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Comprehensive List of Suggestions

I would like a 'just Utilities' (and a few other jobs) version of management again. I'm actually perfectly okay with providing power, water, and automated defenses, would be fine with wiring up the level one city while we wait. I'll donate weapons because hey, who needs another 3 steel from pipe gunsm and so on, but that's the stuff I'd enjoy.
 
Standardized Mod Naming Prefix.
Currently the majority of SS mod authors ARE prefacing their mod name with "Sim Settlements", though there are still a few that are not. This is important to me, mainly because this is how my brain works, but also, when I need to go back and find all mods specific to SS within NMM, they are all grouped together with the same prefix.

I won't bore you with details as to why this is important to me, but there have been instances where I was reloading all my mods and couldn't find or had forgotten about about SS mods, since the start of file name was something other than "Sim Settlements". It's a mild annoyance, but feel is important in the grand scheme of things.

I don't know what the vetting process is, if there is one, for those putting out mods, but believe that before submission to the nexus, that it's reviewed by the SS team.

(I was in the military, so standardization is currently in my blood)

Thanks for reading and all the hard work everyone is doing.
 
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.
I like it, but I I'm not sure what you would do with it?
 
A bit more detail on Plot prioritization would be nice. Being able to set a plot 'Once only' like mayors hut or 'Build one before other things' for Corn/Tato's/Mutfruit would have saved me time on a number of plots that settlements that have things that I think went into Agriculture before there was a 'Recreational' plot available. Maybe eventually you could have Civ style 'wonders', plots that could only be built in one settlement.
 
Ok after going through the list I don't see what I would like as suggestions so yet so I'll just tack them on here.

Ignore robots in the city plan. I know automatons are just settlers as far as the game is concerned but I suspect that many people use them like I do and build them with a purpose in mind. I build mine specifically for operating supply lines and the artillery. I am currently building robots for the north west portion of the map out of Red Rocket and in the time it took to walk from Red Rocket to Sanctuary the robot I sent to be my supply line from Sanc to Tenpines had already been tagged to build a home and run a shop. I know those mister handy thrusters are fast but that was a tad ridiculous as the city plan never unassigned that shop from the robot once I set it to operate the supply line and it took me a couple days to figure out why that shop was never open (which sucked as it was the power armor shop and I really wanted to shop there).

An Artillery and Communication martial plot. I know this might sound contradictory given I just said I prefer to use robots for the artillery but really if the big gun provides a defense bonus then why not let it work with the other martial plots so that when you toss it down as long as someone is on guard duty it is counted as staffed. The same thing with the comm station from salvage beacons you already manning the radio to co-ordination firing solutions its not like sending out a salvage team is anymore effort really. I know salvage beacons are going to get integrated, why have two people manning the radios if it could just be one job.

A stable plot. I can't tell you how many times I see Trashcan Carla's brahmin in or on the roof of the workshop house in Sanctuary, and for some reason I do not know Cait, Dogmeat and several settlers (but none of the turrets) were attacking a pack brahmin in town after it got locked inside the level 2 Sanctuary. There is plenty of space outside the walls, for a brahmin parking lot. Obviously not every location can use one but being able to toss someplace to direct roving traders and their pack so they aren't constantly getting stuck on the new towns.
 
I'd like to see more tents, leather, furs and those made of cloth. Frostfall was amazing in Skyrim, plopping down a nice tent and making a full camp. And I'd love to one day have plots where some wasteland hunter has crafted himself a home from furs and leather reminiscent of tents used in Frostfall and camping gear. Far Harbor has a few tents and it was a shame they weren't used as beds in game. Obviously it'd need a Fallout flair but with the right planning it would look amazing.
 
I have been using the IDEK Logistics Station addon pack, and my god this thing needs to be integrated into RotC right now! Being able to access your main workbench from any Logistics Station is priceless, this feature alone makes the entire mod a must have. Then you add on all the other features and you wonder why this wasn't in game from day one.

The reason this needs to be integrated into RotC is because as of now you have to place this plot manually. And you want to place it as soon as possible to increase your efficiency, so that means placing it in your level 0 RotC settlement. I have always tried to pick a spot that was currently empty and on the fringes or in what I thought would be an unused place. But without fail by the time the settlement reaches level 1 there is some sort of structure either on top, or cutting through the logistics station. So far I have been lucky and I can still access the door and the station.

But this is a feature I cannot see anyone not wanting, and it could be put into the level 0 building plan, if you don't want it maybe an option can be used to turn it off.

And if my suggestion is total bollocks because I don't know coding/scripting just say so I 'm fine with that, but man this needs to be a part of RotC.

Thanks!
 
Mercenary Bar or Job Board : Spawns a random merc or set of 3 that can be hired from the plot for caps. The merc(s) will hang around a few days and then leave if not hired within 'x' number of game days.
 
I have been using 'take back city' instead of finding my companion and asking them to follow in order to prevent a city level reset. I wasn't aware that I needed to find the companion to prevent this. I have about 4 level 3 settlements reset to 0 now :(. Given the crashes I have been experiencing it was too risky to search the whole city looking for the companion.

I understand the team is exploring even more City leaders, might I suggest the city defaults to a particular leader with no traits (or few) when 'unmanned'?

Ie Sanctuary defaults to Sturges as leader. Sturges has no, or few, traits (to inspire using proper leaders) but is simply there to keep the settlement functioning? Most settlements have a unique leader already present, and for those that don't, there is the vault tec rep, the drunk in diamond city and the woman at the radio tower that can be found to man other settlements. Essentially, they become the Deputy Mayor for their respective settlements and act as a fail-safe for when a settlement loses their companion leader.

Obviously mods will come out bringing in more leaders than we know what to do with, and mods will (already have) come out that allow for the aforementioned to be leaders, I'm referring to the base game utilising them as a means to prevent settlement wide level resets.

That way to avoid confusion, the menu could say instead of 'Take back city':
Promote [Name] to Leader (releases companion)
and
Dismantle settlement (removes all items, plots and scrap added)

Could even have it so that a Deputy cannot take control until at least level 1 or 2, and settlement levels are slowed down by 50%. That would prevent people just throwing their companion in and promoting the deputy straight away.

It would also add a more realism to the mod, if the leader is removed, the void will naturally be filled by another.
 
Add a dummy "Anarchy" leader, who isn't really an NPC, but has traits. Only negative, though: no tax income, worse production/food/defense/everyting.
 
It would be nice to be able to generate "Themes" based on the plots and add-ons we have, and have the settlement use only plans from those. For example, I have an add-on that has 3 Raider homes, and I'd like to be able to have SS use only those without needing to go in and ban the other 20 or 30 plots in my list. If I could simply drag over my Theme and have it use the ones I've added to that, it would be much simpler.
 
I wish it was possible to not use so many esp slots after already starting with them as separate esp files. Alas!

Merging or switching to esl would work for a new game but would invalidate all of the objects unless there was a utility to convert the formids. That'd probably be pretty impractical. I manually edited a settlement blueprint to switch form id's after creating merges and ended up with a motorcycle hanging over my fireplace. haha.
 
Before I suggest this I have no clue how the game mechanics work or if this is even possible just wanted to see if it was possible.
So the suggestion is to improve performance and stability for sim settlements is there a way to possibly make plots/whole sim settlement cities a whole precombined mesh? Because wouldn't the game consider that as only 1 object within the building border? and wouldn't it improve fps and stability due to the game loading it easier? and faster than loading 100-900 different precombined meshes for sim settlements? I am just suggesting this because I love sim settlements but with 240 mods installed on my rig sim settlements make my game crawl to 20-30 fps that's with all performance options turned off ROFL. Anyways if you could let me know if I was helpful or just a blabbering idiot it would be appreciated.

AGAIN I HAVE NO CLUE WHAT I AM TALKING ABOUT SO IF IM TALKING LIKE A RETARD THAT KNOWS NOTHING LET ME KNOW :P
 
I like the idea of each major town having a senator or representative. Also a justice system seems logical, since the sole survivor, being from the pre-war world, might just be a bit shocked by the notion that the only penalty for all crime is death. Exile and imprisonment (possibly with forced types of work)... but imprisonment isn't free and they still need food. I'm kind of building a prison anyway. ;)
 
I would like to have all assigned mayors flagged as "taken" in the
"assign leader" list and or all active mayors listed somehow.
This is so that one can see which mayors that are taken and
which mayors that are safe to assign.
 
A Kingsman Tailors plot. Sells dapper clothes - armored! Plus explosives, silenced weapons, etc.
 
I have been reading these forums for a while, but only recently created my account to make this post.

My point:
I see all the variations on the "internal plot", and yes it does seem to be a common theme (because there is high demand). I think these are all 100% valid needs, but I think they are just symptoms of the main issue...small/odd shaped spaces in the game.

My suggestion:
Instead of increasingly smaller and smaller plots so players can easier play tetris in the small spaces, I would suggest something that would address the root cause;
a group of plots designed for specific spaces.

For example:
Sanctuary has two plots:
* Sanctuary House Bedroom Plot
* Sanctuary House Living room Plot (also doubles as Sunsine cabin plot maybe)
Starlight :
* Starlight Diner Plot
* Starlight Screen Plot
Hangmans:
* Back Trash Corner Plot
* Main Area Plot
etc...

Possible, way, to make it easier;
Now, instead of making a plot of each type for those, I would just suggest a new category of plot "undefined" or "freesytle". Don't give it a type - let the contents dictate what the plot is.
(i.e. if the addon author wants it to create happiness, he has it create happiness, if it creates water, it creates water). This would just be used to reduce menu spam, so instead of five plots for the red rocket, we would have one empty plot.

How this would be used:
Go to Red Rocket, pop open the plots, navigate to
* Custom Plots/Red Rocket/
- pick the "red rocket custom" and it fits in the red rocket.
Then pick something some one created for it - and you get an entire filled red rocket.
(or red rocket could have two ; Red Rocket Interior, and Red Rocket Garage).

I came up with this idea while trying to do something with some of these weird spaces (the current interior plots are awesome, but some spaces are just....difficult). And I thought instead of trying to fill up this round oblong with smaller and smaller square pegs, I just want an oblong peg....

Anyway, I hope this makes sense.....
If this post should be its own thread, I will happily create a new post.
 
In those situations I generally just use regular workshop objects, beds, etc. some of which give minor benefits like a water cooler, vault toilet, or vending machine with some minor bit of happiness added, a mat with +2 defense etc. It'd be nice to have a full leveled vendor at the cash register, for example, but unless SS adds the equivalent of plots which are actually idle animation markers then I think all those location specific plots would get into city plan territory.

Maybe some more types of random clutter generation to go with furniture like Samutz's excellent Vault Tools addon would help give life to some of those types of spaces without too much OCD clutter placement. Or maybe that combined with animation marker "plots" for vendors would allow for use of existing spaces which would be neat to utilize?
 
I have been reading these forums for a while, but only recently created my account to make this post.

My point:
I see all the variations on the "internal plot", and yes it does seem to be a common theme (because there is high demand). I think these are all 100% valid needs, but I think they are just symptoms of the main issue...small/odd shaped spaces in the game.

My suggestion:
Instead of increasingly smaller and smaller plots so players can easier play tetris in the small spaces, I would suggest something that would address the root cause;
a group of plots designed for specific spaces.

For example:
Sanctuary has two plots:
* Sanctuary House Bedroom Plot
* Sanctuary House Living room Plot (also doubles as Sunsine cabin plot maybe)
Starlight :
* Starlight Diner Plot
* Starlight Screen Plot
Hangmans:
* Back Trash Corner Plot
* Main Area Plot
etc...

Possible, way, to make it easier;
Now, instead of making a plot of each type for those, I would just suggest a new category of plot "undefined" or "freesytle". Don't give it a type - let the contents dictate what the plot is.
(i.e. if the addon author wants it to create happiness, he has it create happiness, if it creates water, it creates water). This would just be used to reduce menu spam, so instead of five plots for the red rocket, we would have one empty plot.

How this would be used:
Go to Red Rocket, pop open the plots, navigate to
* Custom Plots/Red Rocket/
- pick the "red rocket custom" and it fits in the red rocket.
Then pick something some one created for it - and you get an entire filled red rocket.
(or red rocket could have two ; Red Rocket Interior, and Red Rocket Garage).

I came up with this idea while trying to do something with some of these weird spaces (the current interior plots are awesome, but some spaces are just....difficult). And I thought instead of trying to fill up this round oblong with smaller and smaller square pegs, I just want an oblong peg....

Anyway, I hope this makes sense.....
If this post should be its own thread, I will happily create a new post.

This issue with this is variety. One of the goals of Sim Settlements is that cities will be varied and unique. If there were hyper-specific "only fits in this one spot" plots, the variety of choices for that specific plot would be extreamly small, thus creating a regular repeat/same-ness to the spot which is counter to the point of the Sim Settlements mod.

The source of this is fairly apparently, the add-on maker has to make decisions about what types and sizes of plots they spend their time making. At the moment, they get hounded about the 2 available sizes, so they make, say 3 plots for interior and 3 for normal 2x2 (instead of 5 or 6 plots for one size). So already we see less variety on a per-plot-size basis, meaning I'm more likely to get the same basic 2x2/interior plot then I was before we had 2 sizes.

If we then had on top of that plot sizes that only realistically work/fit into very specific areas or spots, the problem gets worse. Either the add-on makers have to choose to make their plot usable in a wide variety of places (normal plots) or they have to choose to spend their time making a plot that can only be used in one place in particular.

City Plans make for a decent middle ground. The City Plan can opt to take advantage of those very specific nooks and crannies while still utilizing the normal plot sizes for all the rest of the areas which can introduce the variety sought after by kinggath by freeing the plot makers to keep making plots that are general purpose. City Plans are already specific to individual settlements, so that specific area work is already being done, and they can deal with the strange obstructions and such on a case-by-case basis.
 
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