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Sim Settlements Hunter-Gather AddOn

Kana292

Active Member
Staff member
Verified Builder
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508
Contents

New Factories: 1


Building Features

Settler Navigation: Yes
Construction Stages: Yes
Randomized Clutter: Yes
Performance Settings: No

This building is meant to fill that initial gap when a settlement has 1-3 settlers. What I call the Hunter/ Gatherer stage of development before an Agricultural revolution. The plot provides just enough food/ water/ defense for one settler, and enough power for a Recruitment Beacon. I wanted to be able to start a settlement using no vanilla items from the beginning (Sim Settlement plots only), except for the recruitment Beacon.

The plot has no upgrade levels, and is meant to be scrapped when the settlement reaches 4 population. At that point, the settlers would Ideally start working 2 food, 1 water, 1 defense plot and begin their Agricultural Revolution!

http://www.nexusmods.com/fallout4/mods/25403/?


A big thank you to everyone involved in making Sim Settlements, Builder's Toolkit, and all those who helped here and in Discord!
 
Dosnt want to complete construction
I hit it with the IBB but no change
tried resting and fast travel in and out
but stuck on construction

But my system may be screwed up ,so it might be on my end :(
http://imgur.com/B29eXFr
 
Contents

New Factories: 1


Building Features

Settler Navigation: Yes
Construction Stages: Yes
Randomized Clutter: Yes
Performance Settings: No

This building is meant to fill that initial gap when a settlement has 1-3 settlers. What I call the Hunter/ Gatherer stage of development before an Agricultural revolution. The plot provides just enough food/ water/ defense for one settler, and enough power for a Recruitment Beacon. I wanted to be able to start a settlement using no vanilla items from the beginning (Sim Settlement plots only), except for the recruitment Beacon.

The plot has no upgrade levels, and is meant to be scrapped when the settlement reaches 4 population. At that point, the settlers would Ideally start working 2 food, 1 water, 1 defense plot and begin their Agricultural Revolution!

http://www.nexusmods.com/fallout4/mods/25403/?


A big thank you to everyone involved in making Sim Settlements, Builder's Toolkit, and all those who helped here and in Discord!
Is this on Xbox?
 
Dosnt want to complete construction
I hit it with the IBB but no change
tried resting and fast travel in and out
but stuck on construction

But my system may be screwed up ,so it might be on my end :(
http://imgur.com/B29eXFr
Sorry to hear it's not working for you. I will go see if I can duplicate it.

Is this on Xbox?
Not yet, but it is planned. I need to figure out how first and then privately test it on the Xbox (If possible) before publishing it. However that means also fighting the wife, who is currently playing Diablo 3.
 
Sorry to hear it's not working for you. I will go see if I can duplicate it.


Not yet, but it is planned. I need to figure out how first and then privately test it on the Xbox (If possible) before publishing it. However that means also fighting the wife, who is currently playing Diablo 3.

The "how" is easy enough, you log into your Bethesda.net account in the CK (under File -> Log in to Bethesa.net), then you click File -> Uploaded Plugin and Filed to Bethesda.net -> XB1 / PS4 / PC (whichever you are trying to do, obviously not PS4 in this case)

testing is tougher, I'll leave that to others since I don't own an xbox at all :P
 
Sorry to hear it's not working for you. I will go see if I can duplicate it.


Not yet, but it is planned. I need to figure out how first and then privately test it on the Xbox (If possible) before publishing it. However that means also fighting the wife, who is currently playing Diablo 3.
She just get the necromancer dlc
 
She just get the necromancer dlc
Yup, and loving it. I heard "Minions Attack!" a lot last night.

I removed my local files of the Add-On, then installed the Nexus files. The first time I built it, construction stopped for a bit even before your's. Refreshing the plot via the ASAM sensor option fixed it though, and I was unable to have it happen again in any settlement. Unfortunately I don't know why the IBB wouldn't have fixed it right now. Are you having problems with any other plots?
 
The "how" is easy enough, you log into your Bethesda.net account in the CK (under File -> Log in to Bethesa.net), then you click File -> Uploaded Plugin and Filed to Bethesda.net -> XB1 / PS4 / PC (whichever you are trying to do, obviously not PS4 in this case)

testing is tougher, I'll leave that to others since I don't own an xbox at all :P

Thanks for the info. I do have the Xbox, just need to win control of it long enough to Install F4 again.
 
Ok I have duplicated your problem. Hid the mod until I figure out what I did wrong. The local files on my computer work, but for some reason the Nexus files do not. Sorry for the issues.
 
Try packing them in the ck for round 2. Also your fallout4custom.ini is probably set to bInvalidateOlderFiles=1 . change this to bInvalidateOlderFiles=0 when testing your mod after you have packed it. bInvalidateOlderFiles=0 will force it to use ba2
 
:) all good:)
any plans to make it level up?
would be usefull in a small settlement for those who don't use expanded borders
 
No plans to have it upgrade right now. Current plan was just for a temp, throwaway plot for the beginning. I am working on creating at least one more plot for this one.

I do have ideas for some sanitary types on the recreation plots, and some apartment types if that gets added. Possibly some single story plots that could be stacked inside a shell, if the floors were staggered back a bit each level (due to the power pole height).
 
Having it upgrade slightly might not be a bad idea, because of one house plot upgrades, the food benefits from the H-G station are gone without any other settlers being added. Of course, what silly goose would let a residential upgrade happen before getting new settlers.

Oh yeah, me.
 
I am double checking, but according to the wiki, the houses should not upgrade to lvl 2 unless power is connected. My original intention was having the plots produce no power, but then the settlement beacon wouldn't work. I am hoping to get a non powered version of the settlement beacon worked on this weekend. If that works, future plots would be non-powered.
 
Could you just put in a working 1 power generator as part of the plot? Or a windmill of sorts with 1 power and have a beacon in plot as well.. maybe next to the Ham radio... JB Utilities had power plot with generators or the plutonium well... just hooked up power line...

What about a battery 1 power.... there is one under the weapons bench at Rosa's house at very beginning of game... wouldn't be unrealistic...
 
The current plot does generate 1 power just for the settlement beacon. However, if the player hooks up power to the houses, it can allow them to upgrade to lvl 2. If that happens, dynamic needs increases and the resources goes negative.
 
You could force the plot to turn into one of the Kinggath Vanilla Plots after the settlement exceeds what your plot was intended to serve. That would be cool.
 
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