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Deserted Island VR questions

Bored Peon

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So I got messing around with the new Creation Club Virtual Workshop this morning and noticed the Deserted Island has four workshops.
https://steamcommunity.com/sharedfiles/filedetails/?id=1929882572
https://steamcommunity.com/sharedfiles/filedetails/?id=1929882729
Those lights you see are the four workbenches.

1. Does this mean that area is going to run into the "triangle of death issues" like Sanctuary, Abernathy, and Red Rocket?

2. Partially loaded cells going to be an issue?

Probably going to find this out myself, but ask anyways. With the stats not being able to be viewed in your pipboy the only thing you would see bouncing happiness stats..

3. Any way to get a plot foundations that match the VR workshops ground textures?
 
It is my understanding that those settlements don’t support vanilla features like supply lines to and from the commonwealth, or nuka world raiding. It is difficult to say what will or won’t work with them.

At this point I am unaware of any developers that have it yet. Obviously that makes it hard to answer your questions about it. Depending on how close they are, a triangle (or on this case, quadrangle) of death is possible.
 
I have tested it and found things to be working but some things won't be known for sure until longer time with it. They can be raided to be taken as outposts but not taken as vassals, and no other settlements(even within same world like Desert Island) are eligible targets to be made vassals for them. You can assign patrollers from the VR settlements to patrol to other ones. But uncertain how things will go for longer term stuff like how WRE may be affected so for now I would say "raid it only at your own risk". It should be fine if patrols are used and each one is self sufficient in terms of settlement needs but hard to say until more time passes.

There are various changes like vanilla resource objects not being harvestable, buildables being free too I believe. So it is possible that this could interfere with WRE tracking like maybe some of the settlement-related values from the vanilla game that may be checked for calculating WRE may be 0 at the VR workshops if they're invalidated. Control might be manageable by using Patrols and having adequate Defense, though for instance the VR workshops are ineligible for vanilla settlement attacks.

Currently playing the game less right now because of waiting for F4SE mods to update such as Looksmenu

With the stats not being able to be viewed in your pipboy the only thing you would see bouncing happiness stats..
There cannot be supply lines also, so I would try IDEK Logistics &/or cheat items. Safest way is assuming ILS won't work(I haven't tried it for different worldspace settlements) and just making sure the VR settlement is self sufficient even if nothing is received from other settlements.

3. Any way to get a plot foundations that match the VR workshops ground textures?
I can do this for mine when I find some time.

It is my understanding that those settlements don’t support vanilla features like supply lines to and from the commonwealth, or nuka world raiding. It is difficult to say what will or won’t work with them.
True and that's just what we've been outright told about them. There may certainly be further differences "under the hood".

Obviously that makes it hard to answer your questions about it. Depending on how close they are, a triangle (or on this case, quadrangle) of death is possible.
Yes at the Desert Island there are 4 workbenches. People would probably have to choose 1 or 2 if planning to build a lot. Or being careful of how much in total they build and taking things slow if they try to use everywhere. Another concern could be cells unloading potentially leading to persistence issues.
 
Hmmmm, technically even though the island is outside it could still be classified as an interior cell like Vault 88. I think the island is roughly the same size.

It is my understanding that those settlements don’t support vanilla features like supply lines to and from the commonwealth, or nuka world raiding. It is difficult to say what will or won’t work with them.

No harvesting crops.
Cages do not work.
Water pump (the hand one) does not function. (although survival thirst and hunger applies)
Can not trade with a settler (openactorcontainer console command works.)
You can withdraw or place items into the workbench (good fusion core storage?)
Pretty sure power armor can not be worn in the VR Pod.
Companions will follow inside VR Pod.
 
Ok, the Desert Island is just huge.
https://steamcommunity.com/sharedfiles/filedetails/?id=1932506144
https://steamcommunity.com/sharedfiles/filedetails/?id=1932506261
The far beach you see is Desert Island West.

It is basically Spectacle Island divided into four workshops with the four areas touching or almost touching. Enough that you could use Place Everywhere to bridge the gaps.

The Desert Island East just screams building an underground bunker with a settlement on top. Maybe even some sort of canyon type.
 
The IDEK logistics plot shows the other plots in the none virtual world, but the provisioner doesn’t go anywhere.
 
So food production from SS will not place typical food items items into the workshop.

However misc food items like brahmin milk and rabbit legs will be generated.

The crops from SS plots are pickable though, unlike the vanilla counterparts.

Shop vendors do not work in the VR Workshops.
 
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So I found out something a bit sad today. The Desert Island Workshop is limited to creating 20 settlers.

I think that might be because it has four workshop and it may be an anti-heavy load measure.

I am going to see if the GNR Plaza has the same limit.

The IDEK plots work great for connecting supply lines to VR workshops.
 
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Well, I know how to bring your faction members into the VW now & it allows you to have more settlers than the 20 limits. I guess we go back to wondering how the different aspects of SS 3-in-1 & Conqueror handles the virtual settlers in relation to the needs, outputs, etc.
 
Well, I know how to bring your faction members into the VW now & it allows you to have more settlers than the 20 limits. I guess we go back to wondering how the different aspects of SS 3-in-1 & Conqueror handles the virtual settlers in relation to the needs, outputs, etc.
I would imagine they get treated the same for the most part. Like Synths not yet discovered, they are not actual settlers (which is why when you raid they die.)

I think Slaves, Synths, the Good Fight NPCs (GNR CC), assigned companions, hired NPCs all have some sort of same "misc category."
 
I found out today that the North and West settlers will wander and visit each other's settlements during idle time.

The mod Banish settlers does work with the VR settlers. Of course this was after I had killed a bunch to remove undesirables and inflicted a dead settler penalty. Attacking one does not aggro all.

The extra objects option in Place Everywhere does allow you to move and scrap a lot of the terrain features. It also allowed me to build a road and bridge from North to East.
 
I have found that if you don’t generate virtual settlers until after you claim the place for a faction it will generate those faction members as the settlers. You can interact with them like normal I think. More testing to do.
 
I set each VW to a different faction and I can take my personal guard to each with no hostility. They also keep recruiting to your max based on the new recruits and not your virtual faction members it seams. More testing is needed.
 
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