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Shop/inventory request to modders (Xbox player)

Irealys

Well-Known Member
Banned
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(This could obviously be made on pc too and could be a different version/inventory from an existing store)

Hi there. I’m an Xbox player who loves to have people dressed interestingly, have settlements have their own identity and have people dressed in a way that fits the settlement but also when possible, dress in a way that fits their jobs too. My provisioners wear postmen outfits, my cooks wear cook hats and use rolling pins as melee weapon, industrial workers wear Operators leg armor and use a pipe wrench, etc.

And there are a lot of items in the base game that are perfect for this... but a number of them aren’t sold and are very rare. Easy example: surgical mask and medical goggles. I’d give these to most people working in a clinic/hospital related commercial, but there are like 3 of them in game.

Same goes for the wielding helmet and engineer outfit (and other items from factions) that would fit great with many industrial plot jobs but are unobtainable until you murder a bunch of people. I’m gonna stop there examples but those are not the only ones.

So what I’m hoping to see is a store (or multiple like a working class shop and a more “business owner” type for example) that would sell items that are job related and specifically to get better access to the rarer types. Would that be possible?

Side question, could a clothing store also sell some weapons (why are rolling pins so hard to find)?

Other Side question: could items that are unique in the base game also be sold (and thus not be unique). Examples could be the magician’s outfit, Tinker Tom’s helmet or Irma’s feathered dress.

These stores, if feasible, would help, especially early game, when trying to equip people in a specific job look.

If someone wants to do something of that nature but doesn’t know what to include I’m more than willing to comb through the wiki and find as many items as needed.

Side bonus for people who are still reading. In USO (which if I understand only unlock items present in files from the base game) there is a washing machine crafting station that allows people to put a set of dirty clothes () from the ones that have the same clothes in dirty and clean version) with purified water and an abraxo cleaner to get the clean version of the clothes. It can also turn clean clothes dirty. I’m not sure if it’s easily available to you for a plan but if it is, it seems like a shame not to use it.

Thank you for your time.
 
I like this idea. I can make a custom vendor of the interior clothing shop "Work Wear" in Wasteland Venturers to sell the items you have listed above, including the bad ass rolling pins. Really, I should have made it custom to begin with but at that time I didn't know how to do it. Any thing else they should sell? (if it's DLC it would have to be in a new plot in WV2). For the unique items I'm pondering a solution for either a plot that sells them very expensively or a unique npc that you would need to find, recruit and assign to the plot in order to get the unique items to not feel cheaty.

But our next update is still weeks ahead, so hopefully some other addon pack author picks up on this idea and does it faster for you :)
 
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Duplicate/create a new form yes? To change the value. Type OFT? Considered this myself a long time ago, but got bogged down with what form to use and how to implement it. Since then have done a custom vendor, but unsure how effective it is.

Edit:- ARMO type pointing to vanilla AA Type in order to not screw up any CBBE body shape build preferences? See- I'm still discombobulated with this type of thing!
 
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Ok, first off, Hi! Big fan! I feel like I've seen your name about a million times between when I started with barely the base game and mega-packs but since then both Wasteland Venturers 1 and 2 and Bad Neighborghs. And I feel like I'm forgetting something. If not multiple. There is no add-on that I spent more time considering than Wasteland Wanderers 2... Damn that add-on!!! It's nearly 250 MB. I know for pc players that means nothing but for an Xbox one... Jesus... I cannot in good conscience use such a heavy add-on for only 45 plots. It forces me to leave so many other add-ons on the side. And all of that is countered by the fact that it's so good that I flat out am unable to remove it from my load order. The day I installed it it became an unremovable. At the end of the day I want to give personality to my settlements and nearly every plot in there helps me achieve that. (Dude you are about to turn 39, would you stop gushing like a 90's schoolgirl meeting the New Kids on the Block ffs)

Sorry, back on track.

Work Wear is actually the plot that cemented the idea for me. Even before I played Sim Settlements I always wanted to have access to these items but when I saw that name I thought it would be awesome to have such a theme related (in this case work apparel and items) clothing store. And then I saw other shop that sold exclusively vault items and I've seen others do similar things for factions. And I've been testing an xbox port for the past few days and a cut feature from said add-on made me think about a lot of things and seeing people responding positively to suggestions (which is in stark contrast to what I'm used to on the internet) I decided to share in the hopes that someone might see this as an interesting idea.

Any thing else they should sell? (if it's DLC it would have to be in a new plot in WV2).

Lets unpack this. 1- If you want a list, give me a day or two and I'll make a list. There are a ton of obvious ones (mechanic jumpsuits) and some a bit less obvious. Quick question about this, would you need anything else than the in game name? Like an item number or something?
2- After what I said earlier, I can't really advocate for a lot of additions to Wasteland Venturers 2. Despite the fact that a lot of Far Harbour would fit perfectly. There are fishing plots which... not gonna list all that ciould fit, but the dlc also has hunter's outfits, and diving gear, Nuka World has obvious ones too, the Operators leg armor is literally holding a wrench and a hammer (I have no idea how it fits their gang, were they planning to repair the park? Can I play that version of the DLC and make some real money?) and some of the cowboy outfits could be for farmers... I think there is a Sheriff looking one too. Ok by memory this one probably has less. I'm not sure what to say here. Yes there is obvious and perfect stuff from the DLCs. But most of the Far Harbour obvious stuff is available as soon as you make the walk over there, most of the other DLCs don't have anything work related... if anyone wants to weight in...

For the unique items I'm pondering a solution for either a plot that sells them very expensively or a unique npc that you would need to find, recruit and assign to the plot in order to get the unique items to not feel cheaty.

If its the items themselves (including bonuses) then obviously they should be pretty expensive. Even if it goes with a specific NPC. If we'd talk about using the same model but being normal clothes, or home made copies if you will, then I believe the obvious NPC should be a person who has experience making clothes. Like a seamstress perhaps.

Also if its all the same store then the DLCs obviously just gained extra ammo in their favor.

But our next update is still weeks ahead, so hopefully some other addon pack author picks up on this idea and does it faster for you :)

Now I kind feel bad thinking it's done for me. I mean... I'm Canadian so I apologize most of the time but still. I was hoping (and still am) that when I write things like this it will serve as inspiration for people. I'm hoping a few modders see this and make their own spin. Maybe not work related, maybe it will spark another idea. Who knows.

That being said, no pressure. I'll look up what I can and make a list in the next few days. If there is anything else to discuss feel free to reply or contact me.

In the meantime...

If anyone, not just modders, likes this idea and want to help, I could use some help in the form of some brainstorming. I made a list of job from Sim Settlement plots but I don't know all of them (yet). If you know of some plots that create jobs that aren't on that list, I'd like to know. Maybe it would give me new clothing ideas or modders could get inspired to make residential with these jobs in mind... who knows.

(P.S. Fully aware that some of these jobs will be the same outfits and may sound redundant)
Farmer, Gardener, fisherman, hunter, mechanic, factory worker, plumber, electrician, nuclear\radiation related, provisioner, Bartender, cook, animal farmer, animal wrangler (martial), janitor, park maintenance, miner, scavenger, scrap collector, lumberjack, writer, doctor, scientist, General Shopkeeper, Themed shopkeep (weapons, armor, clothing), Barber, Businessman\owner\landlord, chem dealer, guard (that could be way too large), furniture maker, Butcher, power armor shopkeep\repairman, brewmaster, technician, detective :) , cop\sheriff\deputy, teacher

And when I think of the recreational plots... there are so many varied specific ones that I can't possibly think of everything but I think two general groupings should cover most of what isn't a version of other jobs listed prior: entertainer and maintenance.

Hope this parks discussion. Thank you for your time.
 
Praise from players is like a Snickers bar made in heaven, it’s what fuels new plot designs! And for an Xbox player to have installed and considering keeping the lumbering monster that WV2 is, that is high praise indeed. Many thanks :heart

For the clothes and stuff to sell the name you see in game works fine. And a list is very helpful, especially for items that the general workshop vendors don’t sell but that you have been missing.

I think even with the mods that Rites linked above, plots with custom vendors would be liked by many players. Definitely worth making a few different styles and hopefully RobotsSmell will hop on and make one too.

@RobotsSmell , for the regular items such as the surgical mask and the goggles, just using the vanilla versions in leveled lists for the vendor chest is easiest. For the unique items, I think a copy of the ARMO record with what stats you’d deem suitable that points to the vanilla AA is good. But since body mods like CBBE etc just overwrites the vanilla meshes, as long as your AA points to the vanilla mesh it will be fine regardless of what body the player uses.
 
@Tinuvia I think that's what I meant regarding the AA. By just using a ARMO that's modified (If necessary), you point to the AA that is either vanilla as is, or overwritten by CBBE or whatever, thereby not changing the actual clothing nif in the end users game. Still think I'd royally screw something up.
 
You know when you read something and you feel like it’s written in an alien language... that discussion between these two to a non-modder feels exactly like that...
Your universal translator not working?
 
Ok so I've been looking at items that would be fitting and here is what I have. I haven't included any faction item (except when it's great for everyone, not just a faction member). But to this list could obviously add a set of armor, helmet and weapon to fit faction guards or faction variants of items (ex: lab coat).

In terms of rare-ish items that I really want to see available or items I find "important": Utility Coveralls, engineer's armor, Cleanroom suits (there is a hooded and a non hooded model, both look cool), chef hat, formal hat, wielding helmet, eyeglasses, surgical mask, pipe wrench, rolling pin, medical goggles and the hazmat suit, especially the damaged variant.

If we look at items that aren't really rare (or vaguely work related because I'm used to use some items to represent some job) I got this: Army Fatigues+helmet, Military Fatigues, Lab coat, Bathrobe, Farmhand clothes, Black Vest and slacks, Casual Outfit, any kind of Suits, Sweater vest, Letterman's jacket and jeans, Yellow trench coat, Hazmat suit, Laundered loungewear, Mechanic jumpsuit, longshoreman outfit, Pastor's Vestments, Postman Uniform\hat, newsboy cap, coast guard hat, Red Dress, Sequin dress, Summer shorts, Tuxedo, security helmet\armor, hard hat, mining helmet, wielding goggles, walking cane, Machette, hunting rifle, lead pipe, pool cue, security baton, tire iron, Sledge hammer, boxing gloves, Chinese Officer Sword\Revolutionary sword

I wasn't sure how logical\overpowered it would be to include the flamer (a lot of plots are fire related) and the railway rifle (looks like a lot of city construction probably use a version of it). And I never tried if settlers can use the syringer. I'm gonna test this. Hey I got mine from a doctor anyway.

Outside of Irma's dress I couldn't think of much clothing that would fit "workspace". Geneva's outfit is obvious... the mascot head. Unless we look at dlc content that's all I got.

In DLC world it would add
Trapper Leathers, Hunter's pelt outfit, All fishermen outfits and hats, the Western Outfits and revolver, Spacesuit costumes, pirate hat, prospector hat, nuka girl outfit, Mr Handy Buzz blade, Assaultron blade, meat hook, Harpoon gun, pole hook, Commie wacker... Thirst Zapper?

The Tesla Rifle would work for electricians but seems like a great way to have one settler murder every other settler. Thinking the same thing of the acid soaker.

So that's the list I could come up with. Any opinions? Am I missing something?
 
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