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Old Post A suggestion for conscription.

Freltzo

New Member
Messages
27
Echo'ing the main, general suggestion in this similar post: https://www.simsettlements.com/site/index.php?threads/arming-the-mob.8748/

I too would like a more streamlined way to arm and organize my forces; I however have a different idea for a solution. (I have 0 game/mod development education; so as to how hard to implement this would be, I have no clue.)

I'd suggest a [Barracks Plot]. It would be found under the Martial category and provide defense to a settlement when manned, but also provide a couple of additional functionalities:
  • Supplying the settler/raider assigned to it a selection of equipment donated via a new type of Sim Settlements specific furniture container item: [War Chest] (Explained further down)
  • Allowing the player to Recruit up to 6(six) residents at a time to follow them during free-roam activities. This new follow ability would ONLY apply to residents assigned to Barracks, any other resident acts as normal. (This would also remove the defense bonus from the plot as its resident no longer resides with that plot during free roam activities)
  • Player ordered Raids/Attacks would select combat volunteers from manned barracks first before conscripting non-barracks residents.
  • Options to toggle Auto conscription, and its conscription behavior; This option would change to either Allow or Disallow resident auto-assignment to the barracks plot when it is un-manned. Then, as well, have the option to configure how it chooses who it auto-assigns to the plot via the holo-tape, and or the local plot sensor:
  1. [Default] Auto-Assign Jobless residents only.
  2. [Priority] Auto-Assign any resident immediately. [Barracks Plot] would take priority over all other jobs and would re-assign residents to fill any&all empty Barracks first before assigning residents to other work type plots. (Highly un-recommended)
  3. [Manual] Do not Auto-Assign. (This option allows for players to hand choose their conscripted forces as they would have to manually assign residents to the plot)
  4. [Optional toggle] Allow/Disallow unique NPC conscription. (Self explanatory)

The [Barracks Plot] would be a (2x1 / 1.5x1?) form factor plot. My idea of it would be each plot acts like a single bunk+clutter you'd find for each individual member of a barracks; meant to be placed along others inside larger, player make structures forming the whole barracks. It would be path'able from the foot-side of the bed (Read as path'able from a short side, opposite of that of the top of the bed frame of the bunk). Fairly simple, intended to be used facing only 1 wall (The top of the bed frame)
-AND OR-
Making usage of the new 3x3 plot type to create a compact, all in one, 6 person barracks. (I do not know how sim settlements would handle the assignment of multiple residents to the same plot however) Just thinking out loud.

Now about the new furniture item: The [War Chest]
My idea of this would be a container under the sim settlements furniture section. Its function would be to work as a support item for the [Barracks Plot] to equip residents clothes/armor from the selection donated to the [War Chest], the moment(or moments following) they are assigned to a [Barracks Plot]. The [War Chest] would be entirely optional and not required for the barracks to function. Each [War Chest] would only serve local settlements, and each settlement would need their own [War Chest]. The possibility of a potential [Global War Chest] would be beyond me, but I only see massive complications by creating such a wide span item activity.

The [War Chest] would not refresh an assigned residents equipment during their time assigned to the barracks until they are unassigned and then reassigned. This allows the player to customize their looks after they've been assigned equipment from the [War Chest]. I do not know how to handle the equipment already on residents before they are assigned, I would assume it to be lost if the resident is to be equipped automatically. If there is no [War Chest], or their is nothing in the [War Chest], Auto-equip does not take place allowing them to retain their current equipment. This could also be a toggle'able option within the Sim Settlements holo-tape, or on the [War Chest] itself to either Auto-Equip or not on assignment to a Barracks. Maybe have a [Fill empty armor slots] option, idk whats possible.

Players would donate any of the following valid item categories into the chest:
  • Under armor (Under suit clothes that allow armor on ALL armor slots. This would exclude summer shorts and other various apparel that partially block armor equipment slots)
  • Headgear (Only headgear that does't cover the Eye wear and Mask wear slots)
  • Chest piece
  • Arm Piece
  • Leg Piece
  • Eye wear
  • Mask wear (Gas masks and other gear that cover the Eye wear AND Mask wear would be excluded to avoid compatibility issues and forced over lapping equipment, such as glasses AND a full gas mask]
  • Weapon and matching ammo (I honestly don't know if this is even possible; to scan for and then equip an npc with a player modded item of any kind from a container, and have it recognize the needed dependency such as ammo or available armor slot)
My limited understanding of the game process would lead me to believe that the above function would be near impossible to implement fully for player modded equipment and weapons. I understand the basics of how to console equip npc's using BAT files, but in that it gives the default/basic set of that base ID of the equipment selected.

This is my mostly full, but painfully naive concept for the Sim Settlements Dev team to consider. Thank you for reading and please continue your amazing work on what I would consider one of, if not the single best mod for fallout 4 to date.
 
[Additional thought] This process could also be used to conscript ROBOTS into the combat force... How this would work together, I'm not sure; but wouldn't it be awesome to be able to add your Automaton abomin*cough* Works of art, to your forces?
 
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