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Solved RoTC's relationship with Vanilla Assets and NPCs? (nothing game-breaking)

Grim Experiments

Active Member
Messages
164
Hi gang,

Just a couple of quick (turned out to be more than a couple and maybe not quick) questions regarding the way RoTC treats existing objects and npcs. I used conqueror with the 3-in-1 install, a selection of the contest entries bolted on (loaded to designer's preference), with all of Myrma and Uit's plots. However, when I approach a pre-built design for Sunshine Tidings I notice that the vanilla scrap-able assets, i.e. broken beds, chests, and Ghouls, stick around, meshing with the internal plots and murdering the settlers (in the case of the ghouls and not the broken beds, unless... no, could they? Lol.)

So the questions:
  • Should these objects have been cleaned up on that full-on load of sim settlements at game start?
  • Is that just a feature not yet included?
  • Is it possible that I overdid it with my pre-game settlements selection?
  • Could I potentially clean up the settlement before capturing it?
  • When I first walked into Sunshine Tidings I noticed what seemed to be like artifacts of blue animation points (no idea what the terminology is here) flicker about. I suspect this is just a thing to do with the design going on the first time I enter the settlement? Unsure if it is relevant but it didn't bother me.

Note: I played SS, RoTC, and Industrial all when they came out but I have only just returned to modding FO4, so it may be that I was too cocksure about my install and setup and overdid things. That being said, I ran the graphics at medium, limited settlements to level 1, gave them 100% settlers, and still seem to be sitting at a (mostly) solid 60fps outside of Boston and Lexington (? the one with the Corvega Plant) cities.

Some side questions, probably more to do with Conqueror:
  • Is it possible to grant cities the option to extend beyond level 1 if that was chosen as the limit at the start? I ask specifically about those that are not captured as I assume one can on those already captured.
  • Is it also possible to change things in an uncaptured settlement, i.e. the plot plan used? Or even just check whose plan was used for the settlement?

I apologise if these are questions that you have answered before, but sometimes people (myself included) are bad at explaining their issues so I can never be certain if they are experiencing the same thing as me. But it isn't really a game-breaking issue, I'm just asking tons of questions to fulfil my curiosity about his mod! There's just so much going on I don't even think thinks are remotely similar to the first time I played them.

Anyway, I am loving the mod, and whoever wrote Jammer's dialogue and did the voice-acting both deserve some sort of award. They just fit so well!

Thanks again, EVERYONE!

P.S. This probably needs a bug report but it is minor:
The help tooltip in MCM is the same for the "Destruction FX" field as it is for the option below it, therefore Destruction FX does not explain what it does. It is self explanatory though, so....
 
You can choose to let settlements level up after the Conqueror setup.

There is an "Upgrades" section in the setup wizard.

Having a bunch of cities upgrading at once will put the robustness of your system and the game to the test, however.

The latest update to SS gives you the option to have much more management control of vassal settlements, you can now access the ASAM sensors.
 
Okay cool, so conquering is a must before such changes can be made. I was just a little concerned that there was supposed to be something in place to keep that from happening, but didn't.

Cool thanks! Keep up the good work!
 
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