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Looked at Wiki, sorta but not totally lost, thus questions

Charwo

Member
Messages
32
OK, I've been here before, I was still mad at Fallout 4 for being.....Fallout 4. But there's enough intriguing mods that I can't write the whole thing off, just yet.

It doesn't sound like you guys have made interesting NPCs, unique locations and new quests that come with attracting new settlers, so the settlers have exactly zero personality. That's a pity.
However, the Conqueror pack, in theory, would allow me to address the biggest most rage inducing thing about Fallout 4: That's it's a Wasteland and not a thriving post-apocalyptic city-state like New Vegas or Vault City or San Fransisco or the Hub. It won't get me a civilized Boston, it won't erase the eyesore of Megaton 2 (Diamond City), but it's something. Boston is unlivable for some reason, so everyone moved out to the suburbs. It's happened before.

I looked at the wiki, and I still don't know what a VIP does? Is the VIP just a more vibrant lot, or does it add a unique NPC with dialogue and backstory? If it's the former, I can disregard the VIP system, if the latter, I have things to consider.

I looked at the plots gif on the wiki, and at least the ones shown there most were....within Bethesda's aesthetics, and I hate them all for that. I wanna build kinda like Taffington Lakeside Motel:
[link removed]
Actually, just about everything's Javawalk's built is close to the kind of settlements I want to create. Clean, rebuilt, a little rundown, certainly possible with mid-19th-century frontier technology. While there are mod packs that provide such things, it sounds like to work with Sim Settlements I'll need to use interior plots rather than exterior plots, maybe forgo residential plots altogether while using mostly industrial plots and a few commercial plots for the more run down markets.

But are there new mechanic? I see a thing for leaders....is there a leveling up system for certain NPCs? Is there any mechanical reason to build things like inns, bars, restraunt, a sheriff's office, a church, or would it all be for show?

And in the TL:DR, where do I start to get caught up on modern SimSettlements. Also, since I have to start a new game anyway, about what point is the right time where you have the resources to really focus on building? Does this mod, in the beginning, require a phenomenal amount of dungeon crawling to farm for materials, or can that be bypassed?
 
Raider warriors in your "Army" can level up, yes. Getting new equipment, strengths, and abilities in the process.

VIP's are characters that appear in your settlments, they have no dialogue. BUT, their presence means you have people coming to your settlements to spend extra money in your shops, its a boost to your profitability in that settlement if its being run well. Happy settlements, bring more people curious to spend money there.

The Conquerors mod (which really is on its way to being official expansion quality), brings in several special npcs that grant certain new items and plots to build, items unique to that person and have their own stories and repeatable quests.

One of the commercial plots (and several others that can be added in with the expansion packs available by writers of sim settlements here) can be chosen as a bar. It starts as dinky ramshackle bar, and upgrades itself over time with success of the settlement/outpost. You can design anything you want around that. There is a Followers of Atom pack to get for Conquerors as well if you dont want to be raiders, but I dont think they have quests and npc's like the raiders do.


Best advice: Try it out. Start with sim settlements 3 - in - 1, and see how you like it. Get used to it then worry about conquerors since it relies on the other part to make any sense on the setup.
 
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