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'''Note:''' The wiki is still a work in progress! If you would like to help fill it out, please register for an account and contact a [https://simsettlements.com/site/index.php forum moderator] to get permissions added.
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== Sim Settlements by kinggath ==
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<div style="font-weight:bold; text-align: center; font-size: 24px;"><br />[[File:SimSettlements2_Symbol_Alpha_512x.png|200px]]<br />[https://wiki.simsettlements2.com/ Looking for Sim Settlements 2 wiki?]</div>
  
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= Sim Settlements by kinggath = <!--T:2-->
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[[File:Kinggath.png|left | 90px|]]
 
[[File:Kinggath.png|left | 90px|]]
 
[[File:Holodisk.png|right|100px|]]
 
[[File:Holodisk.png|right|100px|]]
  
Sim Settlements is a Mod for Fallout 4 that allows you to build [[Plots|zone]] objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. Includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more.
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Sim Settlements is a Mod for Fallout 4 that allows you to build [[Plots|zone]] objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. It includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more.
 
This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game.
 
This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game.
  
[https://simsettlements.com/site/index.php Join the forum here]
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<div style="font-weight:bold; text-align: center; font-size: 24px;">[https://simsettlements.com/site/index.php Join the forum here]</div>
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<div style="font-weight:bold; text-align: center; font-size: 24px;">[[Tutorial Videos]]</div>
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<div style="font-weight:bold; text-align: center; font-size: 24px;">[https://simsettlements.threadless.com/ Sim Settlements Merchandise]</div>
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== Support Kinggath and the Sim Settlements Community ==
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<div style="text-align: center;font-weight:  bold;font-size: 19px;">You can now support Kinggath and the Sim Settlements community by becoming a Patron (monthly $).</div>
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There are 5 different support levels with various reward levels starting with a special support Discord server all the way up to 1-on-1 conversation with Kinggath.
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* '''Kinggath's Patreon Page:''' https://www.patreon.com/kinggath/overview
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* '''Membership Levels:''' https://www.patreon.com/kinggath/memberships
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* '''What is Patreon?''' [https://youtu.be/rwvUjAv6pxg Watch This Video]
  
== Mod Links ==
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<div style="text-align: center;padding: 0px 30px;border: 1px solid #ccc;background: #fff;margin: 30px 0px;"><p><strong>In no way will this money going towards paying for mods. Sim Settlements is free and always will be!</strong></p>
  
*[https://www.nexusmods.com/fallout4/mods/21872/? Download Sim Settlements at Nexus]
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<p>The goal of these funds is to cover the costs associated with maintaining a massive, wonderful community of gamers. There are many server, service, and subscription costs, as well as software and hardware purchases, and eventually it would be ideal to hire help to expand the amount of time Kinggath can commit to projects.</p> </div>
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[[File:Become_a_patron_button%402x.png|center|link=https://www.patreon.com/bePatron?u=6257403]]
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<div style="text-align: center;margin: 30px 0px;">''This functionality is provided through [https://www.patreon.com/about Patreon].''</div>
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== Mod Links == <!--T:6-->
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<!--T:7-->
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*[http://www.nexusmods.com/fallout4/mods/21872/? Download Sim Settlements at Nexus]
 
*[https://bethesda.net/en/mods/fallout4/mod-detail/4012168 Download Sim Settlements at Bethesda]
 
*[https://bethesda.net/en/mods/fallout4/mod-detail/4012168 Download Sim Settlements at Bethesda]
*[https://www.nexusmods.com/games/users/21096919/? Author Page at Nexus]
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*[http://www.nexusmods.com/users/21096919/? Author Page at Nexus]
 
*[https://www.youtube.com/channel/UCrJVV5zL_CBWD4KbAptNi7w Youtube Channel]
 
*[https://www.youtube.com/channel/UCrJVV5zL_CBWD4KbAptNi7w Youtube Channel]
  
== Details of the Mod ==
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== Details of the Mod == <!--T:8-->
  
=== The Why ===
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=== The Why === <!--T:9-->
  
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<!--T:10-->
 
One of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system.
 
One of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system.
 
It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city?
 
It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city?
  
=== The How ===
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=== The How === <!--T:11-->
  
In version 1.0, this mod adds the start of that vision by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with.
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<!--T:12-->
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This mod changes the settlement experience by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with. In Sim Settlements, these zones are known as [[Plots]].
  
=== Randomization ===
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=== Randomization === <!--T:13-->
  
Buildings are chosen at random and filled with random things depending on how you zoned an area. Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), and Residential (homes) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. Version 1.0 includes a large selection of buildings with even more on the way!
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<!--T:14-->
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Buildings are chosen at random and filled with random things depending on how you zoned an area. Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), Residential (homes), Recreational (entertainment), and Martial (defenses) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. The base mod includes a large selection of buildings with even more available through [[AddOns|add-on-packs]]!
  
=== Upgrades ===
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=== Upgrades === <!--T:15-->
  
Every building has multiple levels of upgrades that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. Dynamic Needs [Optional]:
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<!--T:16-->
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Every building has multiple levels of [[Upgrades|upgrades]] that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. [[Needs|Dynamic Needs]] [Optional]:
 
To help make settlements more interesting, the basic needs of your settlers change over time, making keeping them happy more of a challenge, raids less predictable, and the upgrade unlocks feel like they were earned.
 
To help make settlements more interesting, the basic needs of your settlers change over time, making keeping them happy more of a challenge, raids less predictable, and the upgrade unlocks feel like they were earned.
  
=== Living Cities ===
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=== Living Cities === <!--T:17-->
  
No longer will all of your settlers share the same boring life story, some of them will be flagged with interesting backgrounds, likes, hobbies, and quirks that play out in a visual story in their homes to make them stand out and feel like a unique and important person. Clutter throughout homes and some shops is chosen randomly both at creation and periodically when you visit them to really make them feel lived in. Furniture markers are placed throughout the homes and buildings so your settlers spend less time clumped up waiting for something to do and instead engage with your settlement.
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<!--T:18-->
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No longer will all of your settlers share the same boring life story, [[VIPs|some of the]]m will be flagged with interesting backgrounds, likes, hobbies, and quirks that play out in a visual story in their homes to make them stand out and feel like a unique and important person. [[Clutter]] throughout homes and some shops is chosen randomly both at creation and periodically when you visit them to really make them feel lived in. Furniture markers are placed throughout the homes and buildings so your settlers spend less time clumped up waiting for something to do and instead engage with your settlement.
  
=== Rewards ===
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=== Rewards === <!--T:19-->
  
To make the system even more worth it beyond the visual reward of the above systems, a tax system is in place to ensure the settlements can have a huge impact on your gameplay. In a future patch, tons of unlocks will be added in the form of special buildings and settler inventions that you can use while you're out conquering the wasteland!
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<!--T:20-->
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To make the system even more worth it beyond the visual reward of the above systems, a tax system is in place to ensure the settlements can have a huge impact on your gameplay. With major add-ons, such as [[Industrial Revolution]] and [[Rise Of The Commonwealth]], tons of unlocks are added in the form of special buildings and settler inventions that you can use while you're out conquering the wasteland!
  
=== Add Your Own Stuff ===
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=== Bonus === <!--T:23-->
The entire system is open-ended, with scripts and tutorials that allow absolutely anyone to add their own buildings, clutter, and stories to expand the system from their own mods. 
 
  
* [https://www.nexusmods.com/fallout4/mods/22808/? Check out the Builder's Toolkit page]
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<!--T:24-->
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If you have the HUDFramework mod installed, you'll gain access to a Workshop HUD piece designed specifically to make the goals while playing Sim Settlements clearly displayed in front of you whenever you're in your Settlements.
  
=== Bonus ===
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<!--T:25-->
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* [https://www.nexusmods.com/fallout4/mods/20309/? HUD Framework]
  
HUD Piece If you have the HUDFramework mod installed, you'll gain access to a Workshop HUD piece designed specifically to make the goals while playing Sim Settlements clearly displayed in front of you whenever you're in your Settlements.
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=== Evolution === <!--T:26-->
  
* [https://www.nexusmods.com/fallout4/mods/20309/? HUD Framework]
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<!--T:27-->
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By the time this mod reaches its final form, the settlement system should be so engaging that you won't dream of ignoring it again!
 +
Since Sim Settlements was introduced, many features have been added:
 +
* Hundreds more building models, and new plot types to help meet your settler's needs.
 +
* Unique shop types and jobs not available in the vanilla game.
 +
* City Plans with giant set pieces to make each settlement unique.
 +
* Smaller, Internal Plots for those tight-spaced settlements.
 +
* Unlockable Buildings that change the way settlements work.
 +
* Discoverable Inventions (think items like [https://www.nexusmods.com/fallout4/mods/18757/? Salvage Beacons])
  
=== The Future ===
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= Creating Your Own AddOn Pack =  
  
By the time this mod reaches it's final form, the settlement system should be so engaging that you won't dream of ignoring it again! Current plans include:
+
The entire system is open-ended, with scripts and tutorials that allow absolutely anyone to add their own buildings, clutter, and stories to expand the system from their own mods. 
Hundreds more building models Defense, Leisure, and other new plot types to help meet your settler's needs. Unique Shop Types and Jobs not available in the vanilla game More stories with Giant Set Pieces to make each settlement unique Multi-unit Homes for those tight-spaced settlements Unlockable Buildings that change the way settlements work Discoverable Inventions (think items like Salvage Beacons)
 
  
* [https://www.nexusmods.com/fallout4/mods/18757/? Salvage Beacons]
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If you're interested in releasing your own AddOn Pack of buildings for Sim Settlements or just contributing to the mod, check out the Builder's Toolkit below, which teaches anyone at all, even those without any modding experience how to do so!<br><br />
 +
'''Sim Settlements Builder's Toolkit:''' (Start at 00 Creation Kit 101.pdf and work your way through):<br>
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*[[File:Nexus.png|x20px]] '''PC (Nexus):''' http://www.nexusmods.com/fallout4/mods/22808/?<br>
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*Wiki Entry: [[Toolkit|Builder's Toolkit]]
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*Builder's Toolkit Video Tutorial: https://www.youtube.com/watch?v=YVy0JZw1cZo&list=PL2g2oK5KhZT0VmyhK62Kvppy3nrGXocbG<br><br />
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'''Discord Server Invite:''' If you are looking for somewhere to hangout while you work on Add-On packs, we have a Discord server setup! It's a great spot to get help, share your progress, and talk about ideas:<br>
 +
*https://www.simsettlements.com/site/index.php?threads/builders-toolkit-discord.72/
  
=== Creating Your Own AddOn Pack ===
 
  
If you're interested in releasing your own AddOn Pack of buildings for Sim Settlements or just contributing to the mod, check out the Builder's Toolkit which teaches anyone at all, even those with out modding experience how to do so!
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</translate>
  
 
[[Category:Main]]
 
[[Category:Main]]

Latest revision as of 03:05, 26 August 2023

Other languages:
Deutsch • ‎English

SimSettlements2 Symbol Alpha 512x.png
Looking for Sim Settlements 2 wiki?

Sim Settlements by kinggath

Kinggath.png
Holodisk.png

Sim Settlements is a Mod for Fallout 4 that allows you to build zone objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. It includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more. This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game.

Join the forum here
Tutorial Videos
Sim Settlements Merchandise


Support Kinggath and the Sim Settlements Community

You can now support Kinggath and the Sim Settlements community by becoming a Patron (monthly $).

There are 5 different support levels with various reward levels starting with a special support Discord server all the way up to 1-on-1 conversation with Kinggath.

In no way will this money going towards paying for mods. Sim Settlements is free and always will be!

The goal of these funds is to cover the costs associated with maintaining a massive, wonderful community of gamers. There are many server, service, and subscription costs, as well as software and hardware purchases, and eventually it would be ideal to hire help to expand the amount of time Kinggath can commit to projects.

Become a patron button@2x.png
This functionality is provided through Patreon.

Mod Links

Details of the Mod

The Why

One of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system. It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city?

The How

This mod changes the settlement experience by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with. In Sim Settlements, these zones are known as Plots.

Randomization

Buildings are chosen at random and filled with random things depending on how you zoned an area. Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), Residential (homes), Recreational (entertainment), and Martial (defenses) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. The base mod includes a large selection of buildings with even more available through add-on-packs!

Upgrades

Every building has multiple levels of upgrades that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. Dynamic Needs [Optional]: To help make settlements more interesting, the basic needs of your settlers change over time, making keeping them happy more of a challenge, raids less predictable, and the upgrade unlocks feel like they were earned.

Living Cities

No longer will all of your settlers share the same boring life story, some of them will be flagged with interesting backgrounds, likes, hobbies, and quirks that play out in a visual story in their homes to make them stand out and feel like a unique and important person. Clutter throughout homes and some shops is chosen randomly both at creation and periodically when you visit them to really make them feel lived in. Furniture markers are placed throughout the homes and buildings so your settlers spend less time clumped up waiting for something to do and instead engage with your settlement.

Rewards

To make the system even more worth it beyond the visual reward of the above systems, a tax system is in place to ensure the settlements can have a huge impact on your gameplay. With major add-ons, such as Industrial Revolution and Rise Of The Commonwealth, tons of unlocks are added in the form of special buildings and settler inventions that you can use while you're out conquering the wasteland!

Bonus

If you have the HUDFramework mod installed, you'll gain access to a Workshop HUD piece designed specifically to make the goals while playing Sim Settlements clearly displayed in front of you whenever you're in your Settlements.

Evolution

By the time this mod reaches its final form, the settlement system should be so engaging that you won't dream of ignoring it again! Since Sim Settlements was introduced, many features have been added:

  • Hundreds more building models, and new plot types to help meet your settler's needs.
  • Unique shop types and jobs not available in the vanilla game.
  • City Plans with giant set pieces to make each settlement unique.
  • Smaller, Internal Plots for those tight-spaced settlements.
  • Unlockable Buildings that change the way settlements work.
  • Discoverable Inventions (think items like Salvage Beacons)

Creating Your Own AddOn Pack

The entire system is open-ended, with scripts and tutorials that allow absolutely anyone to add their own buildings, clutter, and stories to expand the system from their own mods.

If you're interested in releasing your own AddOn Pack of buildings for Sim Settlements or just contributing to the mod, check out the Builder's Toolkit below, which teaches anyone at all, even those without any modding experience how to do so!

Sim Settlements Builder's Toolkit: (Start at 00 Creation Kit 101.pdf and work your way through):

Discord Server Invite: If you are looking for somewhere to hangout while you work on Add-On packs, we have a Discord server setup! It's a great spot to get help, share your progress, and talk about ideas: