AddOns

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Note: Please remember to endorse the add-ons you enjoy to show the authors that their work is appreciated.

Expansion Packs

Industrial Revolution

Author: kinggath and friends

First Official Expansion Pack

Description:

Adds new plot types and tons of new buildings to Sim Settlements. These buildings allow you to take control of your settlement and begin constructing the things you need to conquer the wasteland. Inside many of these buildings are secrets to discover to help you on your adventuring.

Continuing the goals of Sim Settlements, Industrial Revolution aims to greatly expand the number of jobs available to your settlers and lays the foundation for your settlements to have a massive impact on your gameplay outside. It also introduces more in-depth game-play for those who want to micro-manage, while maintaining the simplicity of the plot-based building.

This is an Expansion Pack - and will always require the latest version of Sim Settlements, whenever you update this, be sure to also update Sim Settlements.

Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25213/
Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4025347
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025350

AddOn Packs

Altairps Animal Farm

Author: Altairp

Created - 12 April 2017
Latest Update v1.0.6a - 07 August 2017

Overall change(s):
  • Five New Farms to the rotation:
    • Molerat Pen (meat)
    • Molerat Milking Pen
    • Radroach Pen (meat)
    • Brahmin Milking Pen
    • Cat Farm
  • Three New Shops to the rotation:
    • Veterinary Clinic
    • Joe's Mess Hall
    • Food Caravan
  • One New Bastion to the rotation:
    • Doghouse


Description:
This Add-On for Sim Settlements adds some new plots and items centered around a 'farm' theme. With this add-on you can enhance your settlers farming experience with the addition of Agricultural plots (and a couple other plot types) focused around animals, and the wonderful experiences of herding them in a pen, feeding them until they're fat, and slaughtering them all to feed your settlers. Each plot, present and future, should fit a particular theme based around the animal that inhabits the enclosure, with different resource inputs/outputs that should make your settlement feel more interesting and diverse. At last, all plots now produce some resources in the workbench (new in 1.0.2)!

Note: Not all experiences may be included.

Additionally, due to the dangerous nature of said animals (sans Brahmin), these pens reduce the level of Defense of the settlement but provide more food than typical plots as well as occasionally provide related items (e.g. Radroaches provide glowing blood etc., Molerats provide teeth etc).

Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/23421/

Bethesda.png XBox https://bethesda.net/en/mods/fallout4/mod-detail/4026243

Always Free

Author: MrJoseCuervo

Created - 31 March 2017
Latest Update v1.3.1 - 10 November 2017

Overall change(s):

  • Five new Homes to the rotation
  • One new Shop to the rotation
  • Two new Factories to the rotation
  • Three new Farms to the rotation
  • One new Bastion to the rotation


Description:
This is a Sim Settlements add-on that focuses on the sometimes negative aspects of living in a community. The thought behind the add-on was to balance out all of the positive aspects of mods to keep Sim Settlements from being too "Cheaty". Eventually, it will become a "Disaster Pack" of sorts for Sim Settlements.

Also included is the contents of the previously known 'Slum Lord'; described by the author as being able "to show the true power of Sim Settlements", the homes added by this add-on randomize their structure in order to create an almost excessive amount of varying houses (yet only use four plot types so as to not out-number the other settlements). Currently the homes don't have much in the way of clutter or coherence, however the author is continuously improving the scripts in order to improve the experience.

Mod Page / Download Links:
Nexus.png PC (Nexus):
Free Edition: http://www.nexusmods.com/fallout4/mods/25085/ ( Requires: Far Harbour )
Base game Edition: http://www.nexusmods.com/fallout4/mods/23160/

Bethesda.png PC (Bethesda.net):
DLC Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4020273/ ( Requires: Far Harbour )
Slum Lord: https://bethesda.net/en/mods/fallout4/mod-detail/4014225
Base game Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4014848/

Bethesda.png XBox:
Free Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4026050/ ( Requires: Far Harbour )
Slum Lord: https://bethesda.net/en/mods/fallout4/mod-detail/4014698/
Base game Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4014227/

B84s Themed Residentials

Author: Brian841

NEW ADDON
Overall change(s):

  • Seven new Homes to the rotation

Description:
Brian84s themed residentials, aim to add themed redsidential buildings to sim settlements. These buildings represent the homes of residents with a special profession, like the home of a doctor or a mechanic. If you enter the buildings you should be able to guess which job or hobby the owner has, in some cases this will be more subtle, in others it will be pretty obvious.

Download link:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25786/

Braes Defences

Author: Brae (Kraiklin on Bethesda.net)

RECENTLY UPDATED

Overall change(s):

  • Five New Bastions to the rotation:
    • Basic Outpost
    • Basic Tower
    • Artillery Post
    • Artillery Station
    • Sandbag Fort
  • One New Recreational building plan to the rotation:
    • Shooting Range


Description:
This pack adds a number of Martial buildings to the Sim Settlements mod. It is likely that further additions will be made, but the current list includes light and heavy guard posts as well as 2 kinds of martial plot which incorporates the Minutemen Artillery. These function with the Artillery Smoke grenades.

The current designs use 2x2 Martial and Recreational plots. These were introduced in the 2.0 update for Sim Settlements. If you currently don't see the 2x2 martial plot size/foundations in your workshop menu (or don't see any martial plot options), the martial option(s) to build these plots will be added (show up in your workshop menu) once this AddOn pack is installed.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/24668/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4027925

Classic Shacks

Author: ProfVerstrooid

NEW ADDON
Overall change(s):

Description:
The homes in this add-on are focused on looking classically Fallout.

Download link(s):
PC (Nexus): http://www.nexusmods.com/fallout4/mods/25628/
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031363

Home Improvements AIO

Author: kevbal

RECENTLY UPDATED


Overall change(s):

  • 15 new Homes to the rotation (Note: there are 2 houses that have "secret" mini-dungeons and 1 house with a new vendor - all available once upgraded to level 3):
    • AFrame
    • BSMTHouse (2 versions)
    • Brick House
    • Garage Home
    • Log Cabin
    • Modern
    • NewEden (2 versions)
    • Plank Cottage
    • Plank Cottage 2
    • Shingle Brick
    • Stone House
    • WorkatHome (2 versions)
  • 14 new Farms to the rotation (Note: CB means concrete base and WB means wooden base, GH means Greenhouse):
    • Carrot CB & Carrot WB
    • Corn Farm CB
    • GHRazor CB & GHRazor WB
    • GHherb CB & GHherb WB
    • Melon WB
    • Mutfruit CB & Mutfruit WB
    • Tarberry CB & Tarberry WB
    • Tato CB & Tato WB


Description:
This addon is called AIO (All-In-One) because it was originally 2 separate addons: Home Improvement and Better Gardens.

Home Improvement is a lore friendly addon for Sim Settlements adding a variety of intellectual homes to the apocalypse. Now I get it, how can clean /cleaner homes be lore friendly in the falloutvers? Because we are talking 210+ years after the bombs fell. Wastelanders have standards, some less than others. So it only makes sense that after crawling through the destruction and fighting their way to survival they would over time better their lives and living conditions. Home Improvement is the addon that allows your settlers to utilize their carpentry skills and above all pick up a darn broom! I don't know about you, but I've certainly seen brooms and shovels in my explorations. So realistic? YES, Lore friendly? Your call.

Better Gardens offers many new agriculture plots that are designed to be focal points of your settlement and not cast aside or hidden away. These plots are gardens, fountains, community inner city farming, and multiple variations of each with many more to come!

FYI - The new mini-dungeons and vendor access entrances/locations were added (built in) to select new residential plots. No previous plots are affected. These new mini-dungeons/vendor are in new games "cells" outside the open Fallout 4 game world and therefore do not interfere with existing settlement layouts or structures in any way (i.e. they don't add anything "new" to the settlement "cells" that could create conflicts)


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/24530/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4022507

Homesteaders

Author: Eldarth

RECENTLY UPDATED
Overall change(s):

  • Three New Homes:
    • 2 Brick Houses (13 Level 1 variants, 4 Level 3 variants)
    • 1 Park House w/Zen Garden (3 Level 1 variants)
  • Two New Shops:
    • Masonry Store
    • Butcher L1 (Custom Meat & BBQ Vendor), Deli L2 (Custom Deli Vendor w/14 new food items!)
  • One New Factory:
    • Gravel Pit (Provides cement and rare minerals)
  • One New Martial Plot:
    • Gatehouse (L1/L2)

Description:
"Aims to bring a bit more solidity and stability to the settlement homes." Most buildings adopt a brick-and-mortar approach to building construction, with a less "maintained" viewpoint compared to Home Improvement. This can be desirable for those players that want fewer holes in the homes of their settlers, or those simply wanting their settlers to put more effort into their buildings.

Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/24491/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031686


Also Requires:

Industrial Revolution (Official Sim Settlements Expansion Pack):
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25213/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025350

Snappy HouseKit:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/11639/)

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/1869265

Hunter-Gather

Author: Kana292

NEW ADDON

Overall change(s):

  • One new Factory to the rotation
    • Hunter-Gather


Description:
This building is meant to fill that initial gap when a settlement has 1-3 settlers. What I call the Hunter/ Gatherer stage of development before an Agricultural revolution. The plot provides just enough food/ water/ defense for one settler, and enough power for a Recruitment Beacon. I wanted to be able to start a settlement using no vanilla items from the beginning (Sim Settlement plots only), except for the recruitment Beacon.

The plot has no upgrade levels, and is meant to be scrapped when the settlement reaches 4 population. At that point, the settlers would Ideally start working 2 food, 1 water, 1 defense plot and begin their Agricultural Revolution!


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25403/

Bethesda.png Xbox: Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4027929

Industrial City

Author: Mytigio

RECENTLY UPDATED


Overall change(s):

  • 11 New Factories to the rotation:
    • Metal Scrapyard (produces primarily steel, but also rarely aluminum, screws, copper and occasionally rubber)
    • Lumber Reclamation (produces primarily wood, but also rarely produces screws, steel and glass)
    • Rubber Shredder (produces primarily rubber, but also rarely produces steel and plastic)
    • Aluminum Recycler (produces primarily aluminum, but also rarely steel and copper)
    • Ceramics Factory (produces ceramic and ceramic related scrap)
    • Terminal Service Center (produces circuitry and circuitry related scrap)
    • Ammo Plant (produces ammo)
    • Toy Factory (produces happiness)
    • Scav Team Dispatcher (adds defense, provides an alternative form of settler recruitment, increased maximum scrap yields for just Industrial City plots)
    • Salvage Sorting Facility (increases the miminum salvage output of other Industrial Cities salvage plots)
    • Scavver Shed (provides a basic increase to the settlement scavenger score)
  • 3 New Advanced Industrial building plans to the rotation:
    • Robotics Recyclers/Advanced Robotics Recyclers/Expert Robotics Recyclers
    • Robot Refitters / Robot Workers Guild
    • Robotics Workshop/Junk Bot Garage


Visit Forums For More Details on Building Plans


Description:
An add-on for Sim Settlements that adds new Industrial Plots to the rotation.

Instead of increasing the general scavenging score however, these plots provide specific resources based on the building and plot (metal scrap yard provides metal salvage, the lumber yard provides wood salvage, etc).

Please make sure you back up your save files before activating this mod, it is still in it's early stages. While Sim Settlement Add-ons in general are very stable, this one utilizes more scripting then average to handle daily updates. Testing has not shown any adverse behavior so far, but until I have a wider testing audience, probably best to be cautious.


Visit Forums For P.F.A.Q. (Predicted Frequently Asked Questions)​


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/23948/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4021108/


Also Requires:
All six add-ons (official DLC): Nuka-World, Vault-Tec Workshop, Contraptions Workshop, Far Harbor, Wasteland Workshop and Automatron.

Jib's Residential AddOn

Author: Jib

NEW ADDON
Overall change(s):

  • 15 new Homes to the rotation

Description:
A collection of residential plots for Sim Settlements. The collection includes many small shacks and houses but also several multi story buildings. There are also several tree houses of varying size and complexity.

Many, but not all, plots do exceed the 2 x 2 plot size. Check the building plan confirmation screen to see which buildings exceed the plot size.

Changes and additions in progress.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25168/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031001

JtBryant's Foundations

Author: JtBryant (JtBryant96 on Nexus)

NEW ADDON

Overall change(s):'

  • Adds new item to Sim Settlements menu called "Foundations Puzzel Pieces"
  • Adds 5 new foundation pieces in 8 different textures designed to work with Sim Settlement plots.


Description:
This addon to Sim Settlements will provide new foundation pieces you can use to build out your settlement with style. Especially useful for players who like to build using a grid layout method (all plots touching) or are inclined to want to "flatten" all of their build-able workshop area.

There are 5 shapes: 1x1 (vanilla sized foundation block great for paths and spacers), 2x2 (the exact size of most Sim Settlement plots - perfect for snapping the foundation-less versions of the plot types and the always foundation-less agricultural plot type), finally there are 3 sloped shapes so you can seamlessly connect foundation at different relative heights.

To complement the "look" you want for each of your settlements, these 5 shapes comes in 8 surface textures: concrete, road, soil, grass, old concrete, old road, dirt, and dead grass.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25010/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4023785


Also Requires:

Settlement Menu Manager:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/24204/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4018878

JtBryants Utilities

Author: JtBryant (JtBryant96 on Nexus)

RECENTLY UPDATED


Overall change(s):'

  • 5 New Advanced Industrial building plans to the rotation (Power Tree):
    • Level 1 Battery Bank - Provides 10 power
    • Solar Branch:
      • Level 2 Solar Farm - Provides 20 power and 15 happiness
      • Level 3 Solar Farm - Provides 40 power and 30 happiness
    • Wind Branch:
      • Level 2 Windmill - Provides 30 power
      • Level 3 Windmill - Provides 60 power
    • Methane Branch:
      • Level 2 Methane Power Plant - Provides 40 power Consumes 2 Food 2 Water and 15 Happiness (Spawns 1 Brahmin)
      • Level 3 Methane Power Plant - Provides 80 power Consumes 4 Food 4 Water and 30 Happiness (Spawns 2 Brahmin)
    • Oil Branch:
      • Level 2 Oil Power Plant - Provides 50 power Consumes 30 Happiness
      • Level 3 Oil Power Plant - Provides 100 power Consumes 60 Happiness
  • 5 New Martial Plot building plans to the rotation (2x2 Martial plot size, Barracks Tree):
    • Lvl1 Guard Tent - Provides 9 defense Consumes 2 Food, and 2 Water (Spawns 2 Mercenary Guards)
    • Minutemen Branch:
      • Level 2 Minutemen Quarters - Provides 25 base defense* and 10 happiness Consumes 6 Food and 6 Water. (Spawns 4 Minutemen Recruits)
      • Level 3 Minutemen Barracks - Provides 50 base defense* and 20 happiness Consumes 12 Food and 12 Water. (Spawns 4 Minutemen Privates, Spawns 1 Minutemen Corporal, Spawns 1 Minutemen Sergeant)
    • Railroad Branch:
      • Level 2 Railroad Safehouse - Provides 30 base defense* Consumes 6 Food and 6 Water. (Spawns 4 Tourists)
      • Level 3 Railroad Covert Operations Center - Provides 60 base defense* Consumes 12 Food and 12 Water. (Spawns 4 Railroad Operatives, Spawns 2 Railroad Heavies)
    • Brotherhood Branch:
      • Level 2 Brotherhood Recruitment Outpost - Provides 35 base defense* Consumes 6 Food, 6 Water and 10 happiness. (Spawns 4 Brotherhood Initiates)
      • Level 3 Brotherhood Stronghold - Provides 70 base defense* Consumes 12 Food, 12 Water and 20 happiness. (Spawns 4 Brotherhood Knights, Spawns 1 Brotherhood Knight-Captain, Spawns 1 Brotherhood Paladin)
    • Institute Branch:
      • Level 2 Institute Outreach Center - Provides 40 base defense* Consumes 10 power and 20 happiness. (Spawns 3 Synths (Gen1))
      • Level 3 Institute Relay Station- Provides 80 base defense* Consumes 20 power and 40 happiness. (Spawns 3 Synths (Gen2), Spawns 1 Institute Courser)

Description:
Adds 2 new building trees which lead to 10 separate building types: one set provides power and one set provides defense.

Power:

  • Don't place the windmills next to and thing higher that 3 stories, otherwise it will clip.
  • The Oil Power Plant requires you have at least 1 of Industrial Revolution's oil pumps in the settlement.

Defense:
This addon is the first to apply a branching upgrade system for the martial plot type. Part of the goal of this new barracks tree is to role-play each faction trying to take control of the commonwealth.

This is done in two main ways:

  1. The availability of each factions barracks is tied to your involvement with each factions quest line(s) in the main Fallout 4 game (i.e. locked until a certain point, level of interaction)
  2. Barracks give a variable amount of defense depending on how many barracks that faction controls (i.e. has been assigned by you) throughout all of your settlements in the commonwealth and beyond. More specifically, the defense values are affected by how many barracks a faction controls, how many it's allies control, and how many it's rivals control. So it can change as your relationship with the factions changes.

Defense Provided = baseDefense * ( ( NumFactionBarracks + (NumAlliedFactionBarracks/2) - (NumRivalFactionBarracks/2))^.25 )

Each Factions Barracks is Settlement-Unique in that you can only have 1 which provides actual defense. So you could have 5 Railroad barracks in one settlement but that will not increase your defense score (it would just be about visuals) because only 1 of those Railroad barracks will be counted for defense calculations. On the other hand, if you have 5 Railroad barracks in each of 5 different settlement locations, then all 5 will be counted in the defense calculation. FYI- it takes the script about 60 seconds to catch up so don't upgrade 2 of the same faction's barracks in the same settlement at the same time.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/23125/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025889


Also Requires:

Only if you want to use the Oil Power Plant building plan.

Industrial Revolution (Official Sim Settlements Expansion Pack):
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/25213/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025350

Junk Town

Author: Uituit (Vintyri on Bethesda.net)

NEW ADDON

Overall change(s):

  • Two New Homes:
    • Tire Cave
    • Pipe House
  • Two New Recreational Building Plans:
    • Stone Circle
    • Games Room


Description:
With the Fallout of nuclear war devastating the commonwealth, one would think the inhabitants would learn to build out of the junk that remained.

In this add-on pack for Sim Settlements, your settlers will do just that, build from the junk that they've found laying around. This pack adds in 2 new homes and 2 new recreational plots, including a game room, after all, your settlers must love gaming, no?


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/26107/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4031836

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031977

PCDug Addons

Author: PCDug

Overall change(s):

  • Three new Homes to the rotation

Description: This add-on attempts to emulate the same style as the base version of Sim Settlements with the introduction of three new homes, with two of them being singular structures that the residents improve the decorations of as the level increases as opposed to simply expanding the size of the shack.
Download link:
http://www.nexusmods.com/fallout4/mods/23550/

Raider Flags (operators and pack)

Author: John Lovely

NEW ADDON

Description:
This Add-On for Sim Settlements adds flags for the Operators and the Pack to the custom flags inventory in Sim Settlements.

Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/26053/?

Raider Refugees: The Good, The Rad and The Ugly

Author: MaturinMods

NEW ADDON
Overall change(s):

  • One new Home to the rotation

Description: This addon for Sim Settlements allows you to create a 'randomized' raider house to add some spice to your settlements. The house includes unique furniture, lighting, and other assorted raider flair. When the plots upgrade they randomly draw their furnishings/decorations/lights from a pool of 20+ categories, each one with 3 or more variations. Fully upgraded plots are very rarely the same.

Download link:
PC (Nexus): http://www.nexusmods.com/fallout4/mods/24918/
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4029299

Ruined Homes and Gardens

Author: Ruinedworld

RECENTLY UPDATED

Visual Representation of Farming Tech Tree (fork off the water branch) with the new Advanced Industrial building plans added by Ruined Homes and Gardens

Overall change(s):

  • Six new Farms to the rotation (all have level 4 upgrade capabilities):
    • Good Value Garden (raisedbed)
    • Large Corner Garden (raisedbed)
    • Lucky Garden Garden (raisedbed)
    • Slim Pickens Garden (raisedbed)
    • Small Corner Garden (raisedbed)
    • Two Step Garden (raisedbed)
  • Three New Factories to the rotation:
    • Scavver Metal Forge (focused on metal scavenging)
    • Scavver Tech Forge (focused on tech scavenging)
    • Scavver Chemical Forge (focused on chemical scavenging)
  • Four New Advanced Industrial building plans to the rotation - Farming tech tree (Fork off the water branch):
    • Watershed
    • Compost
    • Wild plant greenhouse
    • Wild crop adhesive lab


Description:
This add-on introduces farms and scavenging forges in the style of foundations of destroyed buildings. The farms in particular have multiple types of produce as opposed to one type in the vanilla game, with each different farm offering different combinations. Additionally, the author is currently working on homes and shops, among others, which will be introduced in a later update.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/23917/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4017569/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4017575

Salvage Beacons

Author: kinggath

Overall change(s):

  • Adds item that causes settlers to retrieve all objects in marked container

Description: Whilst technically not an add/on in terms of including new plot types, future plans for Sim Settlements involves settlers researching new tech for the player such as the Salvage Beacon. This add-on creates a new settlement resource (which requires a settler working it) and a new item that, when placed in a container, allows the player to select a settlement of their choice (does not need to have an operator in said settlement) and have a salvage team transport the resources in said container to the settlement's workshop. The distances from the operator's settlement, the container and the target settlement determines how long the team will take to transport the resources. This helps solves the conundrum of the player having to trek back to their settlement to drop off their haul, instead allowing them to continue adventuring with their settlers providing a helping hand.
Download link:
Nexus: http://www.nexusmods.com/fallout4/mods/18757/
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/2868441

Shadows for Sim Settlements

Author: Elzee

NEW ADDON
Overall change(s):

  • Atmospheric improvement

Description: A simple mod to let some lights to cast shadows in Sim Settlements. Less lights pass through walls.

This addon will severely impact overall performance in Settlements on lower end PCs. Only use if you know your PC can handle it.

Download Links:
PC: http://www.nexusmods.com/fallout4/mods/25136/

Sim Settlements Cheat Holotape

Author: Vicyorus

NEW ADDON
Overall change(s):

  • Adds new holotape to player inventory named "SS Cheat Holotape"

Description: Adds a holotape to the player that allows them to add themselves Sim Settlements goodies, specifically: - City Manager 2078 Holotape - 100 ASAM Sensors

Essentially, you can use this mod to instantly start using Sim Settlements without first needing to find the City Manager 2078 Holotape (Holotape Locations). Keep in mind that this is a "cheat" but it can be useful if you are an experienced Sim Settlements user starting a new game/play through and just want to get to settlement building.

If you've already been playing with Sim Settlements you know how annoying it is to run out of ASAM sensors right in the middle of a new settlement build out. This mod can be very useful in instantly giving you a bunch of ASAM sensors to keep building with ( rather than having to go build a bunch).

Download Links:
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4024669

Sim Settlements Scrappers

Author: Ohnno

NEW ADDON
Overall change(s):

  • One new Home to the rotation
  • Four new Shop to the rotation
  • One new Factories to the rotation
  • Two new Farms to the rotation

Description: Just added a couple of new buildings to Sim Settlements. Some more open buildings (some of my settlements where starting to become a bitcrowed). 2 of the new shops are diners, they add extra happiness (about 10 per level) but consume extra food in the process. They may not be the best choice for lower level settlement. The factory plot is a wind farm and produces power for your settlement.

Download link:
PC (Nexus): http://www.nexusmods.com/fallout4/mods/25679/


SimTowers

Author: JtBryant (JtBryant96 on Nexus)

RECENTLY UPDATED

Overall change(s):

  • 1 New Shop to the rotation:
    • "SimTowers" Hotel
  • 1 New Recreational building plan to the rotation:
    • Mayor's House


Description:
Currently adds 1 new Commercial type building the "SimTowers" hotel, and 1 new Recreational type building the "Mayor's House".

The hotel has the added benefit of having custom NPCs (from the community) visit your settlement and have a place to stay, adding a sense of vibrancy and breathing new life into your return trips.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/24601/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4021585/

Slum Lord

Author: MrJoseCuervo

Overall change(s):

  • 2 new Homes to the rotation with over 11 trillion shack combinations

Description: Described by the author as being able "to show the true power of Sim Settlements", the homes added by this add-on randomize their structure in order to create an almost excessive amount of varying houses (yet only use three plot types so as to not out-number the other settlements). Currently the homes don't have much in the way of clutter or coherence, however the author is continuously improving the scripts in order to improve the experience.
Download link:
Nexus: http://www.nexusmods.com/fallout4/mods/23587/

Trailer Park Dreams

Author: mimaef

Overall change(s):

  • Two new Homes to the rotation
  • Six new Shops to the rotation
  • One new Farm to the rotation
  • One new VIP Story to the rotation

Description: As the title of the add-on implies, this introduces new plot rotations centered around the theme of mobile homes. Most notably, it offers a mobile-home theme for the six base shops as well as a greenhouse-style farm that hosts multiple types of produce in exchange for fewer of the same type as per vanilla plots.
Download link:
http://www.nexusmods.com/fallout4/mods/23815/

Wasteland Venturers

Authors: Myrmarachne and Tinuvia
Version: 6.0.1a     Last Updated: September 21, 2017     File Size: 198.0 MiB

RECENTLY UPDATED


Overall change(s):

  • 14 New Homes to the rotation:
    • Fisherman’s Hut by Tinuvia
    • Cab Home by Myrmarachne
    • Mama’s Place Myrmarachne
    • Caretaker’s Tower by Tinuvia (Can only be built by the player)
    • Uituit's War Rig by Myrmarachne
    • Hideout by Myrmarachne
    • Diner Home by Myrmarachne
    • Rug Revelry by Tinuvia
    • Mariner's Cabin by Tinuvia
    • Hunter's Den by Tinuvia
    • TreeTent by Tinuvia
    • Herbalist's Haven by Tinuvia
    • El Duderinos Wreckshack by Myrmarachne
    • Crusty Mechanic Shack by Myrmarachne
  • 8 New Shops to the rotation:
    • Catchy Patch Clothier by Tinuvia
    • Thrifty Surgeon by Tinuvia
    • Radio Shack by Myrmarachne (general store)
    • Scrapper's Delight General Store by Tinuvia
    • IcecreamAndPowerarmorRepair by Myrmarachne
    • Warchild's Weapons by Tinuvia
    • The Rum Hole by Tinuvia
    • Sailor's Tale by Tinuvia
  • 5 New Farms to the rotation:
    • Wild Pond Farm by Tinuvia
    • Wild Meadow Farm by Tinuvia
    • Wild Forest Farm by Tinuvia
    • Universal Library Coffee by Tinuvia
    • Babylon Roof Garden by Tinuvia
  • 2 New Recreational Building Plans:
    • Bitter Bean Bookery by Tinuvia
    • Midsummer Pole
  • 1 New Martial Building Plan:
    • Turret Tower by Myrmarachne


Description:
This add-on includes new plot types that differ from a typical "settler" feel to give homes a more dedicated feeling from the structure without necessarily being VIPs. An example of such would be the herbalist's shack and the rooftop garden complimenting each other, as such one would imagine that the settler working on a plot with many different types of produce would attempt to "bring their work home with them".

Homes: 14 unique homes – a place for mama (NEW!), another home in a derelict car (NEW!), a fisherman’s hut (NEW!), a huge ass tower with a player bed (NEW! Can be performance heavy so can only be built by you, with the ASAM sensor), a war rig, a hidden hideout, a rugged home for tired feet, a mariner's cabin, a home in a diner, a hunter's den, a tree house, a herbalist's shack, a shabby home underneath a car and a makeshift tinkerers house.

Farms (NEW functionality!): The Wild Forest, Meadow and Pond Farms now come in two versions - Regular and Happy:

  • The Regular version can be built by your settlers and give the same amount of food as vanilla Sim Settlements plots.
  • The Happy version can only be built by you with the ASAM sensor, give less food but a happiness boost to your settlement and plants in your workshop workbench. (see Read Me for plant details).

Shops: A waste-not-want-not medic, a colorful clothier, a salty sailor's bar and two general stores - one scrappy, one tinkery. Icecream and power armor repair squeezed into the same crummy tin schack, because why not? An APC weapon shop and finally: a breezy rum bar, "The rum hole", for a quick escape in the balmy nights to a place where palmfronds kiss your sweaty face and rum gushes down your eager maw, instead of radiated water and that insistent dog breath that follows you around in the real world of the wastes.

Recreational: A Midsummer Pole for the celebrational needs of your settlers.

Martial 1x1: A turret tower with spotlights at level 2 (must be connected with power cable) and a machinegun turret at level 3.

Flags: Four flags for your settlement to choose at the City Desk Planner.


Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/24136/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4021704

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4021837

Wedges of the Commonwealth

Author: PCDug

Overall change(s):

  • Three new Floor types for use alongside plots

Description: Whilst this add-on doesn't include any new plot types, it does however include new floors with 30, 45 and 60-degree angles that allow for a more organic feel to plot placement as opposed to adhering to a simple grid formation.
Download link:
http://www.nexusmods.com/fallout4/mods/23661