I think what would be great is if somehow the contraptions dlc could be used as special unlockable plots. Like a factory producing ammo boxes or something and like 3 settlers needed to work the building with idle anims (terminals, writing on paper/boards, welding, etc.) That'd be cool.
Casino sounds perfect for a recreational plot type I'm pretty sure I'm going to add after all the cool suggestions for buildings like this! Security related plot type is also happening for sure!
kinggath maybe you could have more advanced settler needs, say Health, Education, and Crime, that become more relevant as your settlement gets bigger. Education and Health make settlers more efficient, and Crime can negatively affect settler output (i.e. Theft). I want to scour the land for pre-war books to build a library!
This already looks beyond amazing as is! The potential is absolutely huge too! Just reading the comments here and there is some awesome ideas already. I really think taxes have to eventually be related to happiness and growth in this mod and it will be even better. I'm guessing that the overall produce (bottlecaps, scrap items, food etc) is based on number and level of shops, farmers, industrial and so on. The taxes then give you a percentage of the gross produce. So higher taxes give more of that income. It will make a big positive difference to this if upgrades take longer with higher tax and as you suggest settlers are attracted more slowly to the settlement. The slower upgrades mean will have to decide whether you want more reward now or more growth. Not only reward in tax but the other rewards you talk about like specific bonuses and tech. If you want to have a fully upgraded settlement getting all the rewards you will get there more quickly if you have lower tax. It would also be awesome if the higher taxes gave you lower happiness and that negatively effected the speed of upgrades and eventually the income itself. So you could set taxes at 100% but people wouldn't take it for long and would go on strike or refuse to pay taxes!
I think a good unlock for this mod could be a guard post/building that remains empty until an attack, and when an attack happens settlers could run to it and pick up a specific weapon type, for example a sniper tower, or a machine gun post, or maybe even one that gives the settler a flare gun to call for Minutemen support. It would really change how settlement battles are fought, and would make them more dynamic and tuned to the player's play style. This is kind of what I wanted to do with my settlements, as I have uniformed guards with certain weapon types, but when an attack happens everyone runs around in a frenzy and abandons their posts, so I have snipers running right up to attackers, which kinda defeats the purpose of making a specific sniper class. I think something like this would really add to immersion and give settlers more realistic combat patterns and roles.
The armory idea is amazing, i hope you let us choose which type of armor they use if that is added Another thing that you could add (Which probably would be very difficult, but i will just leave it here as an idea) is travelers/visitors that would come to your settlement when you have enough shops to buy and give you profit, maybe seeing them sitting at the bar, etc
The thing I've wished for the most in settlements is them to buy stuff from stores and use them (like your armory idea)! I can't wait to see that happen
Hm, inventions could be something like improved water pumps, generators, turrets (like one would start with mk1 ones and ends up with mk 7 or whtever the highest ones are, directly craftable or upgradable?), maybe some immersive fast travel options like motorcycles etc? Hm, whate else could make sense? I guess several decorations maybe in various stages too, like dirty/ages statues to restored ones. Hm, vertibird or other vehilce supply lines perhaps? Maybe a food processor which would produce crafted food like vegetable soups (without actually crafting those and just adding them per time interval) etc? Same things for all the things ;D Like combines plots? A industrial scrapper with metal armor production, an animal farm with leather armor, scrapper again for pipe weapons and/or raider armors, maybe a laboratory lokking plot for energy weapons/ammo. So the raider/pipe things would be the start then leather and metal and lastly energy? if both are for armor and guns one could have upgrades in several fields perhaps? Like heavy weapons or small arms, laser or plasma. Well that are just my ideas ^^" not sure how feasible anyway but hey nothing wrong with offering ideas, right? No one is forced to act upon after all :D
First. Thank you for the MOD! A distribution system for gear you want to give your settlers would be great. A way to keep gear so it helps you "giving to settlers" that you don't want to junk yet or clutter boxes or the workshop with.
An armoury would be just, AMAZING! Im tierd of going to every settler and giving them stuff, I got an idea, there would be a terminal inside the armoury where you choose what settlers get, example Farmers should wear: (Selection of Armour, clothing,etc) Farmers should be armed with: (Selection of guns in categorys like “Rifels” “Pistols” “Heavy guns” “explosives” “etc”) Then a chest where you deposit said items in it so it takes from that selection of items. And if the items are not in the chest you get a misc quest marker telling you what item is missing, Example (Armoury is missing “Leather chest”) (Armoury is missing “Road leathers”) Just an idea, Sorry if i miss spelled anything
Armory! Yes! Please let this be in the mod! Having to micromanage the equipment upgrades of my guards is a HUGE pain in the ass. What I have always wished for was simply an armory 'container' that I could dump stuff into, that guards would pick equipment out of. Settlers too of course, once the guards have had their picks. It would probably also benefit from a mannequin system where a dummy can be 'equipped' with the ideal uniform, gear, weapons, etc., and then all guards will do their best to match that loadout from whatever they can get out of the armory.
Wondering of you could add buildings that settlers could train at to increase stats. or even gain perks that help them, like the weapon damage perks, or even raise their Ability scores. i.e Gyms, schools, shooting ranges.
New plot type Entertainment. A sports arena such as boxing, shooting tournaments (targets) where settlers actually use and watch the events. Could be indoor or outdoor.
Great mod, kinggath! An idea for the unlocks might be to have unique building types become available, for example, like the noodle shop in D.C.. Something iconic for that settlement and that settlement only. I'm not sure what type of unique building would be appropriate for each settlement, but it's just an idea anyways.
I can't wait to see something like an armory or making the systems help you in the wasteland beside just sitting there and generating profit. PRAISE KINGGATH :D
I like the armory idea. it would be nice if the same can be done after a raid against the settlement. let the settlers pick the raiders clean of equipment and clothing, caps in the workbench....then disposal of the bodies.
love the mod idea, due to the defence requirements, would it work to add guard posts (pre war police station?) for zones? For example a area is zoned guard station and over time it becomes a tower for defence. The settler assigned could also become better equipped over time also. Also is there a way to include buildings that already exist into settlement housing such as the sunshine coop cabins. keep up the good work!
how do the industrial plots work and how do they tie in with wasteland workshop also can you get it to count our customized homes and shops along with the Sim plots
Industrial right now just create scrap generating buildings - though the first major expansion will make them a lot more interesting. You can change options in the holotape so that the Home and Job meters are ignored which is perfect if you want to mix and match further.
I'm thinking about installing this mod, and I'm starting to look really hard for reasons not to :D Just because I haven't found any, not because I don't want to install it :P How does the taxation system work? Do you "collect" every time you visit your settlements based on the time passed since your last visit? Or is it like a "weekly fee" that adds stuff every 7 ingame days? Do the settlers react to tax changes? Eg., you make the taxes go up, and for that, you accumulate negative happiness in intervals. Or vice versa with lower taxes you accumulate positve happiness. I find it interesting how much you can modify around the scripts of the settlement system.
Right now the taxes are just deposited to your work bench every few days, the amount is calculated by a bunch of different factors. Eventually it will affect things like happiness, production, and recruitment rates so that it becomes a little mini-game in itself.
Hi again! One final thing, How many people can one residential plot hold? is just one, and it upgrades, and it gets fancier/more tax? or does it get fancier/more tax/holds more peeps? :) sorry im new to this!
So curious, how exactly do you collect the taxes? I've been notified of a tax day occurring a few times, but I'm not sure how to collect the taxes, if I even need to, or what exactly the taxes would be giving me (unsure if it would be caps, scrap, food, etc.) Honestly, having the settlers build their own houses is already good enough on its own, but I still would like to know how to operate the other functions of the mod. All in all though, great mod! ^_^
Thought I covered it, but maybe I forgot in all my excitement to get the mod out! They are deposited in your workshops. So each settler will dump their share in the workshop of the settlement they live in.
I'd love if this where more room based. In other words I build the place ( since I like it clean) have rooms the sizes of your current plots and settlers populate that room with their stuff maybe as if it were a vault 88 version where they really could not build buildings but just build in the rooms, if I'm making any sense. I'm just not really a shanty town fan for all my settlements I feel it's been enough time where many would be moving forward. Farms would be modular pieces to a large greenhouse, hydroponic complex.
Probably outside the scope of this mod, but at some point I am going to open source some of the modular pieces of the mod, so maybe someone could take the torch and run with this idea!
This still allows for the typical build style though right as in works along side vanilla? If so I think this might be great for the further out settlement so they build up before I reach them, when I arrive i'd lol demolish the shacks as I build my multi story, utilize every inch, style buildings. Hey I'm not evil I'd build them nicer stuff based on decorations in their shack.
Btw would the room idea not just be the same as this only without the need for walls etc to be built by the mod? I mean a player would need to just keep the space open for just the floor plot used on this and the player builds out the walls and door, ( btw not requesting it just curios and trying to possibly give ideas I know modding can be time consuming).
The framework would be the same for sure. I plan on open sourcing the framework used to build Sim Settlements at some point. I could definitely see someone running with the indoor idea as it's own mod, been a lot of requests for that!
It's a very long-term question, but do you think you'll do the same sort of work for Raider Settlements from Nuka-World? All in all, this is fucking amazing!
I think because the number of people who go the raider route is lower than the number of people who do regular settlements, I will probably focus my efforts on non-raider style. Though if I grow my team and someone wants to take on some raider friendly gameplay - I'm definitely not opposed to it, just have to choose my battles as my time is not unlimited. Glad you like it!
you are a fucking genius. now i dont have to spend a ton of time making settlements and not get anything out of it except for adhesive and a shit ton of boreing quests. also question how many caps do you actually get and where do you collect them?
The cap count starts small, but by late game if you build up a ton of settlements you will earn thousands every few days. They are deposited in your workbenches.
great job man keep it up! and could i ask you one more thing? i build commerce and industriel plots(2) and then it says i dont have enough homes? and the industry is assaignd but its not building :3
Since "Don't Call me Settler" has left us for good and there's no suitable replacement... is there any hope this mod could potentially name settlers via the "House" plot they are assigned to by interacting with the plaque?
I hadn't yet. The goal of this isn't to make money, it's to make Fallout 4 the game it should be! All donations can be made through the Nexusmods.com link on the mod page, the money is being reserved for professional services such as voice actors and websites to enhance the mod!
Even if the goal of this isnt to make money, money makes goals easier to obtain. I would strongly reccomend you make a patreon page, and/or link the donation page in the description of each video.
There is the side effect of most people on patreon wanting "bonus" stuff per donation tier and expecting a certain timeframe to updates. Which means the author has to take time out to do whatever is needed every month to make the rewards happen and ensure content is posted on time, not an easy task by any measure. There is a lot of extra work that comes with a good Patron page. Of course, he could avoid all of that and put info on the page that the mod is the reward. Just have a single $1+ tier, info links, and use the feed to post mod info and videos. But then all you really have is a Patreon tip jar (of which a cut is taken), which he is already doing with the donation system on the Nexus. Might as well just keep it all in one place.
It might be something I do in the future, right now I just want to focus on the mod's release. Lot of little bugs to work out, questions to answer, and I want to do an xbox release, as well as getting the modder's toolkit out so people can start building add-on packs. Like Mr. McFadden said, a Patreon page does take some amount of effort, and I'm already limited on time to work on this project as is. Though like you said Garret, money makes goals easier to obtain- so maybe I can hire an intern! ;)
Usually that means the needs aren't all met. The settlers kind of go on strike when they're hungry. Make sure food, water, and defense meters are full - then leave the settlement (go pretty far away), and when you come back that group should start paying up again.
kinggath if I may reply, they still don't pay taxes even tho all their need are met. happiness take forever to raise and/or seem to be stuck at 80. my 6 settlers all have upgraded house, farm, shop. everything work fine except no money. thanks for your time.
It didn't even occur to me that it's a spoiler. You can go through the whole game and never find out about this, it was a really poorly implemented, confusing mechanic and not something cool like it could have/should have been.
I think what would be great is if somehow the contraptions dlc could be used as special unlockable plots. Like a factory producing ammo boxes or something and like 3 settlers needed to work the building with idle anims (terminals, writing on paper/boards, welding, etc.) That'd be cool.
this dude has straight up opened up the flood gates of the potential of the settlement system.
You are AWEOME man! Sim Settlements is probably the best mod I have ever seen!
I think both a criminal and health and safety system would be really neat to add.
I'd like to see a sheriff office with a raider inside or something XD
Casinos! Gambling encourages crime but increases happiness.
Casino sounds perfect for a recreational plot type I'm pretty sure I'm going to add after all the cool suggestions for buildings like this! Security related plot type is also happening for sure!
kinggath maybe you could have more advanced settler needs, say Health, Education, and Crime, that become more relevant as your settlement gets bigger. Education and Health make settlers more efficient, and Crime can negatively affect settler output (i.e. Theft). I want to scour the land for pre-war books to build a library!
Very nice.
This already looks beyond amazing as is! The potential is absolutely huge too! Just reading the comments here and there is some awesome ideas already. I really think taxes have to eventually be related to happiness and growth in this mod and it will be even better. I'm guessing that the overall produce (bottlecaps, scrap items, food etc) is based on number and level of shops, farmers, industrial and so on. The taxes then give you a percentage of the gross produce. So higher taxes give more of that income. It will make a big positive difference to this if upgrades take longer with higher tax and as you suggest settlers are attracted more slowly to the settlement. The slower upgrades mean will have to decide whether you want more reward now or more growth. Not only reward in tax but the other rewards you talk about like specific bonuses and tech. If you want to have a fully upgraded settlement getting all the rewards you will get there more quickly if you have lower tax. It would also be awesome if the higher taxes gave you lower happiness and that negatively effected the speed of upgrades and eventually the income itself. So you could set taxes at 100% but people wouldn't take it for long and would go on strike or refuse to pay taxes!
I think a good unlock for this mod could be a guard post/building that remains empty until an attack, and when an attack happens settlers could run to it and pick up a specific weapon type, for example a sniper tower, or a machine gun post, or maybe even one that gives the settler a flare gun to call for Minutemen support. It would really change how settlement battles are fought, and would make them more dynamic and tuned to the player's play style. This is kind of what I wanted to do with my settlements, as I have uniformed guards with certain weapon types, but when an attack happens everyone runs around in a frenzy and abandons their posts, so I have snipers running right up to attackers, which kinda defeats the purpose of making a specific sniper class. I think something like this would really add to immersion and give settlers more realistic combat patterns and roles.
This is one of the most exciting and best ideas for a mod I've seen, very engaging!!!
A way to equip and arm your settlers gradually over time is a mod I've been waiting for since the game came out. Please do this for me
This man has added the depth to settlement management that the game should have had.
The armory idea is amazing, i hope you let us choose which type of armor they use if that is added
Another thing that you could add (Which probably would be very difficult, but i will just leave it here as an idea) is travelers/visitors that would come to your settlement when you have enough shops to buy and give you profit, maybe seeing them sitting at the bar, etc
The thing I've wished for the most in settlements is them to buy stuff from stores and use them (like your armory idea)! I can't wait to see that happen
I love the idea that you have here, like the armour and the discovery idea, I hope that you'll do that PLEASE
I agree with you about doing extra quests, I love doing them, and I hope you can find a way to combine the mods you make to go with this one...
Hm, inventions could be something like improved water pumps, generators, turrets (like one would start with mk1 ones and ends up with mk 7 or whtever the highest ones are, directly craftable or upgradable?), maybe some immersive fast travel options like motorcycles etc?
Hm, whate else could make sense? I guess several decorations maybe in various stages too, like dirty/ages statues to restored ones. Hm, vertibird or other vehilce supply lines perhaps? Maybe a food processor which would produce crafted food like vegetable soups (without actually crafting those and just adding them per time interval) etc? Same things for all the things ;D Like combines plots? A industrial scrapper with metal armor production, an animal farm with leather armor, scrapper again for pipe weapons and/or raider armors, maybe a laboratory lokking plot for energy weapons/ammo.
So the raider/pipe things would be the start then leather and metal and lastly energy? if both are for armor and guns one could have upgrades in several fields perhaps? Like heavy weapons or small arms, laser or plasma.
Well that are just my ideas ^^" not sure how feasible anyway but hey nothing wrong with offering ideas, right? No one is forced to act upon after all :D
First. Thank you for the MOD! A distribution system for gear you want to give your settlers would be great. A way to keep gear so it helps you "giving to settlers" that you don't want to junk yet or clutter boxes or the workshop with.
An armoury would be just, AMAZING! Im tierd of going to every settler and giving them stuff,
I got an idea, there would be a terminal inside the armoury where you choose what settlers get, example
Farmers should wear: (Selection of Armour, clothing,etc)
Farmers should be armed with: (Selection of guns in categorys like “Rifels” “Pistols” “Heavy guns” “explosives” “etc”)
Then a chest where you deposit said items in it so it takes from that selection of items. And if the items are not in the chest you get a misc quest marker telling you what item is missing, Example (Armoury is missing “Leather chest”) (Armoury is missing “Road leathers”)
Just an idea, Sorry if i miss spelled anything
Would be neat to have a "Guard Tower" or "Militia Outpost" plots. Tired of my settlers being dumb around hand-built guard perimeters.
Wait, that wouldn't work if I assign robot to it...huh.
adding the unlock system would be awesome.
Armory! Yes! Please let this be in the mod! Having to micromanage the equipment upgrades of my guards is a HUGE pain in the ass. What I have always wished for was simply an armory 'container' that I could dump stuff into, that guards would pick equipment out of. Settlers too of course, once the guards have had their picks. It would probably also benefit from a mannequin system where a dummy can be 'equipped' with the ideal uniform, gear, weapons, etc., and then all guards will do their best to match that loadout from whatever they can get out of the armory.
Wondering of you could add buildings that settlers could train at to increase stats. or even gain perks that help them, like the weapon damage perks, or even raise their Ability scores. i.e Gyms, schools, shooting ranges.
New plot type Entertainment. A sports arena such as boxing, shooting tournaments (targets) where settlers actually use and watch the events. Could be indoor or outdoor.
Great mod, kinggath! An idea for the unlocks might be to have unique building types become available, for example, like the noodle shop in D.C.. Something iconic for that settlement and that settlement only. I'm not sure what type of unique building would be appropriate for each settlement, but it's just an idea anyways.
I think the taxes should also affect the happiness.
I can't wait to see something like an armory or making the systems help you in the wasteland beside just sitting there and generating profit. PRAISE KINGGATH :D
This is so great man, Fallout 4 has been hitting its stride lately and this is just launching it into greatness.
I like the armory idea. it would be nice if the same can be done after a raid against the settlement. let the settlers pick the raiders clean of equipment and clothing, caps in the workbench....then disposal of the bodies.
Bethesda truly and seriously needs to hire you
love the mod idea, due to the defence requirements, would it work to add guard posts (pre war police station?) for zones? For example a area is zoned guard station and over time it becomes a tower for defence. The settler assigned could also become better equipped over time also.
Also is there a way to include buildings that already exist into settlement housing such as the sunshine coop cabins.
keep up the good work!
this looks awesome. great work.
how do the industrial plots work and how do they tie in with wasteland workshop also can you get it to count our customized homes and shops along with the Sim plots
Industrial right now just create scrap generating buildings - though the first major expansion will make them a lot more interesting.
You can change options in the holotape so that the Home and Job meters are ignored which is perfect if you want to mix and match further.
A must have mod
Are we getting XP from our managed settlements when they are on auto pilot? If not we are losing a lot of xp, can we get rewarded xp?
Hey, did this unlock system with an armory ever get implimented?
I'm thinking about installing this mod, and I'm starting to look really hard for reasons not to :D Just because I haven't found any, not because I don't want to install it :P
How does the taxation system work? Do you "collect" every time you visit your settlements based on the time passed since your last visit? Or is it like a "weekly fee" that adds stuff every 7 ingame days?
Do the settlers react to tax changes? Eg., you make the taxes go up, and for that, you accumulate negative happiness in intervals. Or vice versa with lower taxes you accumulate positve happiness.
I find it interesting how much you can modify around the scripts of the settlement system.
Right now the taxes are just deposited to your work bench every few days, the amount is calculated by a bunch of different factors. Eventually it will affect things like happiness, production, and recruitment rates so that it becomes a little mini-game in itself.
The best Mod for Fallout 4 ^^
Hi again! One final thing, How many people can one residential plot hold? is just one, and it upgrades, and it gets fancier/more tax? or does it get fancier/more tax/holds more peeps? :) sorry im new to this!
For some reason I dont get the wood or cement wiew when i go to place the plots
The foundations were separated from the plots in a recent patch. They are under Structures > Wood > Floors, and Structures > Concrete > Floors.
When you unlock a new type of plot, you unlock it in any settlement?
Does this reward system applies in RotC too?
"taxation is theft" hahahahha
I think I love you man...
Hello! where do the taxes get collcted from?
You can find them in the workbenches in cap form at each of the settlements with plots.
Thanks again kinggath! :D! love the dedication to the community!
So curious, how exactly do you collect the taxes? I've been notified of a tax day occurring a few times, but I'm not sure how to collect the taxes, if I even need to, or what exactly the taxes would be giving me (unsure if it would be caps, scrap, food, etc.) Honestly, having the settlers build their own houses is already good enough on its own, but I still would like to know how to operate the other functions of the mod. All in all though, great mod! ^_^
Thought I covered it, but maybe I forgot in all my excitement to get the mod out! They are deposited in your workshops. So each settler will dump their share in the workshop of the settlement they live in.
Oh okay, thanks for such a speedy reply as well! ^_^
I'd love if this where more room based. In other words I build the place ( since I like it clean) have rooms the sizes of your current plots and settlers populate that room with their stuff maybe as if it were a vault 88 version where they really could not build buildings but just build in the rooms, if I'm making any sense. I'm just not really a shanty town fan for all my settlements I feel it's been enough time where many would be moving forward. Farms would be modular pieces to a large greenhouse, hydroponic complex.
Probably outside the scope of this mod, but at some point I am going to open source some of the modular pieces of the mod, so maybe someone could take the torch and run with this idea!
This still allows for the typical build style though right as in works along side vanilla? If so I think this might be great for the further out settlement so they build up before I reach them, when I arrive i'd lol demolish the shacks as I build my multi story, utilize every inch, style buildings. Hey I'm not evil I'd build them nicer stuff based on decorations in their shack.
Btw would the room idea not just be the same as this only without the need for walls etc to be built by the mod? I mean a player would need to just keep the space open for just the floor plot used on this and the player builds out the walls and door, ( btw not requesting it just curios and trying to possibly give ideas I know modding can be time consuming).
The framework would be the same for sure. I plan on open sourcing the framework used to build Sim Settlements at some point. I could definitely see someone running with the indoor idea as it's own mod, been a lot of requests for that!
Very nice ty for responding. I have the mod now and having my builds include spaces for these builds mixed with my norm very nice ty.
I cant find an answer for this, whats the hud mod?
You're a goddamn saint.
It's a very long-term question, but do you think you'll do the same sort of work for Raider Settlements from Nuka-World? All in all, this is fucking amazing!
I think because the number of people who go the raider route is lower than the number of people who do regular settlements, I will probably focus my efforts on non-raider style. Though if I grow my team and someone wants to take on some raider friendly gameplay - I'm definitely not opposed to it, just have to choose my battles as my time is not unlimited.
Glad you like it!
Oh, btw - someone posted on the nexus forums for the mod about their experience using it with raiders - sounds like it works for the most part!
Thanks for the tip, I'll look into it! And good luck!
you are a fucking genius. now i dont have to spend a ton of time making settlements and not get anything out of it except for adhesive and a shit ton of boreing quests. also question how many caps do you actually get and where do you collect them?
The cap count starts small, but by late game if you build up a ton of settlements you will earn thousands every few days. They are deposited in your workbenches.
will the mod work with other mods that eliminate settlement limits
This mod has the settlement limit reduced mostly as the plots dont take that big of a hit on the limit
what if i plant normal crops? did this work also?
Chemiker Yes, you can mix in vanilla items. Assign them to the home first, then the crops. After a few seconds they will get their house back.
great job man keep it up!
and could i ask you one more thing? i build commerce and industriel plots(2) and then it says i dont have enough homes?
and the industry is assaignd but its not building :3
Check out the FAQ video for info on commercial. RE Industrial: Try downloading 1.0.6a, some people reported buildings getting stuck prior to that.
Since "Don't Call me Settler" has left us for good and there's no suitable replacement... is there any hope this mod could potentially name settlers via the "House" plot they are assigned to by interacting with the plaque?
I'm looking into a means to add naming, I want it to appear the same way DCMS did - but without causing the broken saves.
you could use a list of randomly generated names, including the ones used by pre-war codsworth (when he says the players name)
Chris Thompson Why did don't call me settler go? do you know?
the author removed it due to some glitch/bug and they are either still working on it or gave up
Sloan Blackhart Ah okay thanks I liked that mod always wondered where it went
have you considered setting up a patreon page?
I hadn't yet. The goal of this isn't to make money, it's to make Fallout 4 the game it should be!
All donations can be made through the Nexusmods.com link on the mod page, the money is being reserved for professional services such as voice actors and websites to enhance the mod!
Even if the goal of this isnt to make money, money makes goals easier to obtain. I would strongly reccomend you make a patreon page, and/or link the donation page in the description of each video.
There is the side effect of most people on patreon wanting "bonus" stuff per donation tier and expecting a certain timeframe to updates. Which means the author has to take time out to do whatever is needed every month to make the rewards happen and ensure content is posted on time, not an easy task by any measure. There is a lot of extra work that comes with a good Patron page.
Of course, he could avoid all of that and put info on the page that the mod is the reward. Just have a single $1+ tier, info links, and use the feed to post mod info and videos. But then all you really have is a Patreon tip jar (of which a cut is taken), which he is already doing with the donation system on the Nexus. Might as well just keep it all in one place.
It might be something I do in the future, right now I just want to focus on the mod's release. Lot of little bugs to work out, questions to answer, and I want to do an xbox release, as well as getting the modder's toolkit out so people can start building add-on packs. Like Mr. McFadden said, a Patreon page does take some amount of effort, and I'm already limited on time to work on this project as is.
Though like you said Garret, money makes goals easier to obtain- so maybe I can hire an intern! ;)
all my settlers are synth cause synth production factory.
my settlers don't pay taxes even tho they have everything up and running. welp! on X1
Usually that means the needs aren't all met. The settlers kind of go on strike when they're hungry. Make sure food, water, and defense meters are full - then leave the settlement (go pretty far away), and when you come back that group should start paying up again.
kinggath if I may reply, they still don't pay taxes even tho all their need are met. happiness take forever to raise and/or seem to be stuck at 80. my 6 settlers all have upgraded house, farm, shop. everything work fine except no money. thanks for your time.
Is there anywhere where the standard rate of tax is shown?
I mean, I can't tell at all what exactly is earning me what from the taxes and when...
crime i.e robbing other settlers
999 ... I was so close
"...detecting synths in your settlements"
Big spoiler right there. I haven't got to this part yet, am on my first playthrough. FFS.
It didn't even occur to me that it's a spoiler. You can go through the whole game and never find out about this, it was a really poorly implemented, confusing mechanic and not something cool like it could have/should have been.
hell i have had it happen once in over 300 hours on one playthrough
more tax! I am wasting my time help these plebs