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Feature Begging thread: [LOCKED]

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I Like the idea of banking system that seems cool, I would also like to see more unique visitors some of the settlements seem to end up boring with no visitors only all workers. I dont know if anyone can bring back mini games like gambling in to plots or shooting game. . I know bar stool games mod was an attempt and had a plot but it looks to have died out I would love to make a New Vegas style settlement. I would like to see settlement specialization assignment option with out having to build a special plot. for example one is farm so agricultural plots would get a boost in food production, one is entertainment or retail and caps generations profits will be higher, and the final would be industrial were scrap and item production would be higher.
And final the biggest request I would like to see or i even help try to figure out how to make it work is a way to link the production plots to the commercial and recreational plots. The could be globally though out the map though caravans or with in the individual settlements. I never could understand that when I build a Commercial plot say a bar theirs beer and food right away and why they dont product caps for the settlement the AG plots and industrial plots should supply the commercial plots. food, drink, ammo clothing. For example If you build a brewery the beer produced should supply and show up at the bars in the settlements.
 
For SS2 I'd like to see some Integration with mods like Conqueror so if I join up with Jammer then Jake gets on board and becomes a raider. I'm interested to see where this goes, but you usually cant go wrong with Kinggath.
 
I would like something like idek's logistic station to integrate supply routes into the city plans without having to add extra homes or leave empty jobs to make provisioners. Maybe even more integrated with the city plans so they only show up at certain city levels.

P.S. Same for the minutemen's artilery pieces, though those would have to depend on if you have completed the quest or not.
 
I would really like a resource claiming feature.
For example if you take the federal ration stockpile a couple of your guys will move in there and all your settlements get a food buff.
Or you capture a dam and get water. Beantown brewery will put a couple of beers into your workshops each day. Fort Strong will roll out Fatmen and mini nukes Ect. Ect.
 
I am begging for connection of player choises trou main plot quest or any other quest with type of building player open for his settlements. If you chose BOS line, you get BOS theme, if chose Institute then Institut theme and soo on. Let player choises have impact on how SS2 play maby even integrete some quests from SS2 with vanila ones at some points.
 
For something along the lines of the Fallout 4-76 Open World feral and synth mod. All vanilla quests ripped out. Conqueror set in the open worldspace without the fo4 vanilla quests would be awesome.

As for SS2, just looking forward to trying it out and see what the team came up with.
 
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The ability to have unique holidays, if they aren't already in the mod. Like Institute Defeated Day, or a day of rememberance on the 23rd of october, stuff like that.
 
have the settlers clean the settlement.
(if this is in the new version, I have not seen it yet, nor have I found an exhaustive features list - so apologies for this).

One of the MOST immersion breaking things about the base game is that the settlers never clean up the junk.
(no, not the stuff you can scrap, all the other junk and garbage ).

For me, this makes mods like clean and simple essential (wanting to avoid scrap everything).
While yes, a clean settlement to START is un-immersive, I find it better than the settlers looking like they are living in a junk yard.

Best case would be a "salvage" or "clean up plot" or job.
I am only a fledgling mod author on F4, so I have not tried this yet, but it would be something like;
In creation kit, break and possibly re-generate pre-combines of clean settlement.
Then place objects back in mod, so they can be disabled by plot in game.
Then in game, once plot is built, it begins scrapping scrapple objects, then start cleaning other things.
As plot/time advances - scripting slowly disables debris and replaces broken things with fixed versions.
(like the level 3 plot even repairs the bridge at sanc, etc.).
 
have the settlers clean the settlement.
(if this is in the new version, I have not seen it yet, nor have I found an exhaustive features list - so apologies for this).

One of the MOST immersion breaking things about the base game is that the settlers never clean up the junk.
(no, not the stuff you can scrap, all the other junk and garbage ).

For me, this makes mods like clean and simple essential (wanting to avoid scrap everything).
While yes, a clean settlement to START is un-immersive, I find it better than the settlers looking like they are living in a junk yard.

Best case would be a "salvage" or "clean up plot" or job.
I am only a fledgling mod author on F4, so I have not tried this yet, but it would be something like;
In creation kit, break and possibly re-generate pre-combines of clean settlement.
Then place objects back in mod, so they can be disabled by plot in game.
Then in game, once plot is built, it begins scrapping scrapple objects, then start cleaning other things.
As plot/time advances - scripting slowly disables debris and replaces broken things with fixed versions.
(like the level 3 plot even repairs the bridge at sanc, etc.).
It's highly unlikely that Kinggath will ever implement settlement cleaning beyond what you can scrap yourself in vanilla only because scrapping additional objects comes with problems such as breaking precombines (the most serious) and navmesh problems which affect NPC movement. Since this mod is also published for Xbox users it can NOT break precombines because lower end hardware can't play the game well with broken precombines, it's a serious performance killer. Jenn's Clean and Simple mods often adjust the landscaping itself which can result in city plans with floating or sunken plots etc. I personally recommend using something like Raze My Settlement which will scrap all the things that are not part of precombines (minus a few key items for lore or aesthetic reasons) automatically for you with the press of a holotape button. It's simple, safe for performance, and will be compatible with this mod.
 
It's highly unlikely that Kinggath will ever implement settlement cleaning beyond what you can scrap yourself in vanilla only because scrapping additional objects comes with problems such as breaking precombines (the most serious) and navmesh problems which affect NPC movement. Since this mod is also published for Xbox users it can NOT break precombines because lower end hardware can't play the game well with broken precombines, it's a serious performance killer. Jenn's Clean and Simple mods often adjust the landscaping itself which can result in city plans with floating or sunken plots etc. I personally recommend using something like Raze My Settlement which will scrap all the things that are not part of precombines (minus a few key items for lore or aesthetic reasons) automatically for you with the press of a holotape button. It's simple, safe for performance, and will be compatible with this mod.
That is reasonable, and (unfortunately) meets my expectations due to the complexity involved.
If I did not already have so many unfinished mods halfway done I would consider it.

Thanks for the timely response.
 
I will start. I hope that SS2 will implement banking in settlements, like this mod linked here.
I love the Banco mod and consider it a must to have in my play throughs. I am using it with SS2 but have yet to build a bank so will see what happens. It would be fantastic to see it incorporated into SS2.

The "Clean & Simple" settlement mods seem to be working just fine with SS2. Pathing seems normal, things are working although some of the shacks these derelict settlers are building seem to be floating a bit. The "Do Your Damn Job Codsworth" mod is working well too but with the same floating shack issue. I haven't made it to Taffington yet so will see if the "Taffington Island" mod will function. I may kick all the settlers out of Sanctuary and Taffington and work on them myself since they are literally building shanty towns in my beautiful settlements. I hate these settlers...
 
For SS2 I'd like to see some Integration with mods like Conqueror so if I join up with Jammer then Jake gets on board and becomes a raider. I'm interested to see where this goes, but you usually cant go wrong with Kinggath.
Upon further thought it would probably make more sense if Jake/Jammer were the good or bad choices so if you side with Jammer then you have to kill Jake and Jammer takes over in Jake's place
 
One feature I loved with SS1, which I think came from an addon, was the ability to assign a leader at the city plan screen, instead of going into Workshop mode, selecting a settler, and then assigning them to the desk. It would good to assign "Lucy Tenpines" via the desk, or put Preston as the leader of the Castle, etc, all without needing to find them and assign them.
 
Want a PLAYER HOME plot.

Sim Towers had the great Mayor's Hut.

I think there is a caretaker tower and cottage in one of the expansions - but looking for more player home type plots!
 
Putting the "Get Holotape Button" in the McM was cool. Please put the starter magazine there, too. For those of us who play another life and multiple characters, it is tedious to have to go to sanctuary every time we start a new character.
 
I would really like a resource claiming feature.
For example if you take the federal ration stockpile a couple of your guys will move in there and all your settlements get a food buff.
Or you capture a dam and get water. Beantown brewery will put a couple of beers into your workshops each day. Fort Strong will roll out Fatmen and mini nukes Ect. Ect.

I definitely agree with this, at least for some crucial locations, like the federal ration stockpile you mentioned, Gunners Plaza. the relay towers;
Revere satellite array, WRVR broadcast station, Poseiden Energy, Weston water treatment plant and perhaps a few more.
 
Supply line by vertibird(which can be built) ,
You can signal vertibird to get your stuff from map like you place a chest filled with loot and mark (choose settlement where loot will be moved to workbench).
Robot Master which create robots for settlers to help in production/farm/defense more efficient. (robots can be improved aswell)
Game Interaction that push settlers to improve their equipment and their sepcializations with type of arsenal
Power Armor & Frame &usion cores Factory,Armory when attack starts on settlements all of settlers go to armory pick up their power armors,armors,weapons
Animal trainer/master - setler can own dog,animalss for combat&satisfaction and increase their combat abilities, (faster running more damage ,more frequent attacks)
 
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