Caravan Services building.

For a settlement's excess power to grant influence, it must be part of an SS2 power network - which means it must have a Power Transfer building, and be within range of another settlement with a Power Transfer building.

These requirements will likely be removed in the future, it is only there due to the calculation of surplus resources being an expensive code action, and so we're doing it as part of the network calculations to save resources. We will likely find an alternative way to calculate this for settlements not part of networks in a future patch.

3. Settlements only influence locations within Caravan Services range - which is 70,000 units. This is the same unit of measure we use for most settlement related distance checks, and is the distance the NukaWorld Vassal system uses - so if you look at your pipboy map in a save with NukaWorld raiding in play, then highlight a settlement, you'll see other settlements in the vicinity change their icons so you can get a rough idea of this range. (In the future, we hope to add a map with visual aid showing you these ranges and influence)

What's going to change?

- Currently, World Repopulation is almost exclusive to Concord. Our plan is to expand this system to a large majority of the unused buildings in the Commonwealth. This will likely occur close to when we update the Addon Maker's Toolkit, as we'll need a lot of help to expand the number of interior spaces to cover so many buildings.

- The small lantern's outside the doorways that appear are going to be converted into controller objects, similar to the ASAM Sensor on the plot. This will allow things like viewing who the designer of the interior is, or disabling the doorway if it conflicts with another mod.

- Once the system is expanded beyond Concord, the "Well, Well, Well" requirement will then only apply to Concord, and only in saves that are working on the SS2 main quest line.

- If we end up expanding the Influence system mentioned above, there will end up being more ways than just Power, Water, and Food excesses to trigger repopulation.
Ok so I gotta Ask, When are we gonna see Sim Starfield???
 
With Chapter 3, has this since been expanded to other areas or is it still just limited to Concord?
A few more locations were added for World Population which were are used in a couple of quests only.
 
This sounds like an awesome feature! Repopulating the Commonwealth's old buildings with unique interiors and NPCs is a great way to breathe new life into the game. Can't wait to explore all these fresh, dynamic spaces.
 
So, to my knowledge, compared to most of the mod, the World Repopulation System seems to be one of the lesser-developed features? So far, mostly just Concord being set up with it? Was going to ask about it, but i wasnt sure how best to word it.
 
Does world population build up fences/gates around Concord? That was a cool feature that I can't tell if it was this mod or another one that would slowly build up Concord as a settlement.
 
I wish Bethesda would give us Fallout 4.5 (partly because I suspect I will be too old to operate a computer by the time Fallout 5.0 ships...). I'd like to see the whole of Fallout ported to the Starfield engine (which seems to handle large cities with high-res buildings, etc., a lot better than the older engine), but mostly I'd like to see them pay kingath and the team a large amount of cash to fully integrate Sim Settlements (and a couple of other key mods) into the base game. Imagine, world repopulation everywhere with increasing numbers of named settlers with unique quests and skills, more places to settle, etc. Most important of all, I'd love to see alternative endings properly integrated into the main questline based on the achievements of the SS2 player (e.g. if you build up enough settlements and ally with the Minutemen, you can drive the BoS from the Commonwealth, or persuade the Institute to join you). I know Thuggyverse mods like Project Valkyrie offer these options, but I dislike their puerile sense of "humour" (dildo bats? please...). Not holding me breath, but it would be great!
 
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