Appreciate the support! :) You can donate to the team on the nexus page. There's a Donations section near the top of the description: www.nexusmods.com/fallout4/mods/21872/
I’ve been experimenting with this mod, 10 minutes into it, I’m already starting to love it. I respect you for this mod! It’s really immersive, time saving, and overall very helpful. While they’re building, you can go do the quest you need to do. It’s amazing mod, top 5 best mods in my opinion!
Just a few humble suggestions from one such as myself... Might be interesting to see factory plots that produce various foods and such like with the contraptions DLC. Farm plots that have livestock that produce food and fertilizer, and even job plots that evolve the other plots. Such as gardners that cause plots to get shrubs or even trees, guards that patrol the plots and raise defence, decorators that go to various plots and add gnomes, flamingos, picket fences, and such to residential homes, and tons of decorations to businesses; also would be amazing to see vault tiles being plots like this, or even hotdog cart venders from Nuka World and even schools for child settlers. But listen to me ramble about my too many ideas, Thanks again for even creating this mod in the first place!
Thanks for the ideas! A HUGE industrial update is coming at some point - I've got it all planned out. Just trying to get all the bugs worked out and everyone who wants to help trained on the Builder's Toolkit - then I code nuts on the code and start adding new features!
been playing fallout 4 on and off since it came out and idk why but I've never bothered to check these mods out... an hour or so in and I'm loving it, takes the hassle out of trying to make settlements actually interesting
Holy shit mate first of all i love this mod and i love you for making this mod next i wanted to ask you if it would be possible to add some more jobs for the people to do like go hunt or raid for resources or something like that.Would be really nice to be able to create a settlement with a very wide variant of jobs and focuses.
awesome work! your mod just forced me into replaying fallout 4 all over again! and not only that settlers actually can go inside and use the bed unlike the vanilla buildings !
kinggath you should add three sizes of buildings: Small( which is the current one) medium(slightly larger) and large(which is even bigger duh) I think this would add more variety to the game
Bladed Fingers I added some options to the holotape to change the hud position. Two of the x position options have "indented" in the name- should take care of aspect ratio issues.
Jesus christ man,did anyone tell you you're amazing?Not only you are creative,but you balance your mod as well. It's a shame we have less people like you working in bethesda.
The mod is fantastic. However, there lies one or two issues that I've noticed, as well as some suggestions: 1) I noticed primarily at Longfellow's Cabin, that the HUD disappears when moving too far from the workbench and reappears after moving closer to the workbench. Not sure if this is a radial issue, or something more advanced. 2) Defense seems to be based off of the game's set requirements, based on resource income and settler count. I have about 20 missile turrets at Longfellow's Cabin which has 20 settlers, for example. This seems to be a bit much.. Especially when building a settlement to look nice. Too many defense structures look sort of "meh". Perhaps a "Protection" job plot for settlers that rewards the settlement with upgrade-able amounts of defense? Level 1 gives 10 defense, Level 2 gives 20 defense, and so on, and each plot will gain more defensive features as it upgrades. This prevents us from resorting to in-game settler-required defense structures, which aren't worth their cost of a settler. 3) I had an issue, once, with a two-story residential plot failing to readjust its building model after I selected to keep the building model and move it to another location. The move was very minimal, practically a half a foot, but the building model failed to move the appropriate amount, and now the building's stairs clip with the telephone pole. 4) Vault models aren't desperately needed, but would be insanely helpful for Vault 88 builds. 5) Giving the wood residential plot platforms, the flooring that holds them, a hit box would help in settlement building for those who don't use Place Everywhere. As you can see, I've used the mod enough times to see its flaws... but it has to be one of the best mods out there. I love it, and I'd recommend any player to use it. It's totally immersive, and a very big help. Thank you, kinggath.
Fantastic work man, gonna go through the vids and then install and give it a shot myself. Thank you for breathing new life into a game that really deserves and needs it.
This is a fantastic mod that has really enhanced my playthrough, thank you. These videos are also a great help in educating me on how to better utilize this mod!
What about families? Are the other settlers going to move in, "start a family" and later maybe have kids? Or are they all going to be lonewolfs? It maybe could be a soft requirement for highest upgraded house plot.
Families are definitely something I'm considering. After I finish the future systems I described in the videos and on the mod description page - that would definitely be something on the table for version 2.
Ok, I'm in the middle of this video, so I don't know what you are talking about yet. Other side of this thing, a diametrically opposite of this I think are brothels or other kinds of entertainment, nothing too graphic, just a easy way how to make caps. Selling drugs, or be a slaver. I feel it is a natural part of a post-apocalyptic wasteland just like raiders.
What would be amazing is if the player had a special plot he could place down for a personal home. I'd love to live in one of these plots and maybe make it so a certain amount of scrap and caps could upgrade it? Just an awesome idea.
I love this mod so far. I might have to make my own add on to have a type of apartment building that needs multiple settlers etc to be able to build and upgrade, unless something like this is already in the works
TheKanine The toolkit only allows adding buildings with existing functionality. The workshop code doesn't allow for multiple owners right now, but i aim to create a workaround in the future.
Really nice mod, just an idea on the job / residental requirement, you could try a system, were the settler need certain Job days made too have enough "money" wage too afford a new upgrade, like lets say, 1 ingame week of work = lvl 2 residental house, this number is just an example. This could be skipped, if someone wants, but also, dont tie every settler too 1 job, because, when he has a lvl 3 resident, hes "done" in his life :D
I started new playthrough to use your mod because its such a fantastic idea. Thanks so much for the great mod. So, I get to Sanctuary and have to build the beds, water, food and defenses for the quest. I used your agricultural plots for food and everything worked as expected. At this point I realize I'd like to in some settlements have settlers live inside (like in the Sanctuary houses). I started to wonder how I could do this and use your mod together. I was thinking maybe the solution could be a bed plot where you pop the bed plot down and it would upgrade to a night stand and or dresser and misc items like the mod does inside the structures. Its just a thought. I watched all the videos and I sensed your enthusiasm and I think its great and I hope it continues to grow because I feel like this is quite possibly the coolest mod yet for this game and that's saying something considering the quality of mods that already exist. BTW you were the #1 mod when I was on there looking at the Nexus. Congratulations
A lot of people are requesting this feature. It's not currently in my long-term plan for the mod, but open sourcing the framework is - so someone else may run with this idea and release a companion mod for indoor spaces!
I prefer the happiness requirements to be low because in normal settlement mode you give settlers all they need and more and when you are away you get random notifications for unhappiness and a mark next to a requirement you already have enough of whatever especially happiness.
It would be really interesting if you could incorporate an "add on" plot onto a plot and the settlers would make a larger house or make it into a yard.
First, I've been gaming/modding since the C64 days and this is one of the best mods I've ever seen. Simply amazing. Second, I do have a question. I'm on the the Xbox and am in sunshine tidings co-op, with 4 settlers. There are 4 residential, 2 agricultural, 2 defense plots. With the addition of turrets, all my bars are full except happiness which stands at 54%. However none of my plots will upgrade, and I figured that the agricultural ones would have by now. Is there a certain amount of time passage required, or does the defense need to hit a magic number? I left the holotape settings at default.
I've noticed that plots snap together. Maybe in a future update you can add modular plots, so that if, for example, i were to snap 2 or more residential plots together, it'd count as a single plot and a bigger home would be built (bit of a variation in building size).
Great Videos to accompany this fantastic mod ..i like the idea of the settlers need, To be working at a higher level job. Earning money which results in the upgrade of the settlement . Great idea
With regards to happiness. I remember when the game was launched, it was announced that things like rugs were needed because they made settlers happy. Turned out to be rubbish and they were completely there for the players aesthetic. I always thought that that was a shame, and i think it's interesting that a lot of modders responded by giving a point of happiness to things like crafted coffee mugs, as a way of compensating.
Kinggath, I love this mod!!! I've always been an avid sims game player.. and this combines my love for both games. If I could make a request, I'd like to see faction type buildings, like Minutemen, Brotherhood, Railroad, and especially an Institute one or several like houses, offices, towers, etc.. because I want a futuristic setting for my settlements..even though I don't much care for the Institute I would still love futuristic settlements...to build a utopia. And the pre war homes and the wooden covenant homes too would be a must... that would be fantastic.. because I want to rebuild the old world but make it a new better age, a new beginning..
Just to verify, I get that Agricultural is a job plot, so it doesn't count as jobs if you just plant food and assign settlers to the crops? You would have to use actual agricultural plots to have it count towards the job requirement for residential upgrades? THis will be my first time using this mod by the way. It looks really good and really fun to use, so I definitely want to use it. It makes it feel more like the settelers are actually doing things on their own instead of waiting for me to do it.
You basically made me using (and enjoying) a feature that I did not give a fuck about without this mod. Now I use to build western cities-like across the wasteland (Using the Dustbowl overhaul) and it's fucking awesome, thanks a lot mate !
Are you familiar with Impression Games' old city builder series, including Pharaoh, Emperor, Zeus: Master of Olympus and the Caesar series? IMO those games had a pretty interesting building upgrade system which could well be used as a source of some inspiration here. Basically, to reach higher levels a building must be supplied with an increasing variety of various resources/luxuries. The resources must also be supplied steadily and the luxuries must remain present, or the building level will fall. If it's possible to make Sim Settlement buildings produce specific scrap and/or food items over time and to spend them as resources, that could make for a really cool system! Also, plenty of workshop items could work as settlement luxuries.
Something you said in a previous video about characters getting stuck, killed, or in battles (not to mention kidnappings) along with what you said in this video about settlers per stores or supply and demand my only problem with building on Spectacle Island is the fact that there's no causeway or bridge settlers and merchants travel under water, it's ridiculous. Could you please, if you even read this comment, create a mod with a bridge or built up land bridge. I ask you because some mod authors don't keep with the post apocalyptic script the way you do. Thanks!!
I am having new issues with Sim Settlements. All of my homes even though there is someone living there on the plaque it says unoccupied home and nothing is upgrading. Not the homes and not the business nothing. Food, water, defense, electricity, and happiness is all up. Still nothing is upgrading. What do you suggest?
i had an idea recently; have some of the highest level homes use assets (in an optional download and with permission, of course) from the snap beds mod i mostly mention it because there are options for different types of beds (functional bunk beds and couple's beds)
Hi king! First i would say a big thanks to the max for your effort in creating such amazing mod tha step up the fallout 4 itself. I just installed sim settlement mod, is there possible to add a lot of house variations for resident?
in regards to the residential plots upgrading being largely cosmetic, would it be possible to make it so that higher level residential plots increase happiness for the settlers that live there? the logic being that nicer homes make their occupants happier and as you said in tier 3 the settler has "fully committed" and is happy to have a permanent home.
Yeah, it's a great idea. I'm being careful with the happiness right now, because I don't want to trivialize the only meter that isn't directly controlled by the player. Could definitely be something I add in the future!
Hi kinggath, first of love this mod, it feels like this should have been here at vanilla, really awesome and thnk you for conceptualizing this for all of us. Now I have a question with regards to the Tier 4 merchants, when I recruit them and assign them to thei proper commercial plot (i.e. Vault tec rep to a general store, scribe to armor, etc), will they eventually upgrade their shops to the Tier 4 shop they have in Vanilla?
Would there be any way of tying in excess food/water production as a secondary consideration to upgrading? Just a thought. Amazing work and thank you for this, exactly what I thought the game needed (that and being able to send minuite men out on missions instead of yourself).
That's something I'd like to do in the long term, but it's a complex problem from a programming perspective. Once I have more of the large features I want to add, this is the type of thing I'll look into more.
I love this mod and I wish to thank you for making it. but! do you think you can add a power building and a water building? those would greatly help a no dlc xbox player. also as a cool novelty recommendation some sort of "mayors" house would be awesome maybe even a security building for defence both upgrading as the other buildings do such as all farms upgrade so does the security, then when all the households upgrade so does the mayors house!
@kinggath, by chance are you planning on making larger plots? example: warehouse big enough to put acouple machines in? (possibly even different sizes like 4,6,8 foundation squares length×width)
Hey man! I've been enjoying your videos about the mod (and ofcourse the mod itself), I'm a programmer so I'd really like to do some stuff with this. From what I've heard you created an awesome base. I have a few questions! Sorry if I would learn any in a new video. I myself am an avid settlement builder - is there any way I can make it so I don't absolutely NEED plots to have upgrades happen? Or a way later I can tweak the numbers programmatically or anything like that? I'm asking because sometimes I create very detailed plots myself, from homes, to shops, in specific places. If my settlers all have beautiful homes custom made, looking at the videos normal beds don't count on the HUD. Same with me creating big shops. - It wouldn't necessarily conflict with lore as they made have discovered hidden loot, or they got help from a third party, something like that. Second - is there a way to add custom build plots(edit: a new workshop item) to your mod without breaking everything? I've been thinking of really cool idea's for plots, but a lot of them would be as I call them "indoor plots" think of a flat. Stuff like "randomized building but no roof" since they're already indoors, or "no left wall" and "no right wall" to create a semi-2 people home. Edit: I mean actually a different "workshop item" to place down, "home plot no roof." Hope that explains a bit better. (I'd imagine this would need a bit of programming, which is fine for me. just spouting ideas here.) Maybe there'd also be a way to select a specific plots to build. I absolutely love randomness for plots. (I really do!), but sometimes people want a specific theme. Ofcourse you can add a bunch of categories like BoS, Institute, etc. or one can choose the actual building being built and allow the players to create their own themes without having to "box" every home into a theme-set. IE, the option to have control. Strict government minutemen :^) Hope questions or explanations like these are in any way helpful, I'm entirely grateful for this mod, so I hope you don't feel like you now have "even more stuff to get done.". It's already awesome enough as is. Thanks!
I'll be open sourcing the framework I built Sim Settlements on in the future - not sure on the timeline, after things settle down a bit. You can turn off the Job Requirements in the holotape, and I'll be adding an option to turn off the Commercial Home requirements in a future update. Theme sets may happen eventually. In the meantime, if you pick up a plot and choose the middle option and then exit workshop mode the plot will be placed back down and your settler will start building a different build plan! You can see which one they are working by viewing the plaque. So if you don't like a certain model, or after building packs start coming out you only want a certain type, you'll be able to arrange it that way.
Hey kinggath really enjoying your mod man, like a lot..but can’t find anything online talking about the commercial plot where u make a pet store do you have to upgrade your previous plots? Or do you have to use all commercial plots first?
Excellent mod to help in settlements. Are you able to build your own ideas into your settlements on top of this mod working in background? I have some settlements that I have custom made buildings and others...that I would like to 'sustain' itself in the environment it represents. Thank you for the hard work...keep em coming.
Thanks kinggath....especially for quick reply. I just discovered this mod and im excited to run with it. Love the concept and methodology... Keep them coming!
Hey there, awesome mod! Couple of questions, I started a new game to tinker around with the mod and I'm at the stage where I returned to Sanctuary with the miserable minutemen... Is Preston considered a settler until you unlock him as a follower after clearing Corvega? Because he is the only one that can't be assigned to a residential plot and I think I'm missing one for the full bar. Also, and this is the important one, does this mod make most of the junk obsolete? Seems like laying down a plot takes very little materials, for the stuff that's inside, I find that most of the junk that I was previously hoarding to be able to build stuff isn't that useful any more aside from things needed for turrets and generators/lights. And finally can we maintain mixed settlements that work happiness wise? Like have some of the settlers assigned to residential and commercial plots, and have some sleep in vanilla beds and doing vanilla stuff, would that work? Or what if I want to have some settlements be "Sim Settlements" and some be Vanilla, entirely made by me, would the empty HuD mod bars on those ruin the settlement happiness?
Check out the FAQ video I posted today - I think it clears up most of your concerns! In short, mixed settlements will absolutely work - especially with the latest version.
quick question. are you planning to add more upgrades later in the mod development? I would like to see some skyscraper type buildings. other than that I love this mod.
I think this is by far one of the best mods out there, one question however. I started a new game and tried the plots with the first few settlers you get from concord, however building the plot seems to take forever with realism off ?
There are occasions where a plot can get stuck (pretty rare usually - and the latest version, should have this mostly resolved). If you assign someone to a plot and doesn't progress through building stages at all after about a minute - just pick it up in workshop mode and choose the last option - then cancel the movement. This will cause a little detonation and force the plot to reset itself.
So, I got this recently and I have not seen any of my agricultural plots upgrade yet. How long do I have to wait, and exactly how much defense do I need in order to make them better? (The bar is full)
How to you "see" them? I can't get rid of the quest marker and they won't upgrade.. Ahh I went to remove "hold upgrades before I see them" since it messed it up for me.
When i install mods it dont read the description beside requierments and such, i like myself to be supprised, i just instaled sim settlements conquer, i cant wait to find some “vacant” settlements.
Goldeathorus I haven't fully decided how i want to make use of happiness in the mod. So until I do, I don't want to risk trivializing it. Good idea though, might be a good direction to go!
Hey so I build a plot and nothing happens. The residential shows the NPC building it but it never starts building. The scaffolding shows up but nothing happens
Awesome mod, had major fun witj this. Just one question, i started a fresh game with all the add ons i could store, ive just got preston and the gang back to sanctuary and built the desalinator and one agricultural plot, i have ample defense and 2 home plots but im seeing zero activity at any plot. What have i done wrong?
First of all, GREAT mod, I can finally finish my Spectacle Island city well. But none of my buildings seem to upgrade, even though all my meters are full... I tried sleeping a few days, but that didnt work. Is it only in-game time?
A few days is not quite enough time. If you have a lot of robots you may need to build some extra food and water (this will be fixed in 1.0.6), also check out this video for some details on what else may be causing the issue: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-cZJ5TjQZQBA.html
Hi, really nice mod tnx. Wonder could you help me with a small problem. I had 4 residence recently upgraded to level 2, all within a very short amount of time. So when I activate the city manager tracking quest, all 4 markers show up. I had the option to view upgrades enabled so I suspect this is what the quest markers are, only thing is when I go up to markers nothing happens, no quest completion or no information, so I'm guessing these residence are probably stuck at level 2? I tried disabling the option to view upgrades but still the quest markers remain.
hey kinggath! I really love this mod and I don't think I will uninstall it ever xD. Anyway, I have a problem with the mod... The snapping system doesn't really work that well, sometimes I have to be extremely precise when I want to put some plots together. Is this problem a common one or am I the only one that has it?
For the plots without foundations, that's common. There's only so much I can do though - at how large these are - the game struggles to calculate the positioning sometimes.
mw47 I'll be releasing a video covering troubleshooting of that soon. In the meantime, check the bugs section of the mod page. Some users have posted steps to resolve issues with the hud piece.