Difference between revisions of "Rise Of The Commonwealth FAQ"

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(Which Settlement Locations Are Included In Initial Release?)
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==Which Settlement Locations Are Included In Initial Release?==
 
==Which Settlement Locations Are Included In Initial Release?==
  
There are 24 Commonwealth settlement locations that have city plans currently.  
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There are 24 Commonwealth settlement locations that have city plans currently. More will be added in future patches. Some are almost ready but need additional "review" before they are ready for release.
  
 
'''Settlement Locations With City Plans:'''
 
'''Settlement Locations With City Plans:'''

Revision as of 17:56, 1 January 2018

This page contains Frequently Asked Questions for the Rise of the Commonwealth Official Sim Settlements Expansion Pack. If you are looking for just Sim Settlements (core mod) FAQs, you can find them here: Sim Settlements FAQ.

Please note that you must have Sim Settlements core mod updated to 3.0 for Rise of the Commonwealth to function.

City Plans

Which Settlement Locations Are Included In Initial Release?

There are 24 Commonwealth settlement locations that have city plans currently. More will be added in future patches. Some are almost ready but need additional "review" before they are ready for release.

Settlement Locations With City Plans:

  • Abernathy Farm
  • Castle
  • Coastal Cottage
  • County Crossing
  • Croup Manor
  • Egret Tours Marina
  • Finch Farm
  • Graygarden
  • Hangman's Alley
  • Greentop Nursery
  • Jamaica Plain
  • Kingsport Lighthouse
  • Murkwater Construction Site
  • Nordhagen Beach
  • Oberland Station
  • Outpost Zimonja
  • Red Rocket Truck Stop
  • Sanctuary Hills
  • The Slog
  • Somerville Place
  • Sunshide Tidings Co-op
  • Taffington Boathouse
  • Tenpines Bluff
  • Warwick Homestead

No DLC Settlement locations are included in this initial release. Some settlement locations in the commonwealth will be released in future updates.

City Upgrades

City Management

Settlement Leaders

Q: Can I put random settlers in charge, or is it only companions?

A: Right now, it's just vanilla and official DLC companions - in the future there will be other special NPCs that can lead settlements as well.

Q: Can Non-Sim Settlement mod-added companions run cities?

A: Not currently. However, when the new builder's toolkit comes out in January 2018, mod authors will have the ability to modify their created companions to be compatible with the Sim Settlements/Rise of the Commonwealth “leader” role.

Q: Can I still have a companion travel with me after assigning them as a settlement leader?

A: Yes, but that companion will be automatically unassigned as leader and that settlement will no longer have a “leader”. It is recommended to wait until a city has reached level 3 before taking that companion traveling with you again.
Once a companion is assigned at a given settlement’s city planner desk as that settlement locations “Leader”, they must stay in that settlement in order to allow that settlement to keep building and upgrading.
If you take them with you, the settlement they were assigned to will no longer have a “leader” and therefore will no longer add new buildings or improvements, nor will it be eligible for upgrade to a higher level.
Once the settlement reaches level 3 (highest level), the companion can once again be used as a traveling companion, without a penalty. Additionally, you can move that companion to a new settlement and make them a leader again (of that new settlement location).

Q: Can I take away a leader when the City is fully upgraded?

A: Once the city is fully developed (reaches level 3) it is safe to remove the leader and/or reassign them to another settlement location (as leader again if you so choose).

Q: Why isn't <My favorite NPC> able to be a city leader?

A: We will be adding support for more city leaders in the next few patches, as well as providing the tools so that add-on authors can create their own city leaders, there is just so much we can get to before launch.

Existing “Sim Settlements” Builds

Interior Plots

Non-Sim Settlement Mods

When Will It Be Available?

Available Now!

Mod Page / Download Links:

Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/28599/
Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4047656
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4047659

Will this work with existing saves?

Absolutely! You'll probably have more fun on a fresh save to experience it all from the ground up, but everything will absolutely work with an existing save.

Will you release an all-in-one version?

For PC, yes. There will be an optional download that combines Sim Settlements and all it's Expansion packs (not add-on packs) into a single download. That will most likely be available a few weeks after release when I'm sure most of the quirks are worked out.

How large is it going to be, my Xbox can't handle it!?

The expansion will be somewhere between 250 and 300 MB, very close in size to Industrial Revolution. The good news is that Industrial Revolution is not required, and the Martial and Recreational designs from IR are being moved to the main mod. So if you want to start a new save without IR, your space needs should only increase a small amount (maybe 50 MB ).

Will all of the features work on Xbox?

Yep - it's exactly the same functionality as the PC version. We did include some safe-guards to help reduce the likelihood of crashes on Xbox - so some things such as shadowed lighting and clutter detail are reduced automatically.

Will we be able to contribute our own leveled cities for the system like add-on makers add buildings for plots?

Oh yeah, that's one of the core features! A new toolkit will be released some time in January for people to do so. It will be substantially easier than add-on packs and most of the work can be done in-game!