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Old Post WSFW suggestions

Nosmorituri

Member
Messages
57
SS has been quite the game changer (I only play FO4 for it tbh) and WSFW presents a better system to keep up with the changes SS introduces. I suggest adding more functionality along these concepts

1. Unified workshop inventory access. Personally, this should have been included in the base game, especially when the settlements are already connected. SS magnifies this when you have to go around each of your bases to collect materials to upgrade plots/ do SS quests (e.g. collecting crops to prepare for medical research, collecting component parts to deposit in the stockpile). There are some mods that roughly do the same (SKK quantum storage: magic container you can access, deposit to and from using the holotape; capsafe: process each settlement and deposit caps/water/bullets every time you open the capsafe; IDK SS add-on: create a central storage via the container in the plot or designate a container by depositing an item). These mods are great but they still require some degree of mastery to make access as smooth as possible. If it is possible, the workshops retain their original content (so if city upgrades require junk, the Unified access won't break it) but triggers an all workshop access that aggregates each content into one menu for ease of access.

2. Attackers. Already mentioned in the suggestions, but it would be great to have them controlled by WSFW internally. Presently other mods do the same, the most efficient of which (takes only one ESP) is SKK's settlement attack system. WSFW and SKK SAS seems to work well, but SKK's mod will always be non-F4SE/non-MCM.

3. Minuteman quests. WSFW controls to regulate them. Also addressed by some mods in the nexus, but again, WSFW can probably handle them better/more efficiently
 
Could a tool be added to the WSF to get rid of the corpses? I had a bad run where I got hit by a random settlement attack right after the Gunners decimated me and there were a LOT of bodies around.
 
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