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Comprehensive List of Suggestions

L2K_Perma

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Hello ladies and gents, welcome to the Sim Settlements Comprehensive List of Suggestions. This topic will be used to keep track of suggestions from our users all in one place... As well, it can be used by You, the community, to check whether or not your idea(s) has/have already been suggested.

Before you post, I would suggest to look through the full list of suggestions below, categorized by Implemented, open suggestion, potentially coming in the future and those that, sadly, will not be implemented, as well as the list on the wiki here: https://simsettlements.com/web/wiki/index.php?title=Future

Please note: This is a WIP topic, which I hope to have caught up on all the suggestions within the next few days, however, life may intervene, so be sure to check back often to see if there is anything new.


Hope you guys find this useful and hopefully we can crack down on multiple suggestions of the same idea and keep it to one topic.
 
Faction themed buildings, or just settlements with faction themed flags or logos, as well as a way to choose what faction a particular settlement will be for, or as an independent settlement (So if you're MM General and a Brotherhood member, you'd choose between it being a MM settlement, a Brotherhood settlement, or an independent one). The settlement would then be aligned to what you chose.
 
Faction themed buildings, or just settlements with faction themed flags or logos, as well as a way to choose what faction a particular settlement will be for, or as an independent settlement (So if you're MM General and a Brotherhood member, you'd choose between it being a MM settlement, a Brotherhood settlement, or an independent one). The settlement would then be aligned to what you chose.

Check https://www.nexusmods.com/fallout4/.../ajax/moddescription/?id=23125&preview=&pUp=1
 
It would be nice to have plots for Brahmin, Radstags ECT... that would provide meat supplies for recipe crafting.

It would also be very immersive, in my opinion.
 
It would be nice to have plots for Brahmin, Radstags ECT... that would provide meat supplies for recipe crafting.

It would also be very immersive, in my opinion.

There is a Brahmin milking farm in @Altairp farm, not sure if it provides other brahmin parts/resources however.
 
A small Quality of Life suggestion:

  • "Prevent Auto-Assign" feature for plots. Basically, blocks plot from being auto-assigned. Like if you want to build security plots and have them populated by robots, and don't want the regular settlers summoned by the beacon or scaver dispatcher from snatching them up.
 
A small Quality of Life suggestion:

  • "Prevent Auto-Assign" feature for plots. Basically, blocks plot from being auto-assigned. Like if you want to build security plots and have them populated by robots, and don't want the regular settlers summoned by the beacon or scaver dispatcher from snatching them up.

Settlers shouldn't be stealing plots from your robots unless you have settlers stealing plots from each-other at random, robots are just settlers as well.
 
No I mean plots you intend to populate with robots at a later time, but then settlers come along and snatch them before you can build robots for them.
 
No I mean plots you intend to populate with robots at a later time, but then settlers come along and snatch them before you can build robots for them.

Oh I see. Well in that case you're going to have to manually assign once the robot is finished anyway, which will drive the settler off to some other plot, yes?
 
HI,
I was watching the most recent patch note video and kinggath stated "the amount of addon packs has become so huge.." in reference to building plans. As some gamers are concerned the amount off add ons with this mod takes up several plugins in my load order. I like having a large number of plot types because it will help immersion not seeing two of the same cookie cutter buildings in the same settlement.

Is it possible to offer modders who use the builder's toolkit to make there mod as part of an update? Getting industrial revolution integrated to the original mod. I enjoy awesometown, bad neighbors, and the others but there are other mods that complement sim settlements as well, that are not apart of this mod. I do understand the size of the mod could get out of control but perhaps setting up a system for modders that makes sure its an "official" addon including popularity(downloads,endorsements)? or can an official merged mod be uploaded to the nexus? I have been looking into merging the mods but people have said to avoid merging mods with navmeshes.

It possibly has been requested and that is my oversight but rename thoes settlers? i truly believe it will complement your mod.

Can we get our settlers to build player homes. In more of a scene where you use a bed like in the mod this is my bed. Something where we have crafting stations, bed, ect., that does not affect the settlement needs. Even if it cost money out of the taxation system would be cool(like a government building). Building off of this can it be based off the faction choices (siding with the brotherhood I would have several power armor stations). This would be a more completely hands off approach and would eliminate the need for other main mods in my load order like homemaker and byop.

I'm really hoping to see quests being apart of this. Having to go out and find a specific geiger counter somewhere so a settler can make a certain plot, a little more interesting than killing some raiders.

Thanks for making my game a greater experience!
 
Hey thanks for the reply. it is a cool addon and I have been using it.

To elaborate more, the sole survivor having a mayor's office like in diamond city, or hancocks building in goodneighbor. Something the player does not build himself, but it is meant to be used by the player. I see the sole survivor being a militant leader (regardless of the chosen fraction) training troops and providing protection to settlements, not picking up a hammer and nails building and placing decor items.


Now I have been playing a little with the new update and addon and red rocket had a bed on top where the city planners desk was located and it did say it was my bed. Wicked cool!!! (yes i am from worcester mass)
 
Hey thanks for the reply. it is a cool addon and I have been using it.

To elaborate more, the sole survivor having a mayor's office like in diamond city, or hancocks building in goodneighbor. Something the player does not build himself, but it is meant to be used by the player. I see the sole survivor being a militant leader (regardless of the chosen fraction) training troops and providing protection to settlements, not picking up a hammer and nails building and placing decor items.


Now I have been playing a little with the new update and addon and red rocket had a bed on top where the city planners desk was located and it did say it was my bed. Wicked cool!!! (yes i am from worcester mass)

Hopefully I'll get new hardware and make like a training camp for the MM and embassies for each faction.
 
This mod has sucked away all my free time, I keep finding new things... I am playing Sim Settlements now, heck with Fallout 4!

But... I have come up with a couple possible suggestions.

1) Community owned plots - After building assigning someone to and upgrading the Power Armor Garage, the Mayors Hut, The Town hall, and the interior rec room with the memory lounger and then reassigning the people when they were maxed out, I got to thinking. Why can't we set these to community owned and have the tax amount flip negative? Maybe add a requirement of a 1x1 city maintenance shack built and manned? I could see this as useful for several industrial, commercial, and recreational plots? Maybe even martial with some sort of flak/turret tower?... Seeing for rent signs on them are just kinda annoying and having someone just hanging around there seems wasteful when they could be doing something positive elsewhere.

2) if you unlock the whole tech tree on a plot with a branched tech tree maybe a menu option to allow you to place level 3 versions of the items?

3) the city leader, allow us to recruit a standard settler as city leader. As it is not a notable npc you get hits to stats instead of bonuses until the final stage of the city where instead of adding bonuses you just get the hits wiped clean. This person was unprepared to be leader (hits) but managed to struggle through the hardships to build a decent city (hits removed) - This is just because I don't want to lock down all my followers to various citys :)

I will probably think up more later.. but right now I am off to figure out how to update from 3.0.0 to the current... Maybe the visitors will finally leave then with the setting for no visitors >.>
 
1) Why would you unassign these plots? I thought they stopped producing when nobody was assigned.
2) This is a cool idea
3) The decision to gate the settlements behind companions has many reasons but the most relevant one for the purposes of this discussion is that too many scripts break games. The thing being done is to have a finite list of companions that you can assign (and which will grant unique bonuses in time). With an upper limit on the settlement build also being a thing, this mechanic both effectively limits the number of scripts running simultaneously in game and lets you take back control and reassign the companion elsewhere or just use them as a companion at level 3 with no penalty.

While I'm positive that once the builders kit comes out for companions, you will see a lot of companion and unique settlers mods add them as leaders, it's still not going to end well if you assign them all simultaneously.

Visitors will definitely stop coming in droves which will no doubt relieve Carla a great deal. Seriously, 3.02 fixes a LOT of things.
 
Certain plots like the power armor garage which effectively gives you a 2x2 plot with 4 power armor stations but no other benefits, or a water tower that is somewhat strange to have someone manning 24/7... But most importantly it is a way to stretch a limited workforce. Perhaps along with being 'community owned' any bonus to happiness it might give could be halved. But I do see the taxes from it being reversed so you have to pay for running it instead of receiving caps from the people working it. Also having the ability to use this option should require a maintenance shack to be built first.

As for 3, I could see that as an issue. I look forward to these eventual mods seeing as I don't feel like rehoming certain companions that actually have a good existing home.
 
If being able to recruit new leaders for settlements isn't feasible at this point due to too many scripts running, it would be great if we could at least use already in place unique NPC's. For instance, one of the Abernathys at Abernathy Farm, one of the Warwicks at Warwick Homestead, any of the named robots at Greygarden, Ronnie Shaw at the Castle, any of the Finchs at Finch Farm. There are several settlements with unique NPC's that would already be considered leaders of that location that would be perfect to be official leaders for Sim Settlements.
 
What would be amazing would be to create a national government with representative democracy. 1 senator per settlement and 1 representative per 10 settlers in a settlement with every settlement having at least 1. There should be a capitol plot that can have multiple different styles, but adds seats by the amount of Settlements you have under your control. I think the capitol building is best suited on spectacle island, but should have options to be placed in every settlement or as many as possible. I have a great name for this government, but others might disagree so you can create your governments name. My favorite is the United Settlements of the Commonwealth. The General is the executive, the Congress of the Commonwealth, and the Supreme Court of the Common wealth. Some more job options to improve the settlement system.
 
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