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Version 4.0.1

Sim Settlements Lite Released - 1 February 2019

  • Fixed clutter classification in the original buildings from Sim Settlements, this should help with performance issues for players who have disabled Clutter.
  • Swapped all original Sim Settlements buildings over to the new stage model method, reducing the size of the base mod by about 80 MB.
    • This change will likely require those plots be refreshed if they aren’t already at max level.
  • Restored several missing model files to the base Sim Settlements mod.
  • Swapped RotC buildings to the new stage model method reducing the size of it by about 12 MB.
    • This change will likely require those plots be refreshed if they aren’t already at max level.
  • Swapped most Industrial Revolution buildings to the new stage model method reducing the size of it by about 140 MB.
    • This change will likely require those plots be refreshed if they aren’t already at max level.
    • There is potentially more we can do to reduce the size of IR in the future, though it will require a lot more work, so watch for it to happen in the future.
  • Fixed a bug that could cause taxes to fail to generate for Vassal settlements.
  • Tom Sanford should no longer wander away from you when trying to barter with him.
  • If the Control Vassal Settlements option is on, you will be able to continue to upgrade City plans in them by donating supplies yourself to fill the scrap collection requirement.
  • [For Addon Pack Authors] The sSpawnName field is now optional in StageItemSpawns. You only need to fill it in if you are setting up advanced configurations where you want certain items to replace each other depending on circumstances, such as with VIPs. This will make it faster to set up your plans, and also slightly reduce the script data usage of them.
  • All Interior plot designs from Sim Settlements have been switched over to the new stage model method.
    • With the way we handled Interior plots, this won’t affect file size by much (drops about 300 KB), but it does reduce our script data usage, and should also increase performance of those plots as they need to spawn far less items.
  • Fixed several small issues with various City Plan labels.
  • RotC City Plans once again require RotC. During a previous patch, many of the optimized plans were incorrectly flagged to work without RotC, which could cause crashing due to the assets that would be missing without RotC installed.
  • Removed PlayerSelectOnly flag on several City Plans that weren’t supposed to have it.
  • Added debug messages to help users track down crashes related to corrupt model files from building plans.
    • With Papyrus logging enabled, in the Documents\My Games\Fallout4\Logs\Script\User folder, there will be a file called AutoBuilderLog.0.log, this file will list the building plans and models as plots attempt to place them.
    • If you find the same plan/model combination as the last entry before each crash, there’s a good chance this model is corrupt and you should report it on
  • Interior plots now use the same build method as exterior plots, this will mean that items will all appear towards the end of the plot construction instead of throughout the timeframe. This was done to avoid issues where Interior plots could take substantially more time to build if the plot had a large amount of clutter.
  • Fixed several issues with the settlement flags for the NukaWorld gangs.
  • [For Addon Pack Authors] Found several statics that could cause the game to crash when used in an SCOL. Changed their IDs, adding the suffix DoNOTSCOL.

Version 4.0.0

Pre-Conqueror Patch Released - 18 January 2019

  • Reduced calls to WorkshopParent dramatically across Sim Settlements code, this should result in better script processing of settlement related activities.
  • Made changes to the foundation selection code to try and eliminate an issue for some Xbox One players where the game would freeze when accessing the menu.
  • Altered foundations menu code slightly so it would spam less messages in the corner.
  • Terraformer foundation options now have the correct texture when previewed in the Change Foundation screen of plot customization.
  • Added new Building Skin system.
    • Building skins offer material or other alterations to Building Plans. These skins can be applied without resetting the level of the plot.
    • Anyone may create an add-on pack to provide new skins to any building, even buildings from other add-on packs.
    • By default, when a building plan is selected, if there are additional skins available, it will randomly select from its default state or to use one of the skins. This option can be disabled in the holotape.
    • Skins can be changed or removed at a plot by activating the ASAM Sensor and choosing Customize Plot.
  • Added a large variety of paint job skins to the 2x2 Residential and 2x2 Commercial buildings in Sim Settlements.
  • Added new 3x3 Agricultural plot.
    • This plot requires power to surpass level 1.
    • It produces 50% more food than a 2x2 Agricultural plot and requires additional water and defenses, but still only requires a single settler to run it.
  • Fixed a bug that could cause plots to become unresponsive after being built from a City Plan or after changing their type from the ASAM Sensor menu.
  • The original small plots (original as in way back in version 1.0) and plots with foundations baked in are no longer supported, which means changes to certain plot functionality will no longer be applied to those models. The models and forms remain for backwards compatibility so saves will continue to function.
  • Original Plot Size and Foundation Plots are no longer available to unlock in the holotape.
  • Added Auto Apply Skins option under Gameplay Options > Usability in the holotape (and under Usability in the MCM menu). While ON, if a building plan has skins available, settlers will choose randomly between the original version and one of the skin versions when building.
  • Fixed an issue that was preventing NPCs from pathing inside of buildings from Sim Settlements and its expansions. (This likely would not have affected add-on packs).
  • Dynamic Soundscape system can now play various subtle background music, similar to what occurs when you arrive in major cities like Diamond City or Goodneighbor.
  • Fixed an issue that could cause the RotC County Crossing City Plan to spawn too many plots, some of which would overlap with others.
  • Added Faction Control Overrides system. These allow Sim Settlements to interact with the Workshop Framework Capture System to make changes to settlements dynamically when they are captured by certain factions, for example - setting the flag, or automatically applying faction based skins to buildings.
    • By default, Sim Settlements includes no data for factions. These overrides need to be configured by add-ons or expansions. For example, Conqueror includes an override set for its Raider gang.
  • Changed all companion flags to use different normal and spec maps, they were previously using one that didn’t match up well.
  • Fixed the Tech Tree icon for the Excavation Pit.
  • Leader requirement to build a City Plan is now optional. This can be turned off in the Holotape/MCM under City Building.
  • Switched Agricultural plots to use the scaffolding during construction instead of fertilizer/rolled fencing, as it makes it easier to tell at a distance whether an Agricultural plot is in the process of being built.
  • Added Refresh Local City Plan tool to the holotape.
  • Fixed a bug that could prevent Recruitment Beacons from working in a settlement.
  • If a City Plan is used in a NukaWorld raider outpost, any Recruitment Beacons will be replaced by NukaWorld Radio Transmitters.
  • [For Addon Makers] Added many new texture options/material swaps for various building materials.