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Suggestion Starting quest/tutorial

Irealys

Well-Known Member
Banned
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Edit : Please READ me if you want to reply. And if it’s too long, let me say this: don’t assume that when I say tutorial I mean it should have tons of explanation. I used the term starter quest first because it’s a better representation of what I meant.

First let me remind everyone of how much I love this mod and the community.

There is, in my opinion, a huge failing from Sim Settlement regarding how it introduces itself to the player. I understand that at this point the vast majority of the player base doesn’t need a tutorial, as far as the base game I have not needed one for a long time but the fact that new players still every once in a while need to be told to find the holotape should be kind of a red flag. This mod is too old to not have remedied to the situation. And I think it needs a tutorial of some sort. Not an in depth one but something.

I’d like to point out to two quest as to how it could (should?) be handled. The first is from a mod called Settlement tidy bot. It’s a super simple quest that say to go to an area (vault 111) and find something interesting. And when you do there is some text explaining the mod and that’s it. If when a player started a game it started a quest called Sim Settlements telling them to visit city buildings (or flat out direct them) to where the holotape is that would make every player know from the beginning why they can’t build anything right after getting out of the vault.

The other quest is the Sturges quest to rebuild Sanctuary. It could have all been done via text and didn’t give out too much but made sure the player understood the basics. It could be as simple as directing the player to build a residential plot and a work plot and maybe an optional to build a city planner desk. It could be more (a martial, an industrial, agricultural etc) but I think it’s probably better downplayed than forcing the player to build a bigger amount.

And then there is Conqueror, especially for any non raider player. Right now Im trying my best to use it and if it wasn’t for other people posting here I might have abandoned out of frustration because I have no idea how I’m failing other than I know I’m failing.

I will refer to the two quests I mentioned previously as basis of how it could be handled. There Might be better ways. But that’s the best I got.

Again, love the mod, love the community, but I think new players shouldn’t be left so in the dark that they come here to ask how to get started in either Conquer or SS.
 
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I think it's because of the mentality of most of the users and mod makers of Sim settlement that there is confusion. Many of the older players are used to going to a game wiki to get information (our wiki actually has quite a bit, still not complete, but has most of the information you need to get your game going). Newer gamers are used to getting instant information through videos and instant messages. I do agree that a quest implementation would be nice, but considering that the site does have a wiki and members that are quite helpful, I don't think it is as important.

As far as faction packs, that would honestly be up to each creator on how they wish to implement it. A lot of work has gone into the raider faction, but that is because that was the primary goal of the team. Faction pack creators probably don't have the capabilities and resourcesa this crew does, so they do the best with what they have. Though I will admit, and even I have done the same, we mod users have a tendency to just download mods without actually reading descriptions and don't realize that the instructions for using those mods are usually in those descriptions. I myself have downloaded a few faction packs and have gotten angry because "it didn't work", only to realize that in the description it stated what prerequisites were needed and how to get started with them.
 
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First let me remind everyone of how much I love this mod and the community.

There is, in my opinion, a huge failing from Sim Settlement regarding how it introduces itself to the player. I understand that at this point the vast majority of the player base doesn’t need a tutorial, as far as the base game I have not needed one for a long time but the fact that new players still every once in a while need to be told to find the holotape should be kind of a red flag. This mod is too old to not have remedied to the situation. And I think it needs a tutorial of some sort. Not an in depth one but something.

I’d like to point out to two quest as to how it could (should?) be handled. The first is from a mod called Settlement tidy bot. It’s a super simple quest that say to go to an area (vault 111) and find something interesting. And when you do there is some text explaining the mod and that’s it. If when a player started a game it started a quest called Sim Settlements telling them to visit city buildings (or flat out direct them) to where the holotape is that would make every player know from the beginning why they can’t build anything right after getting out of the vault.

The other quest is the Sturges quest to rebuild Sanctuary. It could have all been done via text and didn’t give out too much but made sure the player understood the basics. It could be as simple as directing the player to build a residential plot and a work plot and maybe an optional to build a city planner desk. It could be more (a martial, an industrial, agricultural etc) but I think it’s probably better downplayed than forcing the player to build a bigger amount.

And then there is Conqueror, especially for any non raider player. Right now Im trying my best to use it and if it wasn’t for other people posting here I might have abandoned out of frustration because I have no idea how I’m failing other than I know I’m failing.

I will refer to the two quests I mentioned previously as basis of how it could be handled. There Might be better ways. But that’s the best I got.

Again, love the mod, love the community, but I think new players shouldn’t be left so in the dark that they come here to ask how to get started in either Conquer or SS.

guy’s who? KG can’t do it all, it is way too big and too much already for a man with a young family and a real world job.

every guide, all the educational vault guides, it is all done by passionate users.

we “many others” just felt passionate enough about the need to do it ourselves over the last couple of years.

same for the authors that share content and help.

We all volunteer what we can where we see we can help.

What you have pointed out. Is where someone who is willing can help.

I disagree that Sim Settlements has failed the community in anyway. If anything us freeloaders take the scope of what has been accomplished here for granted.
 
@Irealys if you feel this way, why not pitch in and help?

Some possibilities could involve creating simple companion quest to aid the player in this way(Requires a PC & the CK though). Maybe some little Let's Play style videos introducing stuff, though TBH Kinggath's YouTube already has a whole lot in terms of tutorials to introduce Sim Settlements & learn the mechanics. Replying to people in need on the forums can help a lot too. Writing Vault guide if you are knowledgeable in a particular aspect.

I help on the forums when I can but I also create content and do testing, recently I upgraded my PC to better be able to do this. If you feel passionate, it's far better and honestly feels far more fulfilling to help out. The more we can help out, the more it potentially frees up Kinggath to do the stuff only he can do. I don't know about others but I'd rather see new features for Sim Settlements, more of Jammer's story, and whatever might be next in the next expansion!

If people have specific concerns or specific things they don't know about, we're happy to try to help.

guy’s who? KG can’t do it all, it is way too big and too much already for a man with a young family and a real world job.

every guide, all the educational vault guides, it is all done by passionate users.

we “many others” just felt passionate enough about the need to do it ourselves over the last couple of years.

same for the authors that share content and help.

We all volunteer what we can where we see we can help.

What you have pointed out. Is where someone who is willing can help.

I disagree that Sim Settlements has failed the community in anyway. If anything us freeloaders take the scope of what has been accomplished here for granted.
Well said, I completely agree with everything.

And then there is Conqueror, especially for any non raider player. Right now Im trying my best to use it and if it wasn’t for other people posting here I might have abandoned out of frustration because I have no idea how I’m failing other than I know I’m failing.
On this front I heartily recommend Kinggath's Let's Play series on YouTube:
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Phase 2 live stream also explains a lot and keep in mind that the advanced things like Soldier Needs can be disabled if needed. Most of the advanced things are tied to that setting in the holotape. Basically everything to do with Wages, Rations, Control, Morale, etc all explained:
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If it's the basics you need, there's Sim Settlements Tutorials Revisited, a 19 video playlist covering it all:
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The first is from a mod called Settlement tidy bot
This could be nice to have, IMO as a companion "Sim Settlements Beginners" mod. One issue with this for the core mod is it becomes another thing you have to do every time you begin a new game which could irritate longtime players if made mandatory.

The other quest is the Sturges quest to rebuild Sanctuary. It could have all been done via text and didn’t give out too much but made sure the player understood the basics. It could be as simple as directing the player to build a residential plot and a work plot and maybe an optional to build a city planner desk. It could be more (a martial, an industrial, agricultural etc) but I think it’s probably better downplayed than forcing the player to build a bigger amount.
This kind of thing can be intensive to implement in the game due to the convoluted way Quests work "under the hood". Though I would also file under nice to have as a companion "Sim Settlements Beginners" mod. It would slow things down for everybody if added to the core mod as a mandatory quest. People will definitely complain if as longtime players they're forced to do tutorial stuff.

So this is a great idea for a Companion Mod¹, but not ideal IMO for the core mod and probably not the best usage of Kinggath's time at least IMO. See here for a bit about how busy he is: https://simsettlements.com/site/index.php?threads/new-patch-schedule.11507/

¹Cannot emphasize enough to whomever might do this companion mod idea: Please keep it up to date with any changes needed to keep pace with core Sim Settlements!
 
pitch in and help?

This^

I remember when KG released SS I said wow that's cool but it's not for me I prefer to build my own stuff in game. The same when IR and RotC got released.
Then Conqueror got released and I saw it had a raider quest line which is something I wanted for ages as NW is lacklustre. I really liked where KG was going with it and knew it was a huge undertaking so decided I would get involved and help out.
Modding is not for me but I have a lot of hours in game so know it really well, testing was the perfect thing for me to help out with.
Want to see something happen? Get involved and help lighten the load and what you're looking for might get implemented.
 
Though I do understand it is a bit harder for people like myself and irealys to help because we are limited to Xbox.

We can help people in the forums as best as possible with the knowledge we gained from everyone that has helped us along the way.

Besides, from what I've seen, kinggath and crew seem to try to stick with the old look through your surroundings and see what you discover style of gameplay. A very special nod to those of us that weren't hand held through quests and missions in the early days of gaming. Sometimes I wish there were more mods and games that limited map markers.
 
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Want to see something happen? Get involved and help lighten the load and what you're looking for might get implemented.
Exactly. If we all do what we can, the mod can become even better. If we test the mod, help out on the forums or create content for Addon Packs I think every little bit helps.

Though I do understand it is a bit harder for people like myself and irealys to help because we are limited to Xbox.
That reminds me I have my WIP PC Hardware Guide. I might post it in Vault but unsure if it's complete. Though it's the kind of thing that can't really get perfect because hardware is ever evolving. I posted the WIP of it so far here:

https://simsettlements.com/site/ind...equirements-recommendations.10890/#post-75108

It can be costly but overall isn't super extreme if you're okay with 1080p 60fps.
 
If I had anything else than an iPhone and access to the SS code I would offer to do it myself. All I’m writing here, that dumb huge excel sheet of every plot and add-on available on Xbox that I’ve made, whatever I’ve been doing, is from a stupid iPhone. If I had a computer, I wouldn’t be throwing every single idea I have for others to do, I would do them myself. Or try to. Like the baseball faction for instance. I already asked for all the PDFs to learn how it works in the hope that I might be able to find a way to install the CK on someone’s computer and do it real quick on a visit.(spoiler alert, I was wrong)

And I’ll mention this here because everyone seems to be under the wrong impression: I’m not advocating for an in depth tutorial. I thought that limiting it to “go to museum to find the tape” and “build a workplace plot and a residential plot because people need both” and nothing else was showing my point of view in terms of how simple a starter quest should be. And while it could be more in depth, I think KG has clearly demonstrated he would rather let people discover the cool things from gameplay than being told.

I’ll quickly try to respond to people’s points but I probably won’t go through each one.

Rites: A starter quest would not replace the wiki. And it cannot be the responsibility of faction pack makers to explain the basic of conqueror. That being said if they require something complex to get their faction pack started, that would be on them.

VersusXV: I help on the forums as I can for someone with no computer and limited experience. When I see people with issues I often go in game to test if I can replicate it. But as I mention, a starter quest is not supposed to replace the wiki. As for Tidy bot I used this example as a quest type that can be replicated (go to X, find Y) with nothing but text. My whole point is that I would never go as far as having a companion explaining everything. If people want in depth information they SHOULD come here or the wiki. Hell if I was doing it I’d end the quest with a pop up message saying “for more information visit SimSettlements.com”. But I don’t think they should need to come here to know “how do I even start”. And honestly unless I’m missing something, I cannot understand why anyone would feel annoyed to “have to do the tutorial quest”. Again, not the way I described it, you seem to think it should be a lot more intrusive. It’s no different than having the “get to Diamond City” quest. We all know it’s gonna be done, we’ll all get the tape and we’ll place down plots. To have a quest in the log saying it’s what you have to do really and will disappear when you inevitably do it shouldn’t bother people.

Phil: Said it higher, I’m without a computer otherwise I would get involved more directly. As far as testing, I’ve offered my services to test things for modders on Xbox in many occasions and a few of them took me on my offer. If anyone from the SS core designer group need my help to test something on Xbox it would be my pleasure to do so. But it’s not like I can force myself into testing someone else’s work.

Edit: Forgot to mention Conqueror. First off, for the raiders faction there is already a tutorial. It’s called Jammer. I barely played with it but from memory his first quest is “get tape” and is second is “get outpost”. If you don’t follow the raider quest line there is nothing. What I’m proposing is nothing but a simplified, distilled, barebones, basics only version of what the team had already done with Jammer for new players who don’t want to play raider.
 
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Edit: Forgot to mention Conqueror. First off, for the raiders faction there is already a tutorial. It’s called Jammer. I barely played with it but from memory his first quest is “get tape” and is second is “get outpost”. If you don’t follow the raider quest line there is nothing. What I’m proposing is nothing but a simplified, distilled, barebones, basics only version of what the team had already done with Jammer for new players who don’t want to play raider.

Don't get me wrong, I posted something along the same lines myself. Then I started reading. I watched the videos and read about what needed to be done to create faction packs, create plots, do city plans. Hell, i've been watching all kinggath's videos (and any other links I find on the subject) on papyrus and all his other tutorials. And this is what I've come to realize after all that and scanning through what is available for PC vs xbox.

It is hard enough to build a decent mod for the PC....
Apparently it's even more work to convert it to console.

Many of the faction packs for console are quite barebones, and after my research, I'm starting to understand why....

1. Most modders creating additions to conqueror assume that the player is familiar with SS and all the additions that came beforehand.

2. Many modders are also assuming that the player will have done the jammer questline before trying other faction packs.

3. Filesize. Look at the difference between the full size conqueror and the framework version. Not everyone in the modding community is willing to work on 2 versions of a mod when they know console players will most likely look at filesize as part of their decision whether or not to use a mod. I mean, just to start a conqueror playthrough is almost half the allotted space on Xbox.
 
<——— typical mod (pack) user———>

“Modz! Herp, derp, hurrr...drool...”

*downlodez*

*playz fer 30 levvels*

*figgerz sumthin’ ain’t werkin’*

“Ey! Elp me!”

<insert my questions to determine the scope of the issue>

*getz pizzed at da fort uv loozing 30 levvels*

<insert me saying: “Available to you was the information.” (“RTFM! RTFM! RTFM NOW! F’ing luser!”)>

*diez afore admitten’ dat dey din’t reed da effen manwaaal*
———————————
While sarcastic...you might be surprised how close to reality that is. (I experience it far too often with users where I work. :shok:shedevil)

Somehow I think the above belongs as an article on The Onion, or a comic on The Oatmeal. :focus
—edit—
It might be worth someone mentioning to Kinggath regarding filesize. If there is too much in the base raider gameplay then faction packs will get crowded out on console.
 
Rites: I am fully aware of how I (and I’m assuming a lot of Xbox players) limited download space affect my mod decisions. I disagree with how mod authors would need to create two versions of their mod for faction packs. I’m not sure why you think what I’m saying would require that. The only thing I say they should be responsible is to get the info to the player if they have complex requirements. And I don’t mean “to use botherhood of Steel faction you need to have met them”. I mean if they require something more than something obvious. I have yet to see any that requires that so I can’t give an example but let’s make an hypothetical. Let’s say someone makes a faction pack that in order to start, you need to find an item and use it somewhere else. Then yes, I’d believe they should have a quest that either tells the player or at least give hint on where and what he needs to find. But again, it’s needed only if the faction author decides to make it needed. If they make it available from the get go (or if you are in good standing with a faction) then they don’t have to do anything the way I see it.

Whisper: I don’t understand what you are trying to say with the post. But if I can take your Power Armor paint mod as an example, that’s something that if people fail to get it, it’s on them. All you mod description needed was a mention of the holotapes and schematics being in the world and you put them in obvious places so if they are angry at that, it’s on them. And if I remember correctly I once played an end game character with your mod installed for the first time and I got a message about where to find the schematics for places that were obvious... ly not available anymore.

Now, more interestingly: could I ask you to explain what you mean by what you wrote in edit? And just in case, do you know about the Conqueror framework version on console? It’s a smaller version that doesn’t use the raider quest line (but works for everything else as far as I’ve seen)
 
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I don't know what else hasn't been described. As far as I know, the faction packs that do have other requirements do list them in their descriptions, and the faction packs that actually have quests (very few on Xbox so far) have them on the raid board.

And it's 2 different files for PC version and Xbox version. And from what I've read, it's a little more complicated to convert for bethnet.

And yes whisper, that is why there is a framework version for console, for those that don't wanna do the raider questline.

And your example above is exactly how I see most players react.
 
It’s good to know that Kinggath is very aware of the console limit. :)

@Irealys I got the impression that the Raider playthrough was included and thus the large size on consoles. You and @Rites have cleared me up on that though. :D

Regarding the “point” of my post - people generally don’t follow instructions even when they’re under their nose. Sadly. :/
 
It’s good to know that Kinggath is very aware of the console limit. :)

Oh he is. And quite a few of the active modders too. Tinuvia, Uituit and RobotSmell (to name a few) have recently changed their mods to use a new method Kinggath implemented (or at least that how I understand it) to make plots which reduces file size considerably. And I keep thanking Kinggath and every single modder who takes the time to do so every time I can. And Kinggath releasing the framework version is the sole reason I’m even trying to make Conqueror work (it really doesn’t fit my play style but I feel like I owe it to him to make an honest attempt).

Regarding the “point” of my post - people generally don’t follow instructions even when they’re under their nose. Sadly. :/

Oh, you’re right in part. But, and I hope I showed that, some people do read mod description even if not everyone can quote them from the top of their head. And some of us see and appreciate the little things (like the pop up I mention). And I hope you realize the forums don’t represent the totality. More people will use a mod and never comment or complain than the other way around. I really hope you don’t really think those complainers represent a majority.
 
You and the regulars here are the good ones. A pleasure having you-all here.

You remind me that I absolutely need to use the new method with my power plots. It’s time to bite the bullet and get those sorted for everyone, especially you XBox players.
 
But as I mention, a starter quest is not supposed to replace the wiki. As for Tidy bot I used this example as a quest type that can be replicated (go to X, find Y) with nothing but text. My whole point is that I would never go as far as having a companion explaining everything.
Ok this makes a lot more sense then. I was thinking a Minutemen counterpart to Jammer, which would be a huge job as I think the Conqueror storyline has likely been in the works for over a year(Plus having a dedicated team of exceptionally talented individuals).

Make it optional and having it get triggered when choosing I am a New Player on the startup wizard and I think this is a lot more reasonable. Had overlooked the Tidy Bot bit, I think that's the perfect thing to go for. Doable without extra workarounds on the Xbox. Maybe it could be as simple as a dead Mayor Mr Handy added to the museum, looting stuff from him that trigger some messages/updates to a little quest. I do not know if time allows for this to be implemented but it's an interesting suggestions for sure.

Apparently it's even more work to convert it to console.

Many of the faction packs for console are quite barebones, and after my research, I'm starting to understand why....

1. Most modders creating additions to conqueror assume that the player is familiar with SS and all the additions that came beforehand.

2. Many modders are also assuming that the player will have done the jammer questline before trying other faction packs.

3. Filesize. Look at the difference between the full size conqueror and the framework version. Not everyone in the modding community is willing to work on 2 versions of a mod when they know console players will most likely look at filesize as part of their decision whether or not to use a mod. I mean, just to start a conqueror playthrough is almost half the allotted space on Xbox.
Well said. It's a lot more work required, have to deal with inconvenient Bethesda Net upload process, PC standards like F4SE/MCM not being available, custom menus having to be done completely differently, file size concerns. Ideally want to be plugin only, to keep size down to just a few MB. For Plots this means reworking them if custom stuff was used so as to ideally not have to pack any meshes or textures to conserve file size &/or to comply with Bethesda Net rules which are a lot more restrictive than on the Nexus. Basically will need Xbox versions of the plots. My 1st Addon Pack took a compromise route so that Xbox version can be done reasonably but did make my 1st plots a lot more vanilla which over time makes it harder to stick with it. I included stage models but they were typically 1MB or less each, and not too many in total. I think the size is about 12mb for mine. For Faction Packs, if we make custom outfits or weapons it's difficult to include them on Xbox. A single weapon mod with some customization can be 500mb-1GB in size. Outfit mod can be 300mb up to 1GB depending on customization options. This is when using 4K or 2K textures, for the Xbox we'd want to do 1K versions and it's very hard to make that still look good. Under the rules CBBE anything is not allowed so if you made custom outfits this means having to do vanilla body versions. So we end up having to either do 2 versions of the mods or design our mods substantially differently with a lot of compromises to do 1 version for both.

For stuff like voiced characters, making a storyline, making in-game tutorials it's a significant amount of work and involves highly advanced stuff. Anything involving new characters = people expect fully voiced and well acted. Voice Acting can be something people tend to take for granted, but IMO the quality like we get in Conqueror is exceptional and it's not easy to assemble a great cast of VAs. Only a small number of the very best authors are able to assemble very talented VAs, it takes exceptional skill in basically every area of modding plus project management & leadership skills. For myself I have gravitate back towards plots and exploring 3D, those topics are just a lot more immediate to my own creative interests than creating "DLC style" & storyline/follower mods. I'm not a writer/quest maker so I am honestly 1000x more interested in what's next for Jammer than trying to make my own quest. Plus there's The Bleachers & The Machine and Her, and Thuggysmurf's quests! I'm overjoyed with the quest offerings from Fallout 4 modding. But it turns out Irealys was going for something different so that makes a lot more sense.

1. Most modders creating additions to conqueror assume that the player is familiar with SS and all the additions that came beforehand.

2. Many modders are also assuming that the player will have done the jammer questline before trying other faction packs.
We rely on existing knowledge because it's generally not feasible to try to create our own counterparts to Jammer & the Conqueror storyline. Most of us work individually and this stuff quickly enters into big team territory.

For me, creating a tutorial on my end would be quite difficult since for me it has to be bug free and "ultra low profile". Basically having no possibility of adverse effects on the main mod, due to any introduced bugs or Papyrus thread utilization or any other possible interference. I would want to come from a position of having pretty absolute knowledge of things pertaining to the scripts that would be needed so I can be absolutely sure of no issues. By relying on existing knowledge we're not writing custom scripts on our end so there's far less chance for things to go wrong, especially on Conqueror itself or Sim Settlements itself.
 
You remind me that I absolutely need to use the new method with my power plots

Oh that’s really not why I brought this up. Now I feel kinda bad about it. And if I’m honest, at your size it’s a lot less painful that you didn’t than when it’s a 150+ MB file that somehow now fits into 80MB (I keep thinking Uituit should be burned at the stake because what he accomplished with Junktown had to involve witchcraft). That being said, if you do revisit the mod, I would have one suggestion of change that I think you would agree (and simple to change, it’s about power output numbers) so let me know if you’re interested and I’ll hit you up.

VersusVX: First part, cool, glad you agree. And again, the tidy bot I mentionned was about the way the quest work. But let’s remove the mod and use the starter quest from the main game. Get the hell out of your freezer. Then go back home and then it’s talk to Codsworth. At that point, we hadn’t talked to anyone since waking up and we still got three tutorial quests. And even though we get dialogue from then on it’s only needed to give context to the quests.

If I was designing that tutorial, I wouldn’t make it optional via a mission. Because I would really just rely on the same way (text pop up) the first three main game quests start. As soon as the player gets out, a mission called “find the holotape” would be added which shouldn’t bother even expert player (it’s a quest that will go away from doing what you will do anyway). Maybe there could be a question at the beginning (during the returning/new player portion) if the player wants simple objectives on or off and either point to the museum or not depending on answer but even this is debatable. Yes, finding cool stuff in the mod is part of its appeal. No, I don’t believe the holotape to be part of the cool discovery process. Then the terminal next to the holotape gives us some contextual explanation and I’d add quests for the basic features (ex: build a residential plot to be assigned a settlers job and then a work one). Worded properly these mission could explain that every settler will have only one job and one home and some other basic pointers (probably). Then more quests to explain anything else the team feels like they need to give a direction to the player, a push in the right direction. Add one quest to build a city planner desk if the expansion is present. And then if there is any other info needed this is where the holotape could have more information (like user manual type entries including stuff like what plots do or whatever else the team feels is info the player should have easy access for beginners, not wiki deep info) but in terms of quest that require interaction I honestly feel this could be the end as far as main mod is concerned. Holotape, building plots, assigning settlers, the city planner desk (plus interacting with donations?). After that the game already do tutorials of a kind with the pop ups the first time we use something. After that there is Conqueror which I don’t understand the expansion so I’m not the person to distill it down to the basic needed info but ex: to create outpost, craft war planner desk in empty settlement would likely be the starting point.

Not gonna talk about the second part. It’s true, but again, what I’m proposing shouldn’t impact mod makers and their decisions to port to Xbox or not.

Same for the third part. It doesn’t relate to my post so I won’t comment other than thanking you. Because I like knowing more and knowing the point of view if modders is interesting because it’s obviously different from my user point of view. So thanks for that!
 
Oh that’s really not why I brought this up. Now I feel kinda bad about it. And if I’m honest, at your size it’s a lot less painful that you didn’t than when it’s a 150+ MB file that somehow now fits into 80MB (I keep thinking Uituit should be burned at the stake because what he accomplished with Junktown had to involve witchcraft). That being said, if you do revisit the mod, I would have one suggestion of change that I think you would agree (and simple to change, it’s about power output numbers) so let me know if you’re interested and I’ll hit you up.
It’s more of Kinggath’s witchcraft. ;)

Regarding the power output: I made the judgement call that effectively a lot of power is wasted in the radiation of energy over such a large area (inverse square law - my concession to real-life physics). I did make the plot capable of taking in power from other sources and radiating all of that over the area.

While I am open to thoughts and suggestions they will have to be way convincing lore-wise. I’m not gonna be upping the power output just because a bunch of people would like that. (My original thoughts had maximum of 10, with a higher output for a potential Advanced Industrial version.)

Now, if people did some serious reading and thinking about Tesla’s old theories on setting up a standing-wave radio pattern in the ionosphere of the planet...
 
@Irealys came up with some very interesting points lore-wise with my power plots. I’ll be a while digesting them.
 
By coincidence I've also been brainstorming a Minutemen faction questline for some time, including a Jammer replacement. If it does sound a bit similar, It's coincidence, as I have not read this thread untill @VersusXV linked me to it over on discord.

My Brainstorming doc is here.

I have enabled commenting for everyone.

It's far from complete, especially in regards to Christine (AKA Not-Jammer).

 
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