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Old Post Quality of Life suggestion pool.

Rylasasin

Active Member
Messages
143
This is an idea pool for smaller, quality-of-life suggestions that are too small in scope to really have their own threads. This is for very small features, not for plot suggestions or massive gameplay additions.

I'll start us off with a few. I'll add to the list the more items that get posted. Any item that becomes implemented will be highlighted in red.

  • "Draw your weapon!" feature for town meeting gavel: basically, this would cause all settlers to draw their weapons for 30-60 seconds. Why is this useful? For when you want to arm your settlers. The reason arming settlers is such a pain in the ass is primarily due to Beth's 'brilliant' idea to do away with having weapons holstered on the hip or back, and instead just have them hammerspace all their weapons, so you can't tell who's packing an AK47 vs who's still running around with pipe pistols. This would make that simpler by being able to quickly identify who's carrying what instead of having to inspect each and every settler.
    Since auto-arming settlers is out of the question without F4SE, this would be the next best thing.
  • 1x1 Dirt Plots: because sometimes you want to make roads and stuff.
  • Corpse Removal Plot/Feature: Not Sim Settlements related per-se, but would be good to have nonetheless.
  • Settlers quit complaining about food/water when you have supply lines giving it to them. I'll admit, this is more annoyance removal than QoL, but it is rather irritating to have to hear "nobody's got enough food to eat, can't you do something?" constantly when you've got another settlement making 200+ food for exactly this reason.
  • "Stop tracking this plot" option: Turns tracking for that one particular plot off. For when you want a mine to stay a mine, or you plan on upgrading it later and you don't have the requirements for it, and don't want to be reminded of it on your tracking quest.
  • Make provisioners not count towards city plan pop limits. Especially not automatron robot provisioners.
  • Agri Plots that aren't L4 compat say so in description: I asked in a stream or in a post once about making L4 versions of plots that Year One Addon Pack agri plots that didn't have them, but you shot that down. At the very least could you put the fact that they don't have that in the description, so we know ahead of time which plots have a Level 4 and which ones don't?
 
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Surprised no on is actually using this thread.
Didn't know it existed. I'll try to think of more stuff for this.

1x1 Dirt Plots: because sometimes you want to make roads and stuff.
Personally I would say to make it be intersecting rows of road/path pieces. Like maybe the central 1x1 piece than 8 units in each direction? Ideally these might have snap points. Technically this could be a Terraformer sort of thing too.

Corpse Removal Plot/Feature: Not Sim Settlements related per-se, but would be good to have nonetheless.
Cheat Room Holotape has this as an active effect.
https://bethesda.net/en/mods/fallout4/mod-detail/991662

Sadly it's Bethesda.Net only since the author refuses to upload on Nexus for whatever reason.
 
I use (a strange hybrid of) Settlement Corpse Cleaner and Grave Digger from Nexus to get rid of corpses.Settlement Corpse Cleaner will net you some extra meat, but also gives meat from humanoids even without the cannibal perk. Grave Digger turns the bodies into graves, which you can then flatten to remove them. I recommend picking one, as it's tricky to get them to play nice.
 
Grave Digger turns the bodies into graves, which you can then flatten to remove them. I recommend picking one, as it's tricky to get them to play nice.
Awesome, didn't know you can flatten to just get rid of them? Does it work on ghoul bodies, like those that exist in gameworld already?
 
Just found this thread.

Great ideas, especially #1. Presennnnnnnnt Arms!
 
I just saw your response, versus. I believe Grave Digger works on existing ghouls and even some of the skeletons, with a proper installation, but I use other mods for those things and as an esl, Grave Digger tends to lose conflicts.
 
grave digger shouldn't lose conlicts, since it works using a perk, and doesn't touch stuff. however, there is thus bug where if two perks add activation options, none shows up.
 
grave digger shouldn't lose conlicts, since it works using a perk, and doesn't touch stuff. however, there is thus bug where if two perks add activation options, none shows up.
I see thanks. I'd better stay away from it as I think I may have some stuff that works on activation, though IDK if it's in the same context. Not a common thing but I think it's there. Might be AFT, I think when someone's added as a follower via AFT there's an alternate button to press when they're in activation range that quick-opens the AFT menu(pulls up pip-boy in AFT's follower management menu).
 
The bug should only come into effect if both add activation options to the same object, so living followers should be ok. Gravedigger also only adds the options if you have a shovel in your inventory, by default--if there is a corner-case problem, you can just drop the shovel temporarily.
 
For 1x1 dirt plots, I use Place Everywhere and with the scaling options included in that mod I've been able to scale the dirt or gravel foundation plots included in the Sim Settlements foundations menu down to 1x1 or less.
 
Fallout 4 is the first game that I've ever modded and I've now accumulated many, many mods. Most of them are related to workshop items to enhance my settlements and all the Sim Settlements AddOn packs.

Would it be possible to create an Uber AddOn mod that takes all or most of the various add on packs and puts them into 1 Mod? Sort of like the SS 3-in-1?
 
Make settlers spawned with lvl0 city be immortal until the construction/cinematic is complete.

I had an issue when I started city at Hangman's Alley and all the spawned settlers came in from the alley with a Super Mutant Suicider. As the result, the lvl0 city was built, but it had 0 settlers to start with, just a bunch of dead bodies.
 
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Thought of one today, going along with Plot Skins: A Plot Modular Additions Menu added to Customize Plot. This would be functionally similar to Plot Skins except for additive options. It already could be done by making Plot Skins with permutations of colors or extra added stuff but this could keep it organized & fast/convenient for players.

For instance maybe I make a house & add an optional modular porch. It could be something just outside of the 2x2 zone, where I'd simply elect not to use the porch when I've got the house snapped to another plot or there are placed objects right beside it but I'd have the option if I did place the house apart from other things.

But what if my house has 10 color options? If I make plot skin permutations that would be 20 options in the menu if every color has a porch & no porch option. Another option could be to imagine that my house has a TV so maybe I put a little tower on top or little satellite dish on top.

Potentially it could eventually someday help contribute to a "The Sims" style home improvement system where not only does the house upgrade but the player can tack on extras. Maybe getting crazy as an addon maker, potentially could make The Sims style Player home where we just keep on adding room room additions and maybe it gradually unlocks more things. Maybe the player could pay 10,000 caps to add an extra guest bedroom with sunroom, then maybe they pay 5000 caps to make it have an upstairs rooftop garden? What if Foundations could expand out too to match the additional room, similar to how Terraformers are dynamic?

Now I'm a big enthusiast so I do not mind at all to scroll through 20 or 30 options or even if I maybe have to wait for the list to be populated like build plan select menu, it's no issue at all for me because I love having full control. But I imagine for casual users they might find it a bit cumbersome if the menu contains a lot. Not a Must-Have feature but I think it would be a Nice-to-Have thing.

Fallout 4 is the first game that I've ever modded and I've now accumulated many, many mods. Most of them are related to workshop items to enhance my settlements and all the Sim Settlements AddOn packs.

Would it be possible to create an Uber AddOn mod that takes all or most of the various add on packs and puts them into 1 Mod? Sort of like the SS 3-in-1?
Mega Pack tries to do this. Though it's complicated due to author permissions, some of the older addon packs' authors are long gone.
 
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