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Some Ideas For Your Farm Plots

G'day Altairp. A humble request if I may. Can we get some Rad Chicken, and Rad Rabbit farms ?

For Mirelurks, given plot sizes, and the inherent aggressiveness of the creatures, I'd want hatchlings, eggs, and a softshell mirelurk. Easier to put down if needed.
 
Yeah. Rad Chickens and Rad Rabbits are one of the first animals I'll add once I switch to Far Harbour (which is something that'll do after I'm done with this next update, since I'm pretty content with the quantity of vanilla plots).

I'll keep the Mirelurk suggestion in mind. There's a lot of skins for those animals, so I could always keep them in a mix.
 
Speaking of sea related items, I keep wondering exactly how to incorporate those dolphin-whale sea creatures into a plot. You could probably include one in the mirelurk plot as "mirelurk food", and I also keep thinking about the "potted meat" from the Longneck Lukowski quest. Like, some kind of industrial cannery, though I wonder if that has already been done.

Another thought, the script that exists for the Vault-Tec Lunchboxes can spawn a number of random items upon being opened. Maybe that same kind of script can be incorporated into a plot resource. Maybe a plot that uses the Far Harbor gulpers as a resource, but instead of produce gulper innards what it does is kind of like one of those claw catcher games, and it pulls random shit out of a gulper's stomach. Maybe a scav station like that.
 
Speaking of sea related items, I keep wondering exactly how to incorporate those dolphin-whale sea creatures into a plot. You could probably include one in the mirelurk plot as "mirelurk food", and I also keep thinking about the "potted meat" from the Longneck Lukowski quest. Like, some kind of industrial cannery, though I wonder if that has already been done.

Another thought, the script that exists for the Vault-Tec Lunchboxes can spawn a number of random items upon being opened. Maybe that same kind of script can be incorporated into a plot resource. Maybe a plot that uses the Far Harbor gulpers as a resource, but instead of produce gulper innards what it does is kind of like one of those claw catcher games, and it pulls random shit out of a gulper's stomach. Maybe a scav station like that.
There's also an animation marker where Mirelurks feed on the carcass of a "dolphin" - so it could be implemented, if the space is enough.

A plot that produces potted meat could see the light, but not on my Add-On. Another user would like to do these kind of plot, with a resource production that'll probably go well together with my farms. Of course, this is all hypotetical: I'm not speaking on his behalf.
As for the last one: that's quite dark, man. Still, a claw-catcher plot with a gulper may work as a recreational.
 
I was thinking about using the Mirelurk Hunter model, if it's not too big, for the pen (it looks quite different from the others, and the genders are never specified). But I'll have to see.

Those hunters look a lot like oversized lobsters too. Another idea.... how about using mudcrabs ported in from Skyrim or the fog crawlers from Far Harbor?
 
Those hunters look a lot like oversized lobsters too. Another idea.... how about using mudcrabs ported in from Skyrim or the fog crawlers from Far Harbor?
I believe that it's not allowed to directly import stuff from other Bethesda products (such as Skyrim); the mod would be taken down and I'd most likely end up banned. So, that's a no-no.

As for the Fog-Crawlers - I'll need to check them out. Don't exactly remember how they look like, it has been a while since I played Far Harbour.
 
I believe that it's not allowed to directly import stuff from other Bethesda products (such as Skyrim); the mod would be taken down and I'd most likely end up banned. So, that's a no-no.

As for the Fog-Crawlers - I'll need to check them out. Don't exactly remember how they look like, it has been a while since I played Far Harbour.

They look like a giant praying mantis:

latest
 
Probably won't touch them, then. Especially given that they're the island's apex predator - putting them in a pen, or even a secured fence, would be a kind of a stretch.
 
What about toy versions of the larger predators? Having a mini-deathclaw or mini fog crawler on a plot in some capacity could be pretty interesting. Maybe even call it a different but related species.
 
What about toy versions of the larger predators? Having a mini-deathclaw or mini fog crawler on a plot in some capacity could be pretty interesting. Maybe even call it a different but related species.
Mini-Deathclaws? Stripe would like to have a word with you.


I was thinking that a resized, miniature Fog Crawler could become a Mantis. May be possible to build a plot similar to the Radroach pen, with the 'new' animals and some new food.

I'll have to check out the Fog Crawlers when I start toying with Far Harbour, and see what I can do with them.
 
There are some NukaWorld creatures that could be used as well. The cave crickets could be a substitute for the mantis (and it is too bad the giant mantis from New Vegas can't be ported); the brahmiluffs which have variations based on African buffalo, American bison, and Asian water buffalo, all of which I think look better than brahmin even though they drop the same meat and hides; ants of varying sizes and types, though no fire breathing ones; bloodworms which have larva animations that burst out from brahmin corpses; gazelles, which are just a variant of the radstag; and gorillas, which lorewise have been brought back from extinction by the Institute, but also existed in the safari zone, though I don't know what you could do with them.

Now that I think about it, many of the Nuka World creatures were just variants of already existing vanilla creatures (radstags -> gazelles, brahmin -> brahmiluffs, mirelurks -> nukalurks, deathclaws -> gatorclaws), without a whole lot of creativity (even the attack animations are the same for the gatorclaws) to differentiate them aside from making them a lot less ugly via mutation. God, the Nuka World DLC really did suck, didn't it.
 
The crickets should be renamed saber toothed crotch crickets and they cause lack of sleep from all the chirping overnight and scratching will get your hand lacerated.

A 300% sized single Radchicken in a pen has some possibilities too.

I actually like the idea of a Gorilla settler that can only work agricultural or entertainment. It'd be a little bit of a stretch for them to work industrial or commercial but the AI wouldn't need to change, they can't be any dumber than the settlers are already.

I wouldn't suggest the gorilla as a settler if that brothel entertainment plot Kevbal is dreaming about gets added though. There's such a thing as going too far in the name of science!
 
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It's a post-apocalyptic wasteland. I feel that people are going to take whatever they can find in a brothel.
Doubtful that Gorilla can work as settlers, though: for the same reason of why we don't have Supermutant settlers. No animations for 'em. Unless you somehow apply a Gorilla skin to a Settler body, that is.
 
The crickets should be renamed saber toothed crotch crickets and they cause lack of sleep from all the chirping overnight and scratching will get your hand lacerated.

A 300% sized single Radchicken in a pen has some possibilities too.

I actually like the idea of a Gorilla settler that can only work agricultural or entertainment. It'd be a little bit of a stretch for them to work industrial or commercial but the AI wouldn't need to change, they can't be any dumber than the settlers are already.

I wouldn't suggest the gorilla as a settler if that brothel entertainment plot Kevbal is dreaming about gets added though. There's such a thing as going too far in the name of science!

So workshop gorilla's by default give 20 happiness each. They are their own little mini recreation plot :D
 
Loving the Commercial addition as much as I did the older ones and getting used to the wandering Brahmin ( at least it doesnt attack or trigger settlers to attack unlike certain Molerats / "guard dogs" lol - gotta love the FO4 mechanics you poor guys & gals have to work with )
 
Loving the Commercial addition as much as I did the older ones and getting used to the wandering Brahmin ( at least it doesnt attack or trigger settlers to attack unlike certain Molerats / "guard dogs" lol - gotta love the FO4 mechanics you poor guys & gals have to work with )
I'm really glad to know that you are enjoying this add-on! ...and I'm hoping to stop those dogs from going after your settlers: I just need to understand why they do that.
 
One word: Hunters.

Instead of a farm which grows something, this "farm" is a hunter's shack, which produces meats and eggs and sometimes even scrap. It produces less food than a regular farm, but produces defense in addition to food. It might be useful in those cases where you don't have much space or settlers.
 
One word: Hunters.

Instead of a farm which grows something, this "farm" is a hunter's shack, which produces meats and eggs and sometimes even scrap. It produces less food than a regular farm, but produces defense in addition to food. It might be useful in those cases where you don't have much space or settlers.
May I bring your attention over here, instead?

https://simsettlements.com/site/index.php?threads/sim-settlements-hunter-gather-addon.968/

I haven't had a chance to test this add-on out yet, and it's still in it's infancy, but I think this might be what you're looking for!
 
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