fallout 4 моды горизонт sim settlements

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Official Sim Settlements Horizon Balance Patch

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Balances Sim Settlements with Horizon.

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File credits

Zawinul for Horizon
Kinggath for Sim Settlements
The FO4Edit Team for FO4Edit
Bethesda for Fallout 4

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Version 1.4.2

Version 1.4.1

Version 1.4.0

Version 1.3.1

Version 1.3.0

Version 1.2.0

Version 1.1.0

Official balance patch for Sim Settlements, and Horizon.

Not compatible with Sim Settlements 2!

I only offer support for the latest version of Sim Settlements and Horizon. If you’re using an older version of either of these I offer no support.

Edit 5/5/2019: Added some DEF_UI tags to some new and previously missed items and changed mined items from advanced plots to weigh as much as their components.

Edit 1/21/2019: Updated for Horizon 1.7.0. The latest 1.6.4 version is still available under the old mods section.

Edit 1/19/2019: Not a lot changed for SS 4.0.0 so this is mostly just a balance tweak update. Most plot recipes have changed to include a kit or component of some sort; E.G. commercial plots now require a vendor contract. I haven’t taken a look at Conqueror at all yet, so no news on balancing that in particular. It is probably just as balanced as rise of the commonwealth.

Edit 1/13/2019: Added optional patches for Workshop Framework (no more free caps from vendors) and the Mega Pack Year One SS addon.

Edit 12/4/2018: The auto patched file is now an ESL file as it is not load order dependent and only relies on ESMs. If your mod manager doesn’t support ESL files, I suggest you upgrade. Also moved the Trade and Doctor Plots patch from my Horizon Job Plots addon to be hosted here and cleaned it up. Most edits were redundant to the new ESL auto patch anyways (they were nearly all identical changes as that old patch was built from a prototype of my auto patching script).

Summary:
This balance patch is an official attempt to balance Sim Settlements a little better for Horizon. This mod contains two files, one with handmade edits, the other with auto generated edits using an xEdit script of my own making (the one with AutoPatch in the name).

Z_Horizon_Patch_SimSettlements.esp
Zbrn_Horizon_AutoPatch_SimSettlements.esl 12/4/2018: changed to an ESL file as the changes are load order independent and only rely on ESM masters

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Sim Settlements Horizon Job Plots Addon

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About this mod

Adds 6 new industrial plots that act as Horizon Jobs!

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Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Kinggath for Sim Settlements

Zawinul for Horizon & Architect

Bethesda for making such a wonderfully moddable game

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This mod is opted-in to receive Donation Points

This is considered a BETA until I am convinced there are no bugs or inconsistencies. If you find any bugs or inconsistencies please report via the bug tracking tab. I only offer support for the latest version of Horizon. If you’re using an older version of Horizon I offer no support.

This contains six new industrial job plots that incorporate Horizon’s job plots in their design. Four of the six new plots were built from scratch, two of the plots were copied from Kinggath’s existing plots.

All plots have three tiers, gradually looking more polished and having better clutter scattered around (except militia clutter, because I’m lazy). The plots currently provide no benefit over just building the Horizon job station.

I do intend to eventually add some benefits to reaching tier three for each of these plots, such as some small bonuses to defense, or maybe food production for hunters, etc. but for now, they don’t provide anything.

I’ll also add settler navigation, but again, for now these buildings do not have settler navigation so settlers will just derp into the walls until they get teleported to where they need to go.

There is also an optional file available to make vendors and doctor plots contribute to your vendor and doctor count locally. This doesn’t actually do anything, except having a doctor count in your settlement lets you use the doctor services wheelchair.
Edit 12/4/2018: This optional file has been moved to my other patch which officially patches Sim Settlements and Horizon.

Источник

Сим Поселения | Sim Settlements

ВНИМАНИЕ!
Если выходят обновления, пожалуйста пишите мне в ЛС. Сейчас я за ними не слежу
Если что то не работает то проблема с установленными или неправильно удаленными несовместимыми модами. Переустановка игры должна помочь.
Что бы появилась вкладка сим поселения в мастреской нужно установить этот мод

С помощью этого мода вы сможете отстраивать и развивать свои поселения почти автоматически, так же, как это происходит в игре SimCity. Поселенцам нужно только указать, где и что нужно строить, и они это сделают без вашего дальнейшего участия. Самостоятельно планируйте свои города, размещая специальные зоны для застройки так, как вам нравится.

Программа управления поселениями «Сити Менеджер 2078» будет автоматически прикреплять к зонам вновь прибывающих свободных поселенцев, которые будут не только жить, работать, отдыхать и защищать поселение, но и платить вам налоги в виде крышек. По мере развития вашего поселения, ваши поселенцы начнут больше инвестировать в свои дома и предприятия. По мере того, как здания будут улучшаться, они будут изменяться в размерах и приобретать более интересный внешний вид и станут приносить вам дополнительные бонусы.

ОТ ПЕРЕВОДЧИКА

Список всех изменений всех версий смотрите здесь

Обновление 4.2.9
— Несколько фиксов

Обновление 4.2.8
— Новый инструмент, позволяющий переводить гражданских лиц и Сподвижников между населенными пунктами, в которые они обычно не могли быть переведены.
— Новые возможности, предлагаемые Пандорой (после того, как вы закончите все существующие рейдерские квесты, поговорите с ней!).
— Исправлены некоторые основные ошибки, которые долгое время мучили WSFW и «Завоевателя»

Обновление 4.2.6: (перевод Slimer91 + спасибо Мix4it за помощь с исправлением) Для версии три-в-одном!
* Различные багфиксы.
* Все изменения новых версий читайте на оф.странице мода здесь

Обновление 4.2.0: (перевод Slimer91 + спасибо Мix4it за помощь с исправлением) Для версии три-в-одном!
— Оптимизация городских планов
* Не переведено 100 строк книг и 200 строк диалогов. Буду переводить и обновлять когда будет время. Пока так.
* Все изменения новых версий читайте на оф.странице мода здесь

Обновление 4.1.2: (перевод Slimer91) Для версии три-в-одном!
— Исправлена ошибка, которая могла приводить к тому, что музыкальные треки Фракционного пака никогда не переставали звучать.
— Исправлено несколько проблем с разделом Настройки программного обеспечения голодиска.
— Восстановил несколько отсутствовавших текстовых файлов в архив Xbox.

ТРЕБОВАНИЯ

РЕКОМЕНДУЕТСЯ

HUDFramework ● скачать с GM
Дополнительное окошко интерфейса для наглядного отображения нужд поселенцев, которое видимо только вблизи и внутри поселений. Настраивается через Пипбой или MCM.

Place Everywhere ● скачать с GM
Для комфортного размещения зон и строительства без ограничений. Весьма рекомендуется!

Settlement Menu Manager ● русская версия
Все объекты Sim Settlements будут расположены в отдельном, своём собственном разделе меню мастерской.

Fallout 4 Script Extender (F4SE) ● скачать с GM
Это скорее не рекомендация, а полезная ссылка. Если вы будете использовать скриптовые моды (типа MCM или другие), то для их работы вам потребуется F4SE.

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КОНФЛИКТЫ

Только список. Подробнее в этой теме на форуме.

Alternate Start Infinite Answer
Conquest
Cozy Beds
Don’t Call Me Settler
Enhanced Game Play (EGP)
Horizon
Nakano Workbench
Resurrection
Spring Cleaning
Scrap Everything
Unlimited Building
Unlimited Companion Framework
Non-DLC Unofficial Fallout 4 Patch
Welcome to Goodneighbor

Автоматическая установка

Ручная установка

ПЕРВЫЙ ЗАПУСК

Запустите Fallout 4, рекомендуется начать новую игру или загрузиться с чистого сейва в начале прохождения, если у вас таковой имеется. Для активации мода вам нужно отыскать голозапись «Сити Менеджер 2078» и загрузить её в свой Пипбой.
Следуя стандартно по сюжетной линии (даже, если вам уже заранее известно, где искать), поговорите, как обычно, с Кодсвортом, и отправляйтесь в Конкорд. В процессе прохождения квеста «Зов свободы», вы должны без особого труда обнаружить голозапись и коробки с датчиками, просто внимательно смотрите по всем тёмным углам.
Однако, может так случится, что вам не удастся обнаружить голозапись там, где ей надлежит быть (это может произойти по разным причинам), тогда чуть ниже в разделе «Местонахождение голозаписей и датчиков» уточните, там ли вы искали и что делать, если голозаписи действительно нет на месте.
В том же случае, если вы уже не первый раз начинаете играть в Sim Settlements, и вам просто не хочется терять время, то голозапись можно сгенерировать через меню MCM или получить с помощью мода
IN-GAME ESP Explorer .

УДАЛЕНИЕ

ОБНОВЛЕНИЕ или ЗАМЕНА ВЕРСИИ

Для обновления достаточно удалить старую версию и установить новую, зоны и города уничтожать не требуется. Новая версия подхватит и обработает все объекты, уже созданные в предыдущей версии. Через какое-то время после загрузки сохранения появится сообщение об удачном обновлении. Это должно также работать и при обновлении даже с очень ранних версий до 4.x.x, но в этом случае рекомендую всё же не рисковать и начать новую игру.
Для замены версии с «Базовой» на «3в1» просто удалите одну и поставьте другую, больше ничего делать не нужно.
Для замены «3в1» на «Базовую», рекомендую не тратить нервы, и начать новую игру.
В случае, если вы хотите откатится на более раннюю версию самого мода, то рекомендую также начинать с новой игры.

МЕСТОНАХОЖДЕНИЕ ГОЛОЗАПИСЕЙ И ДАТЧИКОВ

• Музей Независимости в Конкорде
На третьем этаже в левом дальнем от входа углу здания.
Голозапись и датчики АСАМ лежат на столе, на полу вокруг и в коробках на картотечных шкафах рядом.

• Уэст-Эверетт
В недостроенном здании рядом со строительной техникой.
Голозапись и датчики АСАМ находятся на тележке в центре площадки.

ПАКЕТЫ РАСШИРЕНИЙ И МЕГАПАК

Для первых двух расширений перевод не требуется, весь текст для них содержится в базовой версии. «Завоеватель» и мегапак имеют собственные локализованные файлы.
Если вы будете использовать сборку мода «3in1», то первые два расширения ставить не нужно, они уже в комплекте.
Мегапак и Завоеватель ставятся на любую сборку.

ПОЛЬЗОВАТЕЛЬСКИЕ АДДОНЫ

Если вы знаете о каком-либо новом хорошем аддоне, которого нет в списке, незамедлительно сообщайте об этом в каментах.
Также сообщайте, пожалуйста, об обновлениях версий.

Industrial City • русская версия 0.9.6b • требует Sim Settlements 1.1.2 или выше + все DLC
Junk Town • русская версия 11.0 • требует Sim Settlements 3.3.0 или выше
Wasteland Venturers AIO • русская версия 4.0.0 • требует Sim Settlements 3.4.5a или выше + все DLC
Ruined Homes and Gardens • русская версия 4.0.1 • требует Sim Settlements
Brae’s Defences • русская версия 0.5 • (поглощено мегапаком) требует Sim Settlements 2.0.0 или выше + DLC Nuka World
Altairp’s Animal Farm • русская версия 1.0.8 • требует Sim Settlements 3.2.4 или выше + DLC Far Harbor
IDEK’s Logistics Station • русская версия 1.2.3b • требует Sim Settlements 2.1.7 или выше (рекомендуется 3.2.0 или выше)
Jib’s Residential • русская версия 1.0.3 • (поглощено мегапаком) требует Sim Settlements 1.1.6 или выше
Always Free • русская версия 1.3.3 • требует Sim Settlements 3.2.1 или выше и DLC Far Harbor
Classic Shacks • русская версия 1.2 • требует Sim Settlements + Industrial Revolution + DLC Contraptions + DLC Vault-Tec + DLC Wasteland
JtBryant’s Utilities • русская версия 1.0.2 • требует Sim Settlements 2.0.0 или выше
Scrappers • русская версия 2.50 • требует Sim Settlements 3.1.2 или выше
Trailer Park Dreams • русская версия 1.2b • (поглощено мегапаком) требует Sim Settlements 1.1.2 или выше
PCDug Addons • русская версия 1.2 • (поглощено мегапаком) требует Sim Settlements 1.1.0a или выше
Sim Homestead • русская версия 4.9 • требует Sim Settlements 2.1.7 или выше и DLC Far Harbor
B84s Themed Residentials • русская версия 1.2.3.1 • (поглощено мегапаком) требует Sim Settlements
SimTowers • русская версия 1.1.0 • требует Sim Settlements 2.0.1 или выше
Raider Refugees • русская версия 0.9.9 • требует Sim Settlements 2.0.0 или выше
Vault-Tec Tools • русская версия 1.1.1 • требует Sim Settlements 3.2.1 или выше, DLC Vault-Tec Workshop, SMM 0.1.4 или выше. Опционально (для расширенного контента): DLCs Wasteland Workshop, Far Harbor и Nuka World
VaultLand • русская версия 1.4 • требует Sim Settlements, DLC Automatron, DLC Vault-Tec Workshop, DLC Nuka World

Hunter-Gather • русская версия 1.1 • требует Sim Settlements (очень древний аддон, возможно, с последней версией SS работать не будет)

ДЛЯ МОДМЕЙКЕРОВ

Если вы желаете участвовать в создании объектов для Sim Settlements, то автор предоставляет всем желающим инструмент для создания вашего собственного аддона. Создавайте такие же прекрасные домики, фермы и заводы, или даже целые города, и вы тоже прославитесь наравне с остальными.

БЛАГОДАРНОСТИ

kinggath и всем, кто ему помогает, за этот замечательный мод;
Epervier 666 за ESP/ESM Translator;
Google , Яндекс , Multitran и WooordHunt за существенное ускорение процесса перевода;
Вики
Убежище за достоверную справочную информацию по миру Fallout, без которой этот перевод мог не состояться вообще.

Источник

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Sim Settlements

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About this mod

Settlers should build their own damn houses (and farms, and shops, and. ), you’ve got a Commonwealth to explore!

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

File credits

mm137 for Craftable Cats
RetroBabe and femshepping for Oriental and Modern rug designs
David J Cobb and Chesko for the Rotation and Vector Libraries

Donation Points system

This mod is opted-in to receive Donation Points

Translations available on the Nexus

Version 1.1.7

Version 1.1.6

— Fixed a bug where the happiness meter would stay at zero, even if the happiness was fine in workshop mode.

— Dogs/Brahmin should no longer appear jobless in ASAM Vision.

— Automatron robots will no longer take over residential plots.

— Robots will no longer show up as homeless in ASAM Vision.

— Settlers can now be assigned to vanilla work objects along with Residential plots in either order. If residential plots are assigned before vanilla objects, there will still be a brief 10 second period where the NPC is unassigned from their residential plot.

— Added Architect’s TSquare. This is a new tool that can crafted in the Chemistry Station under Utility. This changes the plot activation options to allow you to cycle through the building plans for that plot type, it will display the name of the building plan in the corner. Doing so will reset the plot to level 1. It is the preferred method of altering the building plan, as opposed to the previous method of picking up the plot in workshop mode and choosing the middle option.

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Version 1.1.5a

— Fixed issue with ASAM Vision where a settler could still be flagged as being employed even though they didn’t have a job yet.

— Settlers can once again be assigned to a vanilla/mod added job after being assigned to a residential plot.

Version 1.1.5

— Fixed messages at the bottom of the holotape that print out when Auto Close Doors was toggled so the messages now match what is actually happening.

— Spotlights, dogs, and your current companion will no longer be detected as homeless/jobless by ASAM Vision.

— ASAM Vision will now be turned off if you toggle it while outside of a settlement. You will still get the warning message, but can be confident it turned off.

— Tax day for zero dollars will no longer trigger before the holotape is found.
If an Addon Pack is removed, plots using the Addon will be reset and assigned a new building plan the first time you visit each settlement.

— Staggered object update code when the player arrives in/leaves a settlement. This should reduce the likelihood of CTDs on Xbox and older PCs when fast traveling to/from a settlement that has a large number of plots.

— All Industrial jobs will now have the scavenger icon, this also means they get the bizarre default behavior of spending a lot of their time wandering around your settlement with gun drawn. Existing buildings will need be refreshed with the Immersion Breaker Breaker or the NPC re-assigned to correct the icon.

— Switched all beds used by the default Sim Settlements houses so they each count as exactly one bed. Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below).

— Added maintenance quest that will help to alleviate issues caused by various script lag.

— Replaced hammer construction markers with wrench and torch animations. The loud sounds of the hammering defeated the purpose of keeping building sounds to a very short radius.

— Mod version upgrade message should now work on Xbox.

— Altered the way assignment is tracked, this should reduce the likelihood of NPCs stealing each other’s plots.

Version 1.1.4

Version 1.1.3

Version 1.1.2

— Added Town Meeting ability which brings all settlers directly to you after a short fade out. The settlers then follow you for about 30 seconds. The Town Meeting can be started in the holotape or with an object called the Town Meeting Gavel which can be crafted at the Chemistry Workbench.

— Added ASAM Vision ability which highlights settlers that need homes or jobs. You can cycle through the versions of this in the holotape or with an object called the ASAM Vision Switch which can be crafted at the Chemistry Workbench.

— Modified the way building models are handled to help prevent future “double-buildings” from occurring (where a new building model seems to start growing on a plot that already has one).

— Added Tools menu to the holotape. Citizen Needs and Start Self Destruct Sequence can now be found there. As well as a toggle for ASAM Vision, and an option to Call Town Meeting.

— Updated Help menu in the holotape. The names should now match what are actually in the holotape.

— Added Citizen Needs Requirement toggle to holotape. This will allow upgrades to happen even if settler needs aren’t met. This will allow different gameplay styles such as using some settlements as farm hubs to supply food for the others, or playing with low defense to encourage raids. Better options for those play styles will be coming in future updates, but this is an immediate means of enabling that playstyle without having to sacrifice Sim Settlement upgrades. Note: Taxes still require that all needs are met regardless of this setting.

— The Immersion Breaker Breaker should now be much better at cleaning up leftover objects if you experience random bugs with spawn objects or if you uninstall an AddOn pack which had generated one of your buildings.

Version 1.1.1

— Immersion Breaker Breaker will now correctly work with 2×2 plots.

— Removed hose from L3 farm plot as it doesn’t work with all plot sizes, may add it back in the future when I find a way to deal with the post being in a different place on each plot size.

— Concrete plots now have a proper sound effect when placing them.

— Fixed front left corner collision so that floor tiles can be snapped there.

— Changed farm collision so that the very front of the plot is open for settlers to be able to walk on. This should also help with snapping.

— Special effects for demolition can be turned off in the holotape, will make it easier for re-placing plots as you won’t have to wait for the debris to de-spawn.

— NPCs will now be fully cleared from animation marks of a plot after they are re-assigned. Previously, someone else would need to be assigned to the plot in order to change ownership of the markers. So you could end up with a shopkeeper that would come use the farming animation markers even after they were unassigned from an agricultural plot.

— Settlers will no longer be able to own vanilla work and Sim Settlements jobs (they can still own a home plus vanilla work). To fix existing multiple assignment issues, store the vanilla object in the workshop and place it again.

— Fixed navigation in level 1 Clothing Store so that the settler will actually man the shop. Will require using the Immersion Breaker Breaker to update existing.

— Fixed issue where some settlers would stop qualifying for auto-assignment.

Version 1.1.0

-Re-designed data storage to expand possibilities for future updates. This will also improve the code that controls taxes and commercial property requirements.

This requires a short install period when you first load your game to migrate to the new storage. It is a non-destructive process so you can still roll back your save or mod version without issue.

-Replaced all vanilla furniture markers that are spawned by Plots with Sim Settlements versions, this should resolve the issue with many farmers and industrial scavengers seeming to just stand around. (Use the Immersion Breaker Breaker on existing plots).

-Sim Settlements crops should now all be manually harvestable every so often.

-Plots were increased in size by about 10% so they match with the game’s existing objects. Your previously placed plots are still the former size.

-New 2×2 plots with foundations have many more snap points and the arrow indicator is more easily visible.

-Added Other category to Commercial for AddOn packs to make use of for custom shops.

-The Holotape (and some sensors) can now be found in two additional locations around the Commonwealth.

-Added toggle for Crash Watch in the Notifications section of the holotape.

Version 1.0.6

Prepped building plans to support new industrial buildings.

Added support for expansion esps.

Moved residential power connect point to a new spot to make it much less likely it gets covered by a building model.

Robots are no longer counted in upgrade calculations. This means they no longer are added to the food and water requirement but also don’t count towards the Commercial population requirement.

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Changed plot furniture marker code to help encourage AI to stay at their posts during work hours. Requires a Force Update with the Immersion Breaker Breaker on all plots you want to fix this issue for.

Added option to show HUD meters only in workshop mode. This can be tricky as there is a queued delay in HUDFramework which can cause this to fail sometimes.

Added scaling options to HUD meters of 100% (default), 75% of default, and 50% of default.

Added basic positioning options to HUD meters: Left, Indented Left, Right, Indented Right, Top, Middle, Bottom.

Leftover crops will now be scappable when the Sim Settlements Helper mod is installed.

Added buffer system to CrashWatch code to further reduce false positives caused by Sleeping/Waiting/Fast Travel.

Added Citizen Needs option to holotape which will show the needs of the current settlement in percent when selected. Meant for players who don’t have HUDFramework or can’t get it working.

Version 1.0.5

Version 1.0.4

— Redesigned holotape options, dropped lore friendliness in favor of clear names.

— Holotape options now refresh screen instead of displaying lore friendly explanation, this will make the holotape feel a little more responsive.

— Building Material Delay can now be configured in the holotape.

— Commercial requirement can now be set to homes or population instead of both as it was in the initial release.

— Added multiple Auto-Assignment controls to the holotape to allow fine-tune control over which settlers are assigned to plots.

— Activating terminals created by Sim Settlements will no longer make the settlers hostile.
Certain NPCs not meant to be assignable, such as the Minuteman Radio Operator, will no longer be auto-assigned.

— Dead Settlers should no longer be assigned to plots.

— NPCs should do better at dual assignment between Residential Plots and vanilla/mod added work objects.

Version 1.0.3

Version 1.0.2a

This is an optional update, though if you think you have the bug and never received the crash prompt, it’s worth downloading.

Version 1.0.2

Version 1.0.1

— Child settlers are no longer assignable to plots. Presently, if they are assigned to any item that doesn’t have “Child Can Use” flagged causes them to get stuck, and since Sim Settlements assigns to all sub objects created by a plot, I don’t want to risk “breaking” those child settlers.

— Robots no longer require food, water, and homes in the Sim Settlement calculations.

— Robots are no longer assignable to residential plots. They don’t need them! This may become an optional feature in the future.

— Made changes to the message system to reduce the likelihood building upgrades are reported from the wrong settlement.

— Added Personal Inspections to holotape Zoning Laws. This will allow your buildings to continue upgrading even if you haven’t had a chance to see them in their current state.

— Fixed issue where buildings could upgrade the second you arrive at a settlement before you got a chance to see their current level.

— Tax Rate now correctly displays on plot. The rate displayed is the caps/tax period.

— Negative water rates will now show correctly as whole numbers on the HUD.

Straight donations accepted

TLDR: 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. 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.

Watch this Quick Start video before playing to learn how the mod starts and the basics on how to use it!

I’ll be releasing several videos related to the mod each week, covering things like usage, future changes, and patch notes. There are already a ton of videos describing a lot of details on how the mod works if you want to learn some of the nitty-gritty!
Subscribe to my channel on Youtube: https://www.youtube.com/channel/UCrJVV5zL_CBWD4KbAptNi7w to be notified when new content is released!

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.

The How

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.

Randomization:

Upgrades:

Dynamic Needs [Optional]:

Rewards:

Add Your Own Stuff:

Bonus: 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.

Bonus: Custom Workshop Menu

If you have Settlement Menu Manager installed, you’ll gain a custom Sim Settlements menu that will organize the plots and any support pieces into a single menu. Settlement Menu Manager prevents custom menus from ever screwing up your workshop build menu without the need of an Uninstall Chem.

For a much more in-depth look at the ideas and systems behind Sim Settlements check out the video series below!

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!

Known Issues

Moving plots in groups should NOT be done (picking up multiple objects simultaneously by holding down the activate button). Some of the position information in the code will not update correctly and you can end up with bizarre spawn locations for the building and furniture.

Some of the shoes and clothing in the Clothing Stores are a little boxy, had an issue with a nif exporter. It will be fixed in a future release.

Twisted Terminal bug: If you get to the museum and find the terminal at an unnatural angle, it may be covering up the holotape! To fix this, save and exit, disable the mod, reload the save, save and exit again, then activate the mod again. When you load back in to that last save after a few seconds the boxes, sensors, tape, and terminal should start spawning in to their correct positions.

Incompatibilities

Special Thanks (Be sure to check out their mods!)

femshepping and retrobabe for allowing me to use the rug textures from their mods
mm137 for allowing me to use the cat textures from Craftable Cats
eskanonen for allowing me to use Scrappy Signs

Ethreon for allowing me to use some of his stair models (and his TONS of contributions to Industrial Revolution)

DavidJCobb and Chesko for their papyrus libraries, without which this mod would not have been possible!

Cube for helping on all sorts of aspects of Sim Settlements, doing the tough jobs!

Sirlach for helping redesign some of the SS buildings to match our new standards!

Источник

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