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Suggestion MCM Suggestions

kinggath

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As you will all find out shortly, MCM support was added with today's patch!

If you have suggestions for additional hotkeys to add to Sim Settlements? Post them here!

If you find any holotape options I forgot to add to MCM - you can post them here as well... Note: I intentionally skipped the Tools and Reports sections of the holotape in MCM - MCM does not currently support confirmation or pop-up messages, so until they add that, some functionality will always require the City Planner's Desk or the holotape.
 
@RayBo
, . / ] [ \ p l and pretty much all the number pad keys.
Tip: IF a mod ie: Place Everywhere has hot keys that are ONLY used in Workshop Mode, they can be dual assigned with mods that ONLY work outside Workshop Mode.
 
Hotkeys for the individual ASAM modes?
I tried hotkeying them using Fo4Hotkeys to Ctrl+various numpad numbers once, but failed. Maybe MCM is better in that regard.

Otherwise, the town meeting gavel's "gather around" feature could be hotkeyable.
Maybe also a "toggle settlement HUD" hotkey.
 
Regarding your request on hotkeys;
There actually was a hotkey system built into FO4 that laid fallow for some reason but was resurrected with the Fallout4 Hotkeys mod. Which means a lot of that wouldn't require anything built into MCM, just the documentation of what the command console equivalents were for options. I have tcl, tgm, and a command that triples my jump height (For things I think I should be able to climb) mapped to shift-c shift-g and shift-j (j resets to 90).

The ones that immediately come to mind for me would be toggling the asam vision components individually and toggling the city marker quest on and off.
 
I also like what pra and Jonnan point out.

Individual ASAM modes that could be hot-key specific would be very convenient.

My preference in-game play priority would be #1 - ASAM modes, #2 the gavel "seriously if possible like pras mod does - just the un-employed" man I love that feature. I rarely used the gavel, I use pras "call the unemployed" often.

As-is, I am so happy with what we have been given I'll be fine to keep cycling the sensor if ASAM mode selection as a hotkey selection MCM is a no-go.
 
I actually added an MCM menu to my mod as well now, including hotkeys to calll homeless or unemployed :D

I don't mind this functionality being moved to SimSettlements, and I'd gladly give kinggath the code, but I doubt he'd need it, it's simple enough. I'd probably leave the options in my holotape, if that happens, but make them point to the SimSettlements functions.

That, and I looked a lot into the scripts of SimSettlements myself in order to build the AMS mod *cough*


Edit: totally forgot what I came here for. This isn't entirely the job of SimSettlements, but still: A hotkey to open the workbench. Holding ALT is quite ridiculous imo. I mapped it to "H" using F4 Hotkeys, but it might be nice for other users to be able to do this right out of the game's UI, without having to edit config files.
 
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Oh - if MCM could store the blocked plot info - I always have to remind myself to block those few plots I don't want to show up randomly when start a new game.
 
I know there's an option to get the holotape in MCM, but is it possible to make it so you get a bunch of sensors when you take that route? It's kind of annoying when you go "I don't want to go to museum" only to need to scavenge and scounge and spend rare materials for the scanners just because you did.

It would also be great to not have your settings reset if you use MCM before getting the holotape for the first time on a save file, it carries over between saves afterall so starting a new game means it resets your options to the default even if you go "I'll mess with the settings myself".
 
I've no idea if it would be possible, but could there be a way of using the MCM to completely deselecting certain plot add-ons at the local level (or even add it to the managers desk as well) rather than having to deselect each specific plot type of an Add-on?
 
i may be in the minority here, but i'd like mcm to be removed as a dependency completely.

i am on a real downer with the support around mods from the people behind mcm and i fear that it could be left unsupported, and become a bit of a white elephant. if sim settlements could stand on its own and only have some mcm-related functionality which is already present in the base game, so that if mcm did die on the vine, simsettlements would not be left up a creek.
 
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