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Question Unsure of how automatic building works for existing settlements

teresatiger

New Member
Messages
6
Hi, I'm new to FO4 and to this mod (I have the original three-in-one version). I've read through the various instructions and watched some videos but am still not entirely clear on some things - apologies in advance for being dense.

From what I understand, this mod should allow me to leave a settlement, come back later and there are new settlers and buildings in place. But how does that work with existing settlement that you are already happy with and only want to expand?

For instance, I used Transfer Settlements to import a blueprint for Sanctuary that I really like, and I don't want that main area / the existing buildings or gardens, etc. to be changed. However, there is still plenty of space outside of the main area (behind the houses on each side where there are just empty fields). Is it possible to have automatic building take place only in those areas, so that the existing buildings aren't scrapped or modified? Or is it all or nothing?

I appointed Codsworth as city leader but am assuming I shouldn't choose a city plan if I don't want the main area messed with. Can I place some empty lots (residential, agricultural, etc.) in the areas I DO want them to build on, and then leave, and they'll proceed to build on those particular lots? Or if I go that route, do I have to do everything manually, step by step (i.e. it will not work automatically if I chose the "never mind" option when asked about letting the city leader and settlers do whatever they wanted)?

Also, do I need a recruitment beacon in place in order for new settlers to arrive while I'm gone? I have a spawn settler button for SS installed and set up in Sanctuary but I don't know if Codsworth would go and spawn settlers himself or if the regular beacon needs to be activated instead.

Sorry again if these are silly questions but it's an amazing and complex mod and I'm just trying to get my head around how it all works!

Thanks so much!
 
Building a city plan will destroy whatever you have already built, adding more plots to a TS blueprint is fine and settlers will build them up over time as long as you meet the requirements( power ,water,happiness etc) and you will need a beacon to attract new settlers.
 
Hi, thanks so much! That's perfect....so I can just use the imported TS settlements, add various Sims plots around it, set up a recruitment beacon and only those specific SS plots will be touched, but not the main TS settlement that I started with? That sounds amazing.
 
No worries :) Even with a ROTC plan you can add extra plots after level 3 is complete as long as ur system can handle it ;)
 
Nice! One other question...and I'm sorry if the information is available somewhere (please feel free to tell me off and give a link if it's been covered)...but is there a way to control what type of construction the settlers do? Like for homes or shops, will they use the typical vanilla rusty walls and roofs or will they use items available from settlement construction mods (like Homemaker)? Will the random automated construction have the same sort of look or can it follow a theme (like have them build institute-style structures or favor clean stone and white picket fences)? Or is it the most basic typical post-apocalypse materials unless you're doing it manually? It doesn't matter much to me how their buildings look; I'm curious about how the materials and style of buildings are chosen :)
 
You can chnage a plot to another plot without issue in a city plan.
Many plots also have skins , for SS1 plots that will just change the color ,if you have Conqueror the skins are raider themed ,some of the addon packs have skins as well.
SimSettlements has its own Homemaker mod called project Blueprint it include over 10000 items we use in city plans and plots . We try not to use other assets from homemaker style mods as they are then required by teh user as well but project blueprint you only need SS1 installed to use city plans.

The art style has always been Junky ;) but you find a clean plot in some addon packs but most of us love the Vanilla style
 
Hi, sorry, one more question now that I've been playing with it a bit...first of all, it's amazing and fun. I really don't care for spending much time on settlements as I've never been into that type of gaming, so throwing down the basics via TS and SS and letting the AI take it from there is just wonderful.

However, I have one question about building plans. Can they not be edited in-game? I made some changes to a few buildings, like moving a door or replacing a bed (the latter had to be done by using the console to disable the first bed) but they seem to be hard-coded in because even after I do all that, they just reset whenever I load a save. The doors go back to the wrong place and there's a dirty original bed on top of the new one.

Is there any way to stop that from happening? Or would I need to edit the esp for the particular building plans I was wanting to adjust in the game?

Thanks again!
 
A plot or a city plan will always return to original design on refresh, you can add to them but u cudnt delete or move abjects pernanently. You would have to edit the building plan for it to be permanent.
 
Oh, I see, I was wondering what was going on! I don't suppose there's any way to edit (export/save) the building plan in game or even adjust it through FO4Edit without too much hassle? Or is the CreationKit necessary along with various other SS-specific tools? I was trying to find a link that explains it but I'm guessing it's a bit more involved than I'd like lol.
 
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