we are a species centered on innovation and creativity.....thus this is how I imagine a generation of survivors in the fallout universe.....instead of feeling sorry and crying to past glory, we reemergence from the ashes of nuclear fire, repurposing scrap and trying to revive what was lost..!!!! I felt particularly annoyed having to accept the fact that Bathesda chose to paint the survivors as helpless and stagnant.... to not be able to recreate our civilization once again....and to instead slowly fade away.... it's funny cuz in a sense vault tec fail in their experiment and only was able to secure the survival of few.... considering how many vaults were lost, it was a colossal fail, tho few survived.!!! I cannot thank you enough for your hard work kinggath I wish you plans come to light and your work never forgotten.!!!
Kinggath. Could we get large plots that count for two regular plots. Like for residential a two plot would be a condo building 3 - 5 story's high or like a townhouse ? Also could we get something like skyscrapers 5 - 10 story buildings ? For commercial a large plot could be like a shopping mall. For recreational a large plot could be like a Bowling alley or pool hall. I love what your doing. Makes building city's so much easier. Could we also get better descriptions on building plan types. Like how many stories the plot will have at level 3.
One thing that I would love to see in the future for this, is the ability to change the theme of a settlement based on factions. You could have a BOS themed settlement waving their flags on martial plots at Outpost Zimonja, Institute at Sanctuary, Railroad in Hangman's Alley, Raiders at The Slog, Super Mutant Spectacle Island, Gunner Abernathy Farm. Maybe even have the ability to create and assign uniforms to guards. My mind is racing.
Ok so, this defence plots are still fairly limited. If I use the vanilla methods for increase defense, does Sim Settlment take that into account? so if I place lots of automatic turrets, does Sim Settlments recognize that?. Also, if use some manually placed crops and assign people to work on them, and also use some Sim Settlement farming plots, does Sim settlement recognize those vanilla crops as an increase in food supply?.
Yep, you can mix and match as much vanilla and other mod stuff as you like, in fact it's encouraged to mix and match so that you can have some finer control over things (especially considering how big the plots are). The only place where those things don't apply, is to the job requirement for upgrading residential. You have three ways to meet those upgrade requirements: Ensure your 70% of your settlers are working plot jobs, or change the holotape option All Work Counts As a Job to ON (which will make vanilla work act like a level 3 plot for those calculations), or finally - you can turn off the job requirement entirely.
Over all I think a mismanagement has happened and the prorities have become skewed in directions from really can't say. Hey; I want Obsidian running the show am Bethesda Grinding TES, and ESO. Obsidian needs the time and it's people back together and Fallout could revolutionize the market. The engine would have to be placed in display case of course, so the bugs wouldn't cause huge issues of course If I had the money and ability; have Obsidian choose any Engine they need.. What's heaps of money anyways *halo* good days. Cash obsidian should hire Sim S. Team! XD
You get guys (Npc) characters who are dedicated soilders. Personality type te fortress and they contruct and level up like gunner and get supplied by the armory. If possible i'd prefer the guards would wear the gear I would supply the armory and vendors sell the citizens and travelers surplus stock pipe weapons XD or bazookas hey. And rotating shifts programmed with chefs, O.O
Ok I just want to make sure of something. When I build the guard posts I assume the Settlers get assigned automatically like before. Can I still assign them to a single bed? For example in a larger settlement, if I build a barracks/armory or something and place beds in it, I can still assign settlers to them and have them as the guards or will I have to keep reassigning them to the guard post?
hey king . love the new plots but my martial plots didnt make any defense . they are powered and assigned. is it a bug or could another sim-set addon be interfering ? on xbox by the way . thanks and keep up the awesome work. 👍
It happens when Dynamic Needs is turned off. In the first patch, I'll add base values to them for when Dynamic Needs are off. All of the numbers in Sim Settlements are inflated to be balanced around having Dynamic Needs turned on - so I have to come up with back-up numbers that work well with vanilla if it's off. I just completely forgot to do so with Martial and Recreational!
ok. i recently restarted the game and was too lazy for their needs . i noticed that the iron mine would sometimes not let me out and id be in an infinite black screen with a loading symbol in the corner . i got around it by fast traveling out . is that from disabling the needs too ? i disabled alot from laziness. thanks for the quick reply
A small library with a few tables and chairs and books everywhere for happiness. I'd imagine in an actual wasteland, people would be using books as much as possible to learn new things in medicine, building, entertainment and education. Makes sense.
I just finished reinstalling Weaponsmith Extended 2 so that I can start installing/updating all of my other mods just for a new playthrough with Sim Settlements and Industrial Revolution. Can you believe the last version of SimSettlements I had installed was friggin' 1.0.2a? I love your work, and can't wait to dive back in!
All of my mods are available on Xbox. They can be difficult to find from the in-game search, so best to favorite them on Bethesda.net which puts them in your mod favorite list in game for easy download.
Do the guards still walk between guard posts and can you have a guard assigned to vanilla and your plots? Think you could change the guard animation so they actually stand with their gun out?
This might be a bit of a stretch, but why not manufacturing plots that use Contraptions Workshop? I suck at using the manufacturing system, yet I want to utilize it so bad!
Good info on those industrial plot requirements for the martial ones. I totally missed that in game. This is going to change a lot of my settlements (as I currently have a huge focus on traders, mostly. At least Bar + Medic.) Also: I wasn't planning on letting my settlements get bigger than ~8 people on this playthrough. (loading times later in game... even endless load killing my last one). But having ~3 guardposts, 5 industrial and the medic and bar will be 10. Add 1-2 food ones and 1-2 water ones... and I have a 14 people settlement. I guess that's going to be the core of all of them. Are the advanced industrial plots counting towards the 5 plot upgrade requirements?
Yeah, definitely. I know people call me crazy when I suggest this, but I find it OK to have some buildings not upgrade - good way to have some settlements feel less advanced than others and not all just clones of each other. That's part of the reason I made sure the defense was so high at each level on the Martial plot, so you'd have a reason to use it no matter how you designed your settlement.
Well, right now it's still too low to satisfy "starting needs". I would have expected to have 2 small towers be enough for a 4 people settlement (happened with abernathy) but I had to drop quite a bunch of turrets on top of that to get the defense up. Then again, maybe I'm just overly preoccupied with the defense rating... Right now I am working on how to deal with starting little settlements. Eventually you'll stumble upon the respective suggestion thread (A craftable starting-a-townhall-kit for a unique plot with advanced upgrades that incorporates a bed for a provisioner, minimal water, a tiny planter, a recruitment system like the one from the scavanger support, a med generator and bit of defense - basically a "drop this and come back later" pack.) - Enabling players to play sim settlements with no vanilla stuff needing to be created. Right now, I'm struggling to even get a settlement started, and playing survival really REALLY makes me want a doctor in all of them. ;) Love the mod(s).
It's cool. I just thought about doing a sim-settlement-only play. Now it's a "as much SS as possible". Starting water-well and turrets being kind of mandatory until there are like 6 or 7 settlers around. After that things fall into place and SS takes over. But I already read on the boards that there is some ongoing discussion. So I'll just sit back, relax and game. I said it there and I'll just say it again: Playing in survival with x3 damage and arriving at a settlement you haven't been to in a while (upgrades don't wait for me) is a real event. Having some abstract idea of "yeah, a bar here and a store there, and industrials over there... housing...." and arriving at a place that's living and breathing activity... It just feels so damn awesome, I find myself actually switching to 3rd person and walking into town, just to savor those moments.
i went with no mods and even in fallout mod-less the one by one guard is buggy, refresh refresh some times destroy rebuild for it to work weird still waiting to see if the robo work shop is working
If you're using mytigio's add-on pack, it apparently has a bug where it will assign one of it's industrial plans to the Martial plot. You'll want to manually choose a building plan for the 1x1 Martials while using that add-on pack until he fixes it.
kinggath lol awesome also I can't find the setting that turns of the requirements needed for building upgrades where is that at in the tape? Sorry for such a noobish question
Hey Kinggath, great work with the mod. I know you're hard at work creating lots of content for it, but I have a question for you about possible integration with another mod called Horizon, which is a hardcore survival gameplay overhaul if you aren't already familiar. Horizon does some of the same things as Sim Settlements' new Industrial Revolution plots, but with standard issue place-able stations instead of settlement plots - I.e. lumber yards, metal salvage, etc. However, Horizon also has a resource management system built in to track and integrate these resources into its larger gameplay systems, in order to make settlements matter more to the game over all. So my question - is there a possibility at compatibility patches that would allow the Industrial Revolution plots to show up in Horizon's settlement resource management systems? The two mods together already make Fallout 4 a vastly superior gameplay experience, and tighter integration between them would be amazing.
Mark Zero Gaming The creator of Horizon has been in touch with me a lot to allow him to rebalance Sim Settlements as a patch. It's a tall order though as our two systems are vastly different.
Right on. I hope that you guys can team up and bridge the gap. Even as two separate systems, both mods have made me care about settlements 110% more than I ever have in the past. Yours is just kinda more fun to work with. ;) Thank you for everything that you do. Your stuff is polished, easy to work with, and thus far pretty bug-free. Great work!
Yeah, if you don't have Upgrades Advanced set to Manual - the default option will have the plots upgrade on their own and for Advanced Industrial, they will choose a random available technology.
I loved the app and the mods I think they're great but I use a mod that lets me use wireless electricity so I don't have to have wires everywhere is it possible instead of having 3000 generators and wires everywhere that we can get a wireless mod. I just hate all the wires
Has anyone had the problem that there are no plot options with foundations in the menu? Been playing the mod and enjoying it greatly, but not being able to use foundations is more than a slight pain in the arse.
The foundations were separated from the plots recently. It was one of the changes that allowed for things like swapping the plot types on the ASAM Sensor menu. You can find the foundations under Structures > Wood > Floors and Structures > Concrete > Floors, or if you have SMM installed, they are under Sim Settlements > Foundations.
Hey king Gath I started a new game and began in sanctuary I have built all the advanced industries and some of the parks but the problem is that nothing is upgrading after waiting and going away from the settlement also my happiness says its increasing but it doesn't move past 20 so any help would be a amazing thanks for the update your the best.
Your workshop scripts may be stuck - can you try playing on a different character for a bit? If the problem happens there as well, you probably have a mod causing problems.
Please release an optional patch that removes the flagpost on the Martial plot please, as its unimmerive for my current settlements. (I already have flags but they all fly towards the east and the martial plot does the opposite.)
Actually, I think I could add the ability to control the flag direction - going to look into that for the patch where I add the ability to swap the flag art.
damnit. the one thing i dont lke is 5 industrial plots for upgrading defence. thats just aribtrary numbers. why not have it be one industrial but the defence needs it to be lvl 3? or a level 3 advanced? can i change this?
yeah! thats a good idea. 5 industrial plots TOTAL. so i can build 2 at sanct. 2 at starlight and one at red rocket. provided you have provisioners between them.
Even without the upgrades, the plot works far better than any vanilla defenses. Not everything needs to upgrade, little tiny cities won't have as much technology as larger ones. In the future, I'll be tieing the settlements together more - but right now, each is completely independent because the code to tie them all together is going to be a beast.
Oh, btw - you can turn off that requirement in the holotape! lol - forgot I try to make everything toggle-able. Which reminds me - I think we're due for a new Holotape video!
Do they have power? One of the weird quirks with the engine is that it takes away resources from things with a power connection if they don't have power - so even though the plot doesn't actually use power until level 2, the game engine requires it right away to provide the defense value.
I'm having the same problem, martial plot has power and is built but whenever I assign someone to them they dont seem to recognize it as a workable plot. settlers will work other plots while also being assigned to the martial plots, almost like residential plots.
Robert Kennedy I like to just use the vanilla water objects to start, and then switch over to the Community Wells on the Advanced Industrial plots later on.
Lol 5 plots for guard post to upgrade? Well by that logic I could only have 2 guards and 10 industrial before my game crashed. No but seriously love this mod can't wait for Xbox version to clear up a bit
kinggath actually curious about this however the industrial mod is a bit big and despite that it only takes 312 MB to download and I have 340 free it still says not enough room to download
The last 20 or so MB are reserved space. Bethesda's idea was that that space is used to update mods so general rule of thumb is you available space is going to have 20 MB subtracted.
I actually enjoy building more than just one settlement now.
we are a species centered on innovation and creativity.....thus this is how I imagine a generation of survivors in the fallout universe.....instead of feeling sorry and crying to past glory, we reemergence from the ashes of nuclear fire, repurposing scrap and trying to revive what was lost..!!!! I felt particularly annoyed having to accept the fact that Bathesda chose to paint the survivors as helpless and stagnant.... to not be able to recreate our civilization once again....and to instead slowly fade away.... it's funny cuz in a sense vault tec fail in their experiment and only was able to secure the survival of few.... considering how many vaults were lost, it was a colossal fail, tho few survived.!!! I cannot thank you enough for your hard work kinggath I wish you plans come to light and your work never forgotten.!!!
when you say that martial plots require X number of industrial plots, do both standard and advanced industrial plots count towards this total?
Yes, either will count.
Kinggath. Could we get large plots that count for two regular plots. Like for residential a two plot would be a condo building 3 - 5 story's high or like a townhouse ?
Also could we get something like skyscrapers 5 - 10 story buildings ?
For commercial a large plot could be like a shopping mall.
For recreational a large plot could be like a Bowling alley or pool hall.
I love what your doing. Makes building city's so much easier.
Could we also get better descriptions on building plan types. Like how many stories the plot will have at level 3.
One thing that I would love to see in the future for this, is the ability to change the theme of a settlement based on factions. You could have a BOS themed settlement waving their flags on martial plots at Outpost Zimonja, Institute at Sanctuary, Railroad in Hangman's Alley, Raiders at The Slog, Super Mutant Spectacle Island, Gunner Abernathy Farm. Maybe even have the ability to create and assign uniforms to guards. My mind is racing.
I have an idea for a recreational plot "shooting range" Il just leave that here 👍
Robert Marshall
The whole commonwealth is a shooting range...
jrea424 for the player, yeah, but not for the settlers, as they are the big gallery range targets ;)
Especially with rogue merconaries XD
Not sure if you've seen it yet, but I think your comment actually inspired one to be created!
how do u install those add on plots? im using vortex and getting mods from nexus
Does the sim settlements addons have a shared tag so it gets easier to find third party contributor content on nexus?
Ok so, this defence plots are still fairly limited. If I use the vanilla methods for increase defense, does Sim Settlment take that into account? so if I place lots of automatic turrets, does Sim Settlments recognize that?. Also, if use some manually placed crops and assign people to work on them, and also use some Sim Settlement farming plots, does Sim settlement recognize those vanilla crops as an increase in food supply?.
Yep, you can mix and match as much vanilla and other mod stuff as you like, in fact it's encouraged to mix and match so that you can have some finer control over things (especially considering how big the plots are).
The only place where those things don't apply, is to the job requirement for upgrading residential. You have three ways to meet those upgrade requirements: Ensure your 70% of your settlers are working plot jobs, or change the holotape option All Work Counts As a Job to ON (which will make vanilla work act like a level 3 plot for those calculations), or finally - you can turn off the job requirement entirely.
This is what the Workshop DLC's should of been.
Over all I think a mismanagement has happened and the prorities have become skewed in directions from really can't say. Hey; I want Obsidian running the show am Bethesda Grinding TES, and ESO. Obsidian needs the time and it's people back together and Fallout could revolutionize the market. The engine would have to be placed in display case of course, so the bugs wouldn't cause huge issues of course If I had the money and ability; have Obsidian choose any Engine they need.. What's heaps of money anyways *halo* good days. Cash obsidian should hire Sim S. Team! XD
@@PolarIre and now Microsoft is...
@@Patrickf5087 hol up
hey heres an idea for a 4x4 a fort/armoury/garrison it could easily give at least 50 defense
You get guys (Npc) characters who are dedicated soilders. Personality type te fortress and they contruct and level up like gunner and get supplied by the armory. If possible i'd prefer the guards would wear the gear I would supply the armory and vendors sell the citizens and travelers surplus stock pipe weapons XD or bazookas hey. And rotating shifts programmed with chefs, O.O
Ok I just want to make sure of something. When I build the guard posts I assume the Settlers get assigned automatically like before. Can I still assign them to a single bed?
For example in a larger settlement, if I build a barracks/armory or something and place beds in it, I can still assign settlers to them and have them as the guards or will I have to keep reassigning them to the guard post?
Yeah, you should be able to give them a bed.
Question. If I build 5 industrial plots to let the martial plot upgrade to 3 would I be able to destroy the industrial plots without any consequence
hey king . love the new plots but my martial plots didnt make any defense . they are powered and assigned. is it a bug or could another sim-set addon be interfering ? on xbox by the way . thanks and keep up the awesome work. 👍
It happens when Dynamic Needs is turned off. In the first patch, I'll add base values to them for when Dynamic Needs are off. All of the numbers in Sim Settlements are inflated to be balanced around having Dynamic Needs turned on - so I have to come up with back-up numbers that work well with vanilla if it's off.
I just completely forgot to do so with Martial and Recreational!
ok. i recently restarted the game and was too lazy for their needs . i noticed that the iron mine would sometimes not let me out and id be in an infinite black screen with a loading symbol in the corner . i got around it by fast traveling out . is that from disabling the needs too ? i disabled alot from laziness.
thanks for the quick reply
A small library with a few tables and chairs and books everywhere for happiness.
I'd imagine in an actual wasteland, people would be using books as much as possible to learn new things in medicine, building, entertainment and education. Makes sense.
What do I do with the Mis quest; "building lots & occupants"
That's directing you to find the owner of a building. Go up to any plot and hit the Find Owner option twice to clear it.
it's 2:55 on the east coast holy shot Gath
Yes- time to sleep lol - I'll get the rest of these edited tomorrow night.
I just finished reinstalling Weaponsmith Extended 2 so that I can start installing/updating all of my other mods just for a new playthrough with Sim Settlements and Industrial Revolution. Can you believe the last version of SimSettlements I had installed was friggin' 1.0.2a?
I love your work, and can't wait to dive back in!
@@khanayudash2475 Are you still playing with Sim Settlements? It's mind boggling how much it's improved!
@@KuriusOranj Oh, I know, I've been following it for 2 years now lmao. Conqueror is incredible.
When will this be available for the X-box1,and will the creation club stuff work with this mod?
All of my mods are available on Xbox. They can be difficult to find from the in-game search, so best to favorite them on Bethesda.net which puts them in your mod favorite list in game for easy download.
LOVE SIM SETTLEMENTS
Do the guards still walk between guard posts and can you have a guard assigned to vanilla and your plots? Think you could change the guard animation so they actually stand with their gun out?
Mr. Person no
Mr. Person they just stand with their gun out on the plot
I was more asking if he could change it so they would stand with their guns out. It makes lot more sense that way.
This might be a bit of a stretch, but why not manufacturing plots that use Contraptions Workshop? I suck at using the manufacturing system, yet I want to utilize it so bad!
The add-on pack Industrial City makes use of a lot of the Contraptions DLC!
Good info on those industrial plot requirements for the martial ones. I totally missed that in game.
This is going to change a lot of my settlements (as I currently have a huge focus on traders, mostly. At least Bar + Medic.)
Also: I wasn't planning on letting my settlements get bigger than ~8 people on this playthrough. (loading times later in game... even endless load killing my last one). But having ~3 guardposts, 5 industrial and the medic and bar will be 10. Add 1-2 food ones and 1-2 water ones... and I have a 14 people settlement. I guess that's going to be the core of all of them.
Are the advanced industrial plots counting towards the 5 plot upgrade requirements?
Yeah, definitely. I know people call me crazy when I suggest this, but I find it OK to have some buildings not upgrade - good way to have some settlements feel less advanced than others and not all just clones of each other. That's part of the reason I made sure the defense was so high at each level on the Martial plot, so you'd have a reason to use it no matter how you designed your settlement.
Well, right now it's still too low to satisfy "starting needs". I would have expected to have 2 small towers be enough for a 4 people settlement (happened with abernathy) but I had to drop quite a bunch of turrets on top of that to get the defense up. Then again, maybe I'm just overly preoccupied with the defense rating...
Right now I am working on how to deal with starting little settlements. Eventually you'll stumble upon the respective suggestion thread (A craftable starting-a-townhall-kit for a unique plot with advanced upgrades that incorporates a bed for a provisioner, minimal water, a tiny planter, a recruitment system like the one from the scavanger support, a med generator and bit of defense - basically a "drop this and come back later" pack.) - Enabling players to play sim settlements with no vanilla stuff needing to be created.
Right now, I'm struggling to even get a settlement started, and playing survival really REALLY makes me want a doctor in all of them. ;)
Love the mod(s).
I definitely didn't want to outright replace turrets, just make it so you don't have to spam them like you do in vanilla.
It's cool. I just thought about doing a sim-settlement-only play. Now it's a "as much SS as possible". Starting water-well and turrets being kind of mandatory until there are like 6 or 7 settlers around. After that things fall into place and SS takes over. But I already read on the boards that there is some ongoing discussion. So I'll just sit back, relax and game.
I said it there and I'll just say it again: Playing in survival with x3 damage and arriving at a settlement you haven't been to in a while (upgrades don't wait for me) is a real event. Having some abstract idea of "yeah, a bar here and a store there, and industrials over there... housing...." and arriving at a place that's living and breathing activity... It just feels so damn awesome, I find myself actually switching to 3rd person and walking into town, just to savor those moments.
i went with no mods and even in fallout mod-less the one by one guard is buggy, refresh refresh some times destroy rebuild for it to work weird still waiting to see if the robo work shop is working
If you're using mytigio's add-on pack, it apparently has a bug where it will assign one of it's industrial plans to the Martial plot. You'll want to manually choose a building plan for the 1x1 Martials while using that add-on pack until he fixes it.
k thanx , i know i am a pain lol love your mod just wanna get it working right and i have oCD lol so yeah drives me nuts lol
the only mod I have that could cause a problem would be spring cleaning ill just delete it and start a new game thanks for your fast response.
So the martial plot is producing no defense when first built when I look at the plaque it even says it's giving no defense
Until the first patch, you'll need Dynamic Needs on for it to give defense (was an oversight as we all tested with it on- oops)
kinggath lol awesome also I can't find the setting that turns of the requirements needed for building upgrades where is that at in the tape? Sorry for such a noobish question
Another thing I forgot in the release! I'm doing some coding tonight, this will 100% make it in the 1st patch (hopefully releasing Thursday).
Hey Kinggath, great work with the mod. I know you're hard at work creating lots of content for it, but I have a question for you about possible integration with another mod called Horizon, which is a hardcore survival gameplay overhaul if you aren't already familiar.
Horizon does some of the same things as Sim Settlements' new Industrial Revolution plots, but with standard issue place-able stations instead of settlement plots - I.e. lumber yards, metal salvage, etc. However, Horizon also has a resource management system built in to track and integrate these resources into its larger gameplay systems, in order to make settlements matter more to the game over all.
So my question - is there a possibility at compatibility patches that would allow the Industrial Revolution plots to show up in Horizon's settlement resource management systems? The two mods together already make Fallout 4 a vastly superior gameplay experience, and tighter integration between them would be amazing.
Mark Zero Gaming The creator of Horizon has been in touch with me a lot to allow him to rebalance Sim Settlements as a patch. It's a tall order though as our two systems are vastly different.
Right on. I hope that you guys can team up and bridge the gap. Even as two separate systems, both mods have made me care about settlements 110% more than I ever have in the past. Yours is just kinda more fun to work with. ;)
Thank you for everything that you do. Your stuff is polished, easy to work with, and thus far pretty bug-free. Great work!
I'm assuming this isn't out for Xbox yet? I downloaded the update this morning and I don't have the advanced industrial plots.
Launched on both platforms at the same time. It's a separate download from the Sim Settlements update.
kinggath oh.. 😌
Will a plot upgrade randomly after the requirements are met for upgrade?
Yeah, if you don't have Upgrades Advanced set to Manual - the default option will have the plots upgrade on their own and for Advanced Industrial, they will choose a random available technology.
+kinggath thanks, I spent some time trying to figure it out but I get it now, also, you are an absolute genius
were is the link to download?
I loved the app and the mods I think they're great but I use a mod that lets me use wireless electricity so I don't have to have wires everywhere is it possible instead of having 3000 generators and wires everywhere that we can get a wireless mod. I just hate all the wires
Has anyone had the problem that there are no plot options with foundations in the menu? Been playing the mod and enjoying it greatly, but not being able to use foundations is more than a slight pain in the arse.
The foundations were separated from the plots recently. It was one of the changes that allowed for things like swapping the plot types on the ASAM Sensor menu. You can find the foundations under Structures > Wood > Floors and Structures > Concrete > Floors, or if you have SMM installed, they are under Sim Settlements > Foundations.
Is it out? Are all these new plots in the v2.0 on Nexus?
The expansion is out! You'll need to update Sim Settlements to 2.0 and then download this www.nexusmods.com/fallout4/mods/25213/
This is amazing!
Hey king Gath I started a new game and began in sanctuary I have built all the advanced industries and some of the parks but the problem is that nothing is upgrading after waiting and going away from the settlement also my happiness says its increasing but it doesn't move past 20 so any help would be a amazing thanks for the update your the best.
Your workshop scripts may be stuck - can you try playing on a different character for a bit? If the problem happens there as well, you probably have a mod causing problems.
So much def it's how many ?
Please release an optional patch that removes the flagpost on the Martial plot please, as its unimmerive for my current settlements. (I already have flags but they all fly towards the east and the martial plot does the opposite.)
Actually, I think I could add the ability to control the flag direction - going to look into that for the patch where I add the ability to swap the flag art.
I wish guards stayed at their post 24/7 …. mine simply leave their post to maybe return every 4-5 days. immersion reduced to 0
damnit. the one thing i dont lke is 5 industrial plots for upgrading defence. thats just aribtrary numbers. why not have it be one industrial but the defence needs it to be lvl 3? or a level 3 advanced? can i change this?
yeah! thats a good idea. 5 industrial plots TOTAL. so i can build 2 at sanct. 2 at starlight and one at red rocket. provided you have provisioners between them.
Even without the upgrades, the plot works far better than any vanilla defenses. Not everything needs to upgrade, little tiny cities won't have as much technology as larger ones.
In the future, I'll be tieing the settlements together more - but right now, each is completely independent because the code to tie them all together is going to be a beast.
"not everything needs to upgrade"
are you insane?
Oh, btw - you can turn off that requirement in the holotape! lol - forgot I try to make everything toggle-able. Which reminds me - I think we're due for a new Holotape video!
yes, and we still need a force upgrade for testing purposes.
Patreon!!!
What’s the mod for the bra on the side and is it on Xbox?
Hope you mean bar, and not brazier lol It's from Sim Settlements if you install HUDFramework which is available on Xbox!
kinggath I did mean bar, thanks. And I hope you meant bra and not brazier lol. And thanks for naming the mod
The military plots don't seem to generate any defense for me. Am I missing something?
Yeah I'm having the same problem.
Do they have power? One of the weird quirks with the engine is that it takes away resources from things with a power connection if they don't have power - so even though the plot doesn't actually use power until level 2, the game engine requires it right away to provide the defense value.
I'm having the same problem, martial plot has power and is built but whenever I assign someone to them they dont seem to recognize it as a workable plot. settlers will work other plots while also being assigned to the martial plots, almost like residential plots.
Could you test the assignment with no other mods installed to see if it's a conflict?
Taylor Murphy the plaque on the plot itself even says it's producing no defense
how do I generate water
Robert Kennedy I like to just use the vanilla water objects to start, and then switch over to the Community Wells on the Advanced Industrial plots later on.
kinggath thank you
A-fuckin-mazing!
Lol 5 plots for guard post to upgrade? Well by that logic I could only have 2 guards and 10 industrial before my game crashed. No but seriously love this mod can't wait for Xbox version to clear up a bit
You can turn off the requirement, and it's not a per plot requirement. 5 industrial allows all martial in that settlement to upgrade.
kinggath actually curious about this however the industrial mod is a bit big and despite that it only takes 312 MB to download and I have 340 free it still says not enough room to download
The last 20 or so MB are reserved space. Bethesda's idea was that that space is used to update mods so general rule of thumb is you available space is going to have 20 MB subtracted.
Good to know!