A couple of zone types you might look into adding is luxury/entertainment, and government. Something along the lines of some bars or clubs (too add happiness) for the luxury zones and then police stations (defense) or schools (more happiness. Plus I use Orphans of the Commonwealth a lot so seeing some random schools would be cool) for the government. Just a few thoughts. Great mod so far, downloading it and trying it now.
Great ideas! FYI, make sure you turn off Auto Assignment in the holotape if you're using Orphans - I've been told they can get stuck. I'm working on a fix right now.
Thanks for the heads up. Might want to put a note of that on your mods page until there is a fix just so that no one can complain that they didn't know.
Dude, you made an amazing job on this mod, most poeple don't realise the work behind all of that. Big up for you, you made the best settlement mod so far (and probably for a long time).
This is fantastic. I personally like the animal crossing system that Fallout 4 has, but I don't put equal effort into all settlements, so this will be excellent for the settlements that I don't pay as much attention too. Thanks for your hard work!
When I saw the plaque showing the creators name, I realized just how cool this mod is, amazing. I'm looking to jump in, but not sure where to start. Of course the InDepth Series, but then what?
Is there some place where i can find a detailed explanation of the options in the "Zoning laws" section of the holotape? THe previous version had explanations of what they meant. Now they don't, and i am unsure what most of them actually do.
Can this be mixed with traditional building? In big settlements you can build a lot of plots and single-live-in-cottages. But in more compact settlements like e.g. Hangmans Alley you need bunkhouses. Do the needs add up with both settlement/building styles?
I'm really really liking this mod, just getting back into FO4 and am loving it, but can I just get someone to say exactly what the HUD icons represent? I appreciate the effort in explaining everything but I've already jumped around in several videos, googled, and just don't really want to spend several hours watching videos thoroughly just to get a simple thing like that answered. In particular, what the heck is the house meter and caution work represent, and the bottom with a guy waving and the letter g next to it? I understand that the line is some currency thing, and the water/defense are obvious enough.
I've been experiencing some weird glitch or something, I'm not sure what's causing them but in sanctuary when my town has grown quite a bit, my food meter starts to go down untill it eventually reaches the point where it shows "999" (when it does this it the meter just drops down and the settlers complain) and my food is no longer working the way they should be. again, im not sure if its this mod or not so i just wanted to ask if anyone knows about this
turcumber Sounds like the dynamic needs is kicking your butt- try turning that off in the holotape. It can take a while for it to go into effect but it will eventually remove all the negative modifiers.
Sooo how does it actually work? I mean, how do I compensate for those numbers? If I have a +10 water machine, and it gradually lowers to 4 (and I have lets say 8 people), the water number still stays green. Does it mean I'm good??? Or should I build another water machine to increaste my water value??
Assuming it's possible, I would have made it so things like defense can't go below 0, so the defense would show 0 instead of 999. Sure, the numbers would be off at 0 instead of -1, but it would be less confusing.
Nice mod, enjoying it so far but I have a settlement that produces a lot of water and I think that has set the defence requirement unrealistically high (I have 8 heavy laser and 7 missile turrets and 14 heavy machine gun turrets and it's just about 1/3rd full. I have no more room for turrets and as such I am not meeting my people's requirements, slightly disappointing although I suppose I could just spam turrets in dumb places to force it up I would rather not have to!
That's actually bethesda's requirement for proper happiness and raid protection (food + water). I enforced it as an upgrade barrier as I think it adds a nice give and take to the game so you have to create things in balance - if you want to create a heavy production town than you need to defend it. I will be adding a defense plot at some point that will help with this as it will provide a lot more defense than the vanilla options.
The plaque only shows adjustments to the food and water need. At level 1, they just use the default amount. I may change that in the future to make it clearer. Good find!
It's a little more complex than that, I know Juicehead recently mis-reported how that part would work. The tutorials for modders and people who want to try modding to add their own stuff will be coming out sometime this week. Then you'll be able to download "add-on packs" that people release!
I've been trying to figure out what the 2nd from the bottom means on the HUD, but when I type in "needs" in the wiki it takes me straight to dynamic needs, with no explanation of what the icons mean. A recurring theme in this mod is to figure it out yourself, a little more guidance on how all these new mechanics work would be appreciated
The wiki is still a bit incomplete for sure, however these videos are a great start. The previous video in the series went over each icon on the HUD, stating that the 2nd to last bar being the "jobs bar". Basically the percentage how many of your settlers have a job (how many job plots vs settlers you have).
Great mod! I'm really enjoying your work man, thank you! but something weird is happening in my game. Whenever I start the game and walk into my settlement area, I see the dynamic needs hud. However if I go into construction mode, it's gone... it won't show up again until I load the save again.. tried walking away and coming back, fast travelling... nothing... do you know what might be causing this?
HUDFramework attaches the meters to the crosshair when you're in workshop mode (because the rest of the default HUD is hidden). So if you have the crosshair hidden - the meters are hidden as well.
Hi just letting you know that after the last update the sensors are sold by most trailers in the game they are free to purchase. I'm on xbox 1. I learn about your mod by watching oxhorn... I really do love your mod!. But i have a problem with my caps they don't move with the supply line I still have to fast travel to each settlement to collect caps. Any help would be appreciated I know this might be a stupid question but it's driving me nuts,
They should have a cost in 2.0.1, but feel free to enjoy the freebies if you don't want to update. lol The caps don't transfer with supply lines as far as I know - might be a mod out there to allow that though.
Plaques; Would it be possible for people to send a Settlement Blueprint with just ONE building to you? You be the judge of whether or not it's eligible for inclusion (no mods required/realisitc build etc.), then do it that way? Otherwise it'd be... Making it in the CK and then sending it to you how?
Absolutely. I'll be releasing a series of tutorial videos next week, that break the process into a bunch of steps. Anyone will be able to follow them. If you get some of the steps done, and want to donate the building to the cause - I'd absolutely implement it. We're going to need like 600 home models to live the dream of no duplicates!
Having problems with random settlers showing up then not being able to command them or place them on a plot or have a conversation with them that just stand around saying hello
+kinggath. that are named settlers. and i can't highlight them in work shop mode . should I place the mod in a specific spot in my load order I currently have it at the top
Enhanced Gameplay is the usual culprit for that. I keep a running list of mods that cause problems in settlements here: simsettlements.com/web/wiki/index.php?title=Problematic_Mods
I see, okay, how do I disable the added needs all together, though? As obviously I'm not using the HUD framework and don't wish to use the added needs that come with this mod. I remember seeing somewhere that they an be turned off, where do I go inside the holotape to find that? Thanks for your quick response!
It's called Dynamic Needs in the holotape. It will take about 20 minutes to fully turn off as it has to do some maintenance to existing settlements to remove the current ones.
Maybe I'm going blind, but I can't seem to find it? Could you pinpoint it out for me, at all? Sorry I'm a pain in the arse I know. Maybe like Here > here > here layout lol, thanks again bro!
It seems that most Sim Settlements Addons don't work properly with Dynamic Needs off. Meaning if one desires those extra Martial, Industrial and Agricultural addons, Dynamic needs become mandatory. ^ ^"
As of patch 2.1.2, all benefits now work with Dynamic Needs off. If you're finding that they don't work, you might need to do a manual install of the mod to ensure your game is using the latest files.
Sorry, I just saw this message now. RUclips has been terrible about notifications lately. Are you still having this issue? If so, can you open a bug report on the nexus page?
kinggath alright. I checked and it is still happening. When I look at the power pole, I do get the option to track the owner, however, only the text shows but not the button prompt. There is no option the look at plaque. I am on the XBONE. Thanks for your time.
Make sure you don't have the Immersion Breaker Breaker equipped. Then save and exit, and load back in - that might fix it. Seems a lot of Xbox players are having problems with the plaque. I'm not sure why that is - I just checked on my own xbox and it's working great.
Turning Dynamic Needs on or off takes a bit to kick in if you did so after you already built some plots. Try refreshing the plots and then look at them in Workshop mode to make sure things like the farms have a food number on them.
okay thanks ill try it when i start up the game again i stopped so i could download some other mods for my playthrough oh by the way theres this annoying thing where kids from the Orphans of the Commonwealth thing cant build a house and i think what would be really cool is if there was a way you could make maybe a commercial plot add on as an optional thing where one of the builds is an orphanage and then send the kids there if you have the mod that way they could stay there or add a way for multiple people to live in one house unless thinking about it they may or may not be the easier option for comparability to OotC because the other way youd have to establish it so that only certain ones can be assigned and only certain ones can not be assigned and so on over all i just think those are some good kicks at it cuz its hard to get at least 70 happiness for the horizon mod when you have homeless ones cuz for now the only way is the "beds are structures option" and assigning them to a bed, any way just a little tip/heads up
A couple of zone types you might look into adding is luxury/entertainment, and government. Something along the lines of some bars or clubs (too add happiness) for the luxury zones and then police stations (defense) or schools (more happiness. Plus I use Orphans of the Commonwealth a lot so seeing some random schools would be cool) for the government. Just a few thoughts. Great mod so far, downloading it and trying it now.
Great ideas! FYI, make sure you turn off Auto Assignment in the holotape if you're using Orphans - I've been told they can get stuck. I'm working on a fix right now.
Thanks for the heads up. Might want to put a note of that on your mods page until there is a fix just so that no one can complain that they didn't know.
Dude, you made an amazing job on this mod, most poeple don't realise the work behind all of that. Big up for you, you made the best settlement mod so far (and probably for a long time).
You are a genius. This mod adds so much content and play time
dude you are a god and i love you
This mod is awesome! This is the way Bethesda should've implemented settlement building from the get go!
this mod made me love fallout 4 again thank you
All those hours I spent making unique buildings now made pointless....THANK YOU SO MUCH!
Great work on the mod. Hope you grow on youtube and the modding community.
I'd suggest finding more things to mod!
Thanks! So much to do on Sim Settlements still!
This is fantastic. I personally like the animal crossing system that Fallout 4 has, but I don't put equal effort into all settlements, so this will be excellent for the settlements that I don't pay as much attention too. Thanks for your hard work!
love this mod have it on my Xbox one convinced a buddy to try it and he likes it to definitely worth downloading it brings life back to the game
impressive work man really like what you have done
When I saw the plaque showing the creators name, I realized just how cool this mod is, amazing. I'm looking to jump in, but not sure where to start. Of course the InDepth Series, but then what?
Thanks for this video. Now I understand what is going on and why. I love your mods!
Even though I own this on Xbox. I had to download this on Nexus just so I could Endorse. Also gave a Kudos
This guy is awesome
You the real MVP...brilliant mod
Is there some place where i can find a detailed explanation of the options in the "Zoning laws" section of the holotape? THe previous version had explanations of what they meant. Now they don't, and i am unsure what most of them actually do.
I need to re-write the help files. Completely forgot to do that. Check out the Holotape 2.0 video - it goes over some of the less obvious ones.
Can this be mixed with traditional building? In big settlements you can build a lot of plots and single-live-in-cottages. But in more compact settlements like e.g. Hangmans Alley you need bunkhouses. Do the needs add up with both settlement/building styles?
I'm really really liking this mod, just getting back into FO4 and am loving it, but can I just get someone to say exactly what the HUD icons represent? I appreciate the effort in explaining everything but I've already jumped around in several videos, googled, and just don't really want to spend several hours watching videos thoroughly just to get a simple thing like that answered. In particular, what the heck is the house meter and caution work represent, and the bottom with a guy waving and the letter g next to it? I understand that the line is some currency thing, and the water/defense are obvious enough.
I hereby award you 10 Damns. Use them as you will. ;)
I've been experiencing some weird glitch or something, I'm not sure what's causing them but in sanctuary when my town has grown quite a bit, my food meter starts to go down untill it eventually reaches the point where it shows "999" (when it does this it the meter just drops down and the settlers complain) and my food is no longer working the way they should be. again, im not sure if its this mod or not so i just wanted to ask if anyone knows about this
turcumber Sounds like the dynamic needs is kicking your butt- try turning that off in the holotape. It can take a while for it to go into effect but it will eventually remove all the negative modifiers.
Wow you thought of everything!
Sooo how does it actually work? I mean, how do I compensate for those numbers? If I have a +10 water machine, and it gradually lowers to 4 (and I have lets say 8 people), the water number still stays green. Does it mean I'm good??? Or should I build another water machine to increaste my water value??
What's the meter underneath the house meter icon? Is it industrial or agricultural?
It's the "Jobs" meter, includes all of the non-residential plots.
Assuming it's possible, I would have made it so things like defense can't go below 0, so the defense would show 0 instead of 999. Sure, the numbers would be off at 0 instead of -1, but it would be less confusing.
The way the framework is designed, it's not possible without editing the Vanilla scripts.
You had a perfect number of 1,500 subs... Had to change that
Nice mod, enjoying it so far but I have a settlement that produces a lot of water and I think that has set the defence requirement unrealistically high (I have 8 heavy laser and 7 missile turrets and 14 heavy machine gun turrets and it's just about 1/3rd full. I have no more room for turrets and as such I am not meeting my people's requirements, slightly disappointing although I suppose I could just spam turrets in dumb places to force it up I would rather not have to!
That's actually bethesda's requirement for proper happiness and raid protection (food + water). I enforced it as an upgrade barrier as I think it adds a nice give and take to the game so you have to create things in balance - if you want to create a heavy production town than you need to defend it.
I will be adding a defense plot at some point that will help with this as it will provide a lot more defense than the vanilla options.
So ghouls don't need food or water? as seen on the plaque.
The plaque only shows adjustments to the food and water need. At level
1, they just use the default amount. I may change that in the future to
make it clearer. Good find!
are you going to make a video about how you can add other peoples models to the mod or is that not a thing yet
It's a little more complex than that, I know Juicehead recently mis-reported how that part would work. The tutorials for modders and people who want to try modding to add their own stuff will be coming out sometime this week. Then you'll be able to download "add-on packs" that people release!
kinggath ok well either way love the work you are doingon the mod keep it up
I downloaded the mod but I can't find it in the workshop help?
Nick Nak Did the holotape spawn in the museum? There are a couple mods and also NMM that can screw up the mod from starting sometimes.
I've been trying to figure out what the 2nd from the bottom means on the HUD, but when I type in "needs" in the wiki it takes me straight to dynamic needs, with no explanation of what the icons mean.
A recurring theme in this mod is to figure it out yourself, a little more guidance on how all these new mechanics work would be appreciated
The wiki is still a bit incomplete for sure, however these videos are a great start. The previous video in the series went over each icon on the HUD, stating that the 2nd to last bar being the "jobs bar". Basically the percentage how many of your settlers have a job (how many job plots vs settlers you have).
VIP settlers, does that mean named people, and top-tier merchants? like would all of the original Sanctuary crew be considered VIP settlers?
At the moment its random vanilla settlers. The named settlers will most likely get back stories in their homes eventually.
Great mod! I'm really enjoying your work man, thank you!
but something weird is happening in my game. Whenever I start the game and walk into my settlement area, I see the dynamic needs hud. However if I go into construction mode, it's gone... it won't show up again until I load the save again.. tried walking away and coming back, fast travelling... nothing... do you know what might be causing this?
HUDFramework attaches the meters to the crosshair when you're in workshop mode (because the rest of the default HUD is hidden). So if you have the crosshair hidden - the meters are hidden as well.
oh I see
thank you so much! keep up the great work
Hi just letting you know that after the last update the sensors are sold by most trailers in the game they are free to purchase. I'm on xbox 1. I learn about your mod by watching oxhorn... I really do love your mod!. But i have a problem with my caps they don't move with the supply line I still have to fast travel to each settlement to collect caps. Any help would be appreciated I know this might be a stupid question but it's driving me nuts,
They should have a cost in 2.0.1, but feel free to enjoy the freebies if you don't want to update. lol
The caps don't transfer with supply lines as far as I know - might be a mod out there to allow that though.
Do you use any reshade or enb in this video?
Yes - but unfortunately I don't have the name of it. I installed it about a year ago and then stepped away from Fallout for a few months.
How do i turn Dynamic Needs on? i cant find it anywhere in the holo tape
It's under Configure Zoning Laws, should be on by default.
Thank you so much
Plaques; Would it be possible for people to send a Settlement Blueprint with just ONE building to you? You be the judge of whether or not it's eligible for inclusion (no mods required/realisitc build etc.), then do it that way? Otherwise it'd be... Making it in the CK and then sending it to you how?
Absolutely. I'll be releasing a series of tutorial videos next week, that break the process into a bunch of steps. Anyone will be able to follow them. If you get some of the steps done, and want to donate the building to the cause - I'd absolutely implement it. We're going to need like 600 home models to live the dream of no duplicates!
Well, someone seems to have thought this through! ;)
Sounds brilliant!
Having problems with random settlers showing up then not being able to command them or place them on a plot or have a conversation with them that just stand around saying hello
Do they have special names? Or are they named Settler? If they are named Settler, can you highlight them in workshop mode?
+kinggath. that are named settlers. and i can't highlight them in work shop mode . should I place the mod in a specific spot in my load order I currently have it at the top
Sim Settlements needs to be near the top, so that's good. Can you post a list of your other mods?
+kinggath hud framework. keynuker compatibility patch for hud framework. Enhanced game play(ego). clean&smooth: sanctuary hills. Realistic roads-fade. snappy housekit Xbox. construct a custom companio. Everyone's best frend(dog meat). Kg harness. colored highlights. companion tracker.
Enhanced Gameplay is the usual culprit for that. I keep a running list of mods that cause problems in settlements here: simsettlements.com/web/wiki/index.php?title=Problematic_Mods
I don't use HUD framework, and just want the regular needs (Boo, I know). So, currently, 999 defence lol, how do I go about fixing that?
As soon as you build enough defense objects it will pull your defense out of the negative (which is what the 999 means).
I see, okay, how do I disable the added needs all together, though? As obviously I'm not using the HUD framework and don't wish to use the added needs that come with this mod. I remember seeing somewhere that they an be turned off, where do I go inside the holotape to find that? Thanks for your quick response!
It's called Dynamic Needs in the holotape. It will take about 20 minutes to fully turn off as it has to do some maintenance to existing settlements to remove the current ones.
Maybe I'm going blind, but I can't seem to find it? Could you pinpoint it out for me, at all? Sorry I'm a pain in the arse I know. Maybe like Here > here > here layout lol, thanks again bro!
It seems that most Sim Settlements Addons don't work properly with Dynamic Needs off. Meaning if one desires those extra Martial, Industrial and Agricultural addons, Dynamic needs become mandatory. ^ ^"
As of patch 2.1.2, all benefits now work with Dynamic Needs off. If you're finding that they don't work, you might need to do a manual install of the mod to ensure your game is using the latest files.
I don't see the plaque when I walk up to a plot what do I do?
So when you push View Plaque, nothing happens?
no it's not there at all
What options are there when you look at the plot's post?
kinggath it just says find owner
Are you on PC? If so, I have some console commands that can help me figure out why it isn't working for you.
I don't seem to have the option to look at the plaque?
Sorry, I just saw this message now. RUclips has been terrible about notifications lately. Are you still having this issue? If so, can you open a bug report on the nexus page?
kinggath I don't know. I get burned out on fallout 4, so I haven't played much since this post. I'll get back to you.
kinggath alright. I checked and it is still happening. When I look at the power pole, I do get the option to track the owner, however, only the text shows but not the button prompt. There is no option the look at plaque. I am on the XBONE. Thanks for your time.
Make sure you don't have the Immersion Breaker Breaker equipped. Then save and exit, and load back in - that might fix it. Seems a lot of Xbox players are having problems with the plaque. I'm not sure why that is - I just checked on my own xbox and it's working great.
kinggath I'm also having the same problem. You mentioned the immersion breaker breaker, what is it and how do I make sure it's not equipped?
Do you plan to put this on the Xbox one?
Yep! Coming very soon. Just working on some issues with the HUD piece and want to clean up compatibility issues Nexus users report first.
kinggath could you say this month?
Most likely next week! Depends heavily on issues with HUDFramework being resolved.
kinggath cool! thanks!
Hey what's up guys, kinggath here.
comment for youtubes comment requirement
I TURNED IT OFF AND NOW ITS STUCK AT 0
Turning Dynamic Needs on or off takes a bit to kick in if you did so after you already built some plots. Try refreshing the plots and then look at them in Workshop mode to make sure things like the farms have a food number on them.
okay thanks ill try it when i start up the game again i stopped so i could download some other mods for my playthrough oh by the way theres this annoying thing where kids from the Orphans of the Commonwealth thing cant build a house and i think what would be really cool is if there was a way you could make maybe a commercial plot add on as an optional thing where one of the builds is an orphanage and then send the kids there if you have the mod that way they could stay there or add a way for multiple people to live in one house unless thinking about it they may or may not be the easier option for comparability to OotC because the other way youd have to establish it so that only certain ones can be assigned and only certain ones can not be assigned and so on over all i just think those are some good kicks at it cuz its hard to get at least 70 happiness for the horizon mod when you have homeless ones cuz for now the only way is the "beds are structures option" and assigning them to a bed, any way just a little tip/heads up
If your stuff stays at 0 after refreshing, it might be an issue with the Horizon Sim Settlements patch - I don't know if he's updated it lately.