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World Repopulation

kinggath

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This post will explain how to unlock World Repopulation currently*, how it works, and changes that will be coming in the future.
(*for those of you following a lot of my posts, I was incorrect about it being broken - it does work! There are just some gates to get to it currently - read on to find out more!)

What is it?

World Repopulation causes NPCs to move into the old blocked off buildings in the game world as your settlements progress. You'll find over time doorways are on buildings that previously were inaccessible, and you may find the owner wandering around nearby, or inside the dwelling.

You'll recognize the dwellings as they have a small lantern to the left of the doorway.

The doors will mostly be locked at night (though addon authors will be able to override that for some of their designs), and the interiors are flagged as owned homes - so don't expect to go in and loot without consequence!

The doorway and people that move into a building can change on your next playthrough, as the system is based on pairing unique interior cells to the shape of the building they match. So you may meet a conspiracy theorist on the north side of Concord this playthrough, and the next time you play that same building might be owned by some orphan kids - and each will have a completely unique interior that still matches the shape of the house/building!

This is one of our most powerful systems, well beyond what plots are capable of, as with full interior cells being used, add-on authors will be able to use the full power of the Creation Kit to design their cells - adding in quests, dungeons, custom NPCs, or anything else they can dream up - without having to do a bunch of scripting like plot designers often have to do for these sorts of advanced things.

What makes World Repopulation trigger?

As settlements gain large amounts of excess Power, Food, and Water - they will gain Economic Influence in the area. (I capitalized Economic Influence, as it's part of a system I hope to expand on for Chapter 3, and much of the support code for this is already in place!)

Once a certain amount of influence is achieved in a region, it can begin supporting people outside the walls of the settlement. Think of it like suburban sprawl. As a city becomes successful, more people will move in and around the city to take advantage of its prosperity. The more influence, the more people will move into the surrounding areas.

The system has some requirements:

1. Finish the main quest "Well, Well, Well" from SS2. (Cheating past the quest works as well) This requirement technically only applies to Concord, but that's the only area we've really rigged up for World Repopulation so far - read the next section for how we plan to expand things.

2. Any settlement you wish to have influence on a region must be part of an SS2 caravan network - which means it must have a Caravan Services building, and be within range of another settlement with a Caravan Services building.

For a settlement's excess power to grant influence, it must be part of an SS2 power network - which means it must have a Power Transfer building, and be within range of another settlement with a Power Transfer building.

These requirements will likely be removed in the future, it is only there due to the calculation of surplus resources being an expensive code action, and so we're doing it as part of the network calculations to save resources. We will likely find an alternative way to calculate this for settlements not part of networks in a future patch.

3. Settlements only influence locations within Caravan Services range - which is 70,000 units. This is the same unit of measure we use for most settlement related distance checks, and is the distance the NukaWorld Vassal system uses - so if you look at your pipboy map in a save with NukaWorld raiding in play, then highlight a settlement, you'll see other settlements in the vicinity change their icons so you can get a rough idea of this range. (In the future, we hope to add a map with visual aid showing you these ranges and influence)

What's going to change?

- Currently, World Repopulation is almost exclusive to Concord. Our plan is to expand this system to a large majority of the unused buildings in the Commonwealth. This will likely occur close to when we update the Addon Maker's Toolkit, as we'll need a lot of help to expand the number of interior spaces to cover so many buildings.

- The small lantern's outside the doorways that appear are going to be converted into controller objects, similar to the ASAM Sensor on the plot. This will allow things like viewing who the designer of the interior is, or disabling the doorway if it conflicts with another mod.

- Once the system is expanded beyond Concord, the "Well, Well, Well" requirement will then only apply to Concord, and only in saves that are working on the SS2 main quest line.

- If we end up expanding the Influence system mentioned above, there will end up being more ways than just Power, Water, and Food excesses to trigger repopulation.
 
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Did you make a municipal pylon and attach it to your grid after building the plot?
Off course i did... but yeah... Just stumbled over the explanaition by accident before even unlocking These Plots.

Like i said... in 2/3 of my settlements the Power Plots... or better Said the Municipal power pylon and Switch work fine... but in some settlement they just don't work and nothing helped for now. Not refreshing... not building completly New...

But "normal energy" works too...
Just worried i need municipal energy specily to unlock some of the content.
 
When do we unlock he power Transfer plot? And does this then Transfers "vanilla power" too or does it need municipal power....
I don't know about sharing power generated by vanilla generators. As for unlocking power transfer...

Per the wiki (https://wiki.simsettlements2.com/gameplay/plots-and-plans/municipal), Power Transfer plots should be unlocked once you have two (2) or more settlements and at least one (1) Level 3 Advanced Power plot. And to unlock Advanced Power plots, you have to have at least five (5) Level 3 Basic power plots.

Note: in order for a settler to work an Advanced Power plot (so that it can eventually upgrade to Level 3), the settler has to have "Skilled" Intelligence. The wiki paged linked above says 6+, but I think I've seen settlers be listed as "Skilled" for a stat when it hits 5, so fire up that Vit-o-Matic and check them out. If you haven't gotten any of the high INT SS2 Unique Settlers yet, pretty much every child settler (Somerville Place, Nordhagen Beach, Bunker Hill) and just about every ghoul at the Slog has Skilled (or better) INT. Caveat about the kids, though: they aren't often directly assignable, so you may have to finagle other assignments to ensure they auto-assign to the power plots, or use the "setpv bCommandable 1" console command on the kid, fast travel to the other end of the map, fast travel back, and then be able to directly assign the kid to a job.

Oh, and some companions have high INT, too, if you feel like sending them to settlements.
 
Off course i did... but yeah... Just stumbled over the explanaition by accident before even unlocking These Plots.

Like i said... in 2/3 of my settlements the Power Plots... or better Said the Municipal power pylon and Switch work fine... but in some settlement they just don't work and nothing helped for now. Not refreshing... not building completly New...

But "normal energy" works too...
Just worried i need municipal energy specily to unlock some of the content.
Ah i see, sorry never know experience level here. I think I had something similar happen to me. Even the refresh option disappeared from my pylons in a couple settlements. I use a mod called Whisper's Workshop Utilities that allows placement functions on xbox similar to place anywhere, it also allows you to "use" items like ASAMs while remaining in workshop mode. Using this to refresh my pylons while in workshop mode fixes them for me.
Don't know if that helps but hope you get it fixed.
 
Then it should work... Just wish the Vitomatic eould weight less... playing survival carrying it everywhere is to heavy. XD

I habe the Unique Settlers Mod too... shoukd give me some of the 50 there with INT too i hope. :)

And even if the Switches not Transfer the powerthr Plots work and Upgrade.... still makes them useless but should unlock the Transfer ones later
 
I use a mod called Whisper's Workshop Utilities
Thanks for the Suggestion. And off course you can't know what i did allready. Will try the mod later. Hope it works for Me too.
Refreshing the pylons and Switches is not even a Option for me... their description-text is gone to in Workshop. But some work and others not.
 
...it also allows you to "use" items like ASAMs while remaining in workshop mode.
In case you didn't know, you can get the ASAM's menu in workshop mode by scrapping the ASAM (not the plot, the ASAM itself). The ASAM will (should) immediately respawn and you'll get the ASAM menu without leaving workshop mode. Great for choosing a plan or refreshing the plot while staying in workshop mode.
 
In case you didn't know, you can get the ASAM's menu in workshop mode by scrapping the ASAM (not the plot, the ASAM itself). The ASAM will (should) immediately respawn and you'll get the ASAM menu without leaving workshop mode. Great for choosing a plan or refreshing the plot while staying in workshop mode.
Neat, never tried scrapping one as I assumed I'd bugger something up. If it can be broken I'll usually find a way. Lol
 
Good to know... i allways back out of the workshop menu quickly to hit the ASAM as fast as it appears to get it before the settlers build some random stuff out of it. XD
Haha have to watch those settlers. For me they love automatically building the oversize plots from Junktown and i'm too lazy to set up blacklist/whitelists.
 
I intentionally put the large party bus boat at Starlight because why not.
At Starlight you can argue about them bringing the boat there by train tracks... and if you do it intentionally as a joke its fine obviously. But i try to theme my settlements a bit... so that at least they look good together. :D
 
Just wish the Vitomatic eould weight less... playing survival carrying it everywhere is to heavy.
Another (more costly) option is to craft one (city planner's desk) for each settlement and leave it there. (More PITA inventory management)

Now you have me wondering how hard it would be to make a RobCo Vit-o-Matic Augmented Reality Interface... :scratchhead

Also, IIRC, power sent to a settlement from a power transfer plot connects to the grid via the Municipal Power Pylon/Switch.

Remember too that there should only be one Municipal Power Pylon/Switch as only one can be active. City plans can place them as well.
 
So it would be good if the municipal stuff gets fixed. Bad... Yeah... i have just one in every settlement... allways pinned onto the first municipal power plot i build. But the somewhere don't work how i said. And i just used one city plan in Suneshines Tidings because the quest asked me for...
 
Is there a population cap on an Area that gets repopped? I'm not complaining at all, Concord is slap full of people on my current game and it is super cool. Must be like 20 of them wandering around, and doors on every street. I just want to know how much I need to consider the system when building in that area.
 
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