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I think Horizon adds them under special because it adds its own costs to them for "balance" reasons but it doesn't do a very good job and doesn't include industrial revolution.
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# ? Jan 3, 2018 00:12 |
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# ? Jun 4, 2024 02:41 |
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So started my new game of Horizon with the new Sim Settlements and its going a lot better now that I have a better idea going into it. Thanks for the advice thread! The Rise of the Commonwealth appears to be working fine for me with the compatibility patch. Fair warning, if you start the city plan in Sanctuary for Sim Settlement, it will nuke all of the workstations, including the Power Armor rack (my power armor itself was fine), but this can be kind of annoying to deal with. Also, currently, only companions from the base game and DLC can be leaders, which limits how many self building cities you can have actively managed. They are working on an API so people can make mods that add more potential leaders (or make new companion mods act as leaders), but definitely put some thought into where you want your cities started up. Most of the settlements are supported, with updates to RotC on the way to support all of them. My overall assessment so far is that it feels pretty solid. There is room to micro, or you can back out and let it handle itself for the most part. They are also careful to leave areas untouched so that you can add your own touches, and if you do end up placing something conflicts, the settlers will just clip into it so you can move what you did to resolve the conflict without tearing your work down. It is REALLY nice seeing that someone joined a settlement while you are out, build their own housing and then resolve out a job for themselves based on the needs of the settlement. Note also that it is assumed that certain settlements will have different focuses, and that self sufficiency comes from the trade networks BETWEEN the settlements, not on each settlement on its own. This is very much about rebuilding society, not having a bunch of disconnected townships.
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# ? Jan 3, 2018 00:41 |
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TaintedBalance posted:The Rise of the Commonwealth appears to be working fine for me with the compatibility patch. Fair warning, if you start the city plan in Sanctuary for Sim Settlement, it will nuke all of the workstations, including the Power Armor rack (my power armor itself was fine), but this can be kind of annoying to deal with. It will actually do this in every settlement, but only when you first activate the automatic city building for that settlement. So to be safe, if you plan on using it for a settlement, don't build anything there, or if there's stuff already there you'd like to keep, drop it into storage first. After it sets up the initial base layout, you can build anything freely without worrying about it being scrapped.
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# ? Jan 3, 2018 00:45 |
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The Cheshire Cat posted:It will actually do this in every settlement, but only when you first activate the automatic city building for that settlement. So to be safe, if you plan on using it for a settlement, don't build anything there, or if there's stuff already there you'd like to keep, drop it into storage first. After it sets up the initial base layout, you can build anything freely without worrying about it being scrapped. Yeah but you need a high charisma, highish level perk to build the work benches, and they cannot be stored like wall tiles or whatever. So if they get scrapped then you lose that functionality altogether.
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# ? Jan 3, 2018 00:53 |
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I finally picked up the DLC for this in the sale. I never used any mods when I last played the game because I wanted them to mature a bit, so now I'm wondering: is it best to play through the game again and experience the DLC stuff without mods, or should I just dive straight in and add as many goodies as possible? I guess the reason I ask is that not having any experience with the DLC yet, I'm uncertain how certain mods will enhance or diminish the experience.
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# ? Jan 3, 2018 00:53 |
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Seashell Salesman posted:Yeah but you need a high charisma, highish level perk to build the work benches, and they cannot be stored like wall tiles or whatever. So if they get scrapped then you lose that functionality altogether. Generally they can be stored, but not the ones that are already in Sanctuary for some reason. Drunk in Space posted:I finally picked up the DLC for this in the sale. I never used any mods when I last played the game because I wanted them to mature a bit, so now I'm wondering: is it best to play through the game again and experience the DLC stuff without mods, or should I just dive straight in and add as many goodies as possible? I guess the reason I ask is that not having any experience with the DLC yet, I'm uncertain how certain mods will enhance or diminish the experience. This of course depends heavily on what sort of mods you might want to play with and what sort of experience you would like to have. I played Far Harbor for the first time with Horizon and True Storms, both of which complimented the atmosphere beautifully.
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# ? Jan 3, 2018 00:57 |
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OwlFancier posted:Sim settlements should be at the end of the list on its own menu, not the start, but you may need to install settlement menu manager for it to do that. Mine works fine with architect and I believe sim settlements recommends SMM. I have SMM loading after Horizon, Architect, and Sim Settlements, but the Sim Settlements menu entry doesn't show up. I do have the sensors and holotape in my inventory, so I have no drat clue what is going on.
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# ? Jan 3, 2018 02:40 |
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So are there any real world/modern weapon mods out there that A) Seed themselves into levelled lists (so they'll be used by people other than me) and B) are balanced with/for Horizon? Collections with multiple weapons in them would be extra nice but I don't mind individual installs so long as all I don't have to do anything special to set them up and get them to play nice with each other.
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# ? Jan 3, 2018 03:28 |
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You can turn on god mode in the console and that will let you build things you don't have the material or perks for. Just turn it on to get your workbenches back since you are fixing something the mod messed up for you.
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# ? Jan 3, 2018 06:30 |
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I wanted to try Sim Settlements and a few decor mods out and a week later I've fallen down a Fallout building hole again. I had a lot of fun building myself a tiny house inside my Red Rocket brutalist megafortress, albeit one with a throne on top: I wanted to see how much I could squeeze into about two rooms and it turns out, quite a lot. This is looking through the front door: On one side at the back, there's a bathroom and a porch with a bathtub on it (which can't quite be seen here): And on the other, itty bitty kitchen and table, plus the bedroom: I just realized my mannequin is floating off the floor a little. D'oh. And the bathtub nook, luxuriously situated in the fresh air but safe from prying eyes: Right now it's my favorite settlement. Something about that rocket just makes me smile.
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# ? Jan 3, 2018 06:55 |
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dragonshardz posted:I have SMM loading after Horizon, Architect, and Sim Settlements, but the Sim Settlements menu entry doesn't show up. I do have the sensors and holotape in my inventory, so I have no drat clue what is going on. I figured out the problem: I am a retard and didn't run the SimSettlements holotape which must be done to actually enable the menu.
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# ? Jan 3, 2018 10:25 |
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The Cheshire Cat posted:So are there any real world/modern weapon mods out there that A) Seed themselves into levelled lists (so they'll be used by people other than me) and B) are balanced with/for Horizon? Collections with multiple weapons in them would be extra nice but I don't mind individual installs so long as all I don't have to do anything special to set them up and get them to play nice with each other. Just in case you missed it, there's the Official Weapon Merge Pack.
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# ? Jan 3, 2018 11:31 |
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TaintedBalance posted:So started my new game of Horizon with the new Sim Settlements and its going a lot better now that I have a better idea going into it. Thanks for the advice thread! How well do the new interior plots fit into some of the Architect buildings?
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# ? Jan 3, 2018 17:03 |
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Horizon's all-over-the-place documentation has frustrated me so much I'm making a little static site that organizes it all, and provides searching and a glossary that shows you all the versions that mention a certain term. Hopefully this will help shore up the deluge of people screaming about Horizon not being documented well. It is documented well; it's just *messy*.
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# ? Jan 4, 2018 06:34 |
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Sometimes the documentation is wrong though. (Usually because it's outdated)
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# ? Jan 4, 2018 06:52 |
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What the gently caress. Dogmeat cannot be a city leader in Rise of the Commonwealth? Who the hell else is fit to lead Red Rocket (aka the best settlement)? e: also the suggestion to rebuild your workbenches in god mode when RotC scraps them doesn't work in Survival because tgm is disabled there even when you have re-enabled the console. Seashell Salesman fucked around with this message at 07:34 on Jan 4, 2018 |
# ? Jan 4, 2018 07:17 |
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Seashell Salesman posted:What the gently caress. Dogmeat cannot be a city leader in Rise of the Commonwealth? Who the hell else is fit to lead Red Rocket (aka the best settlement)? As an alternative, since all the craft benches are also available at the Red Rocket down the road, just use that as a base while Sanctuary is level 0? Pretty sure all the craft benches come back when it hits level 1. (or alternately, leave Sanctuary as is while the Red Rocket goes from 0 to 1, same caveat applies I think) Also, just level 1 is goddamn ridiculous, especially in Sanctuary, I cannot wait to see where the hell this ride is going to go for level 2.
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# ? Jan 4, 2018 10:13 |
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horse mans posted:Horizon's all-over-the-place documentation has frustrated me so much I'm making a little static site that organizes it all, and provides searching and a glossary that shows you all the versions that mention a certain term. The Lone Badger posted:Sometimes the documentation is wrong though. (Almost) all the changes that made it outdated are themselves well documented but awkwardly laid out (i.e. hidden in patch notes such that you have to workl backwards from the latest ones), which brings us back to why this is a useful project in the first place.
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# ? Jan 4, 2018 13:13 |
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A complete patch log, but buried in patch notes and change logs, means it's documented thoroughly. The fact that you felt such a need to pick that stuff out and put it into layman-readable terms that we now have a wiki for it that's not from the people who made Horizon themselves means that Horizon, no matter how thoroughly, is documented like poo poo. You are performing a public service, and that deserves appreciation, but Horizon's developers don't deserve any credit at all for their documentation.
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# ? Jan 4, 2018 19:07 |
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I tried out the Modern Firearms mod, but the weapons are all ridiculously high damage compared with vanilla and other modded weapons. What do?
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# ? Jan 4, 2018 20:39 |
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dont be mean to me posted:A complete patch log, but buried in patch notes and change logs, means it's documented thoroughly. That said, I'll take poorly structured but thorough documentation over the converse.
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# ? Jan 4, 2018 20:45 |
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dragonshardz posted:That said, I'll take poorly structured but thorough documentation over the converse. And I have absolutely no obligation to use a mod whose authors can't perform the basic due diligence to accomplish both, and shall not be made to feel otherwise.
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# ? Jan 4, 2018 20:49 |
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It's true that the experience of using Horizon is a bit mysterious but it's also true that it's unfair to blame the mod author for not providing enough external documentation. Most software doesn't have up to date, well organized, thorough documentation, or even two out of three of those. The root of the problem is that it overhauls many game systems but the base UI can't be adapted to provide in game directions for everything. There are many places where there is such direction, but it's not everywhere and unfortunately it probably can't be everywhere.
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# ? Jan 4, 2018 20:57 |
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BurtLington posted:I tried out the Modern Firearms mod, but the weapons are all ridiculously high damage compared with vanilla and other modded weapons. What do? Oh, you didn't run into any random Super Mutant crews all packing .338 Lapua sniper rifles, did you? :jerkoff: All I really wanted out of MW was FALs, but dumping all the Modern Counter Warfare Strike toys in, along with armor and accessories, and everything via that totally immersive vending machine? Nope'd out of that mod so hard I stopped trying to add weapons and added more high-res cruft instead. (Now I need to build a special display building just for all my comic books.)
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# ? Jan 4, 2018 22:14 |
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Zamboni Apocalypse posted:Oh, you didn't run into any random Super Mutant crews all packing .338 Lapua sniper rifles, did you? :jerkoff: Yeah I uninstalled it after like 30 mins when all the raiders were half raider armor, half tacticool urban camo pants. The some of weapons were cool, but god drat you just die in like three shots so it’s not even fun.
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# ? Jan 4, 2018 22:54 |
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Seashell Salesman posted:It's true that the experience of using Horizon is a bit mysterious but it's also true that it's unfair to blame the mod author for not providing enough external documentation. Most software doesn't have up to date, well organized, thorough documentation, or even two out of three of those. I mean, if you're making something for public release and can't make UI directions or tutorials, documentation is kinda important. I'm not seeing how being annoyed by a lack of it is unfair to the mod author. I do see how it's pretty unfair to the potential user to just assume they'll work it all out somehow despite incorrect and/or lacking documentation.
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# ? Jan 5, 2018 03:50 |
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My Sim Settlements menu is only giving me interior plots for Recreation and Martial stuff, is that normal? I get the impression it isn't but no amount of sorting mod orders or reinstalling things seems to be fixing it.
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# ? Jan 5, 2018 13:19 |
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dont be mean to me posted:And I have absolutely no obligation to use a mod whose authors can't perform the basic due diligence to accomplish both, and shall not be made to feel otherwise. You don't.... have to? Kitfox88 posted:My Sim Settlements menu is only giving me interior plots for Recreation and Martial stuff, is that normal? I get the impression it isn't but no amount of sorting mod orders or reinstalling things seems to be fixing it. Post your load order and make sure IR, SS, and ROTC are all updated to their latest versions.
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# ? Jan 5, 2018 19:17 |
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Midnight Voyager posted:I mean, if you're making something for public release and can't make UI directions or tutorials, documentation is kinda important. I'm not seeing how being annoyed by a lack of it is unfair to the mod author. I do see how it's pretty unfair to the potential user to just assume they'll work it all out somehow despite incorrect and/or lacking documentation. It's a bad situation, but if it's unusually expensive to create UI directions and it's continuously updated, and it's a non-commercial project with very limited resources, there isn't extra capacity to write lots of external documentation just by force of will. The large number of people enjoying it already, and who share bits of documentation online, would definitely not prefer that Zawinul spend his time doing technical writing instead of improving the mod-- which is the alternative (although likely he would just burn out doing that quickly and abandon the project regardless).
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# ? Jan 5, 2018 19:36 |
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OwlFancier posted:You don't.... have to? Actually, not using RotC right now because I was worried about bugs in a new release. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 ArmorKeywords.esm 9 9 XDI.esm 10 a HUDFramework.esm 11 b NAC.esm 12 c SimSettlements.esm 13 d Quieter Settlements - Recommended Settings.esp 14 e NoVanillaRadiantDLCLocations.esp 15 f LeverActionReloadOverhaul.esp 16 10 th1nkEyebot.esp 17 11 th1nkEyeBot-FarHarbor.esp 18 12 th1nkEyeBot-NukaWorld.esp 19 13 th1nkEyeBot-DLC03DLC04Addon.esp 20 14 CompanionsGoHome_A.esp 21 15 Craftable Armor Size.esp 22 16 Craftable Armor Size - Fix Material Requirements.esp 23 17 BrighterSettlementLights_LongAndSoft.esp 24 18 DD_Khassar_De_Templari_Increased_build.esp 25 19 ManufacturingExtendedFH.esp 26 1a DLC items to manufacturing.esp 27 1b ManufacturingExtended.esp 28 1c Vivid Fallout - All in One - Best Choice.esp 29 1d CompanionStatus.esp 30 1e Easier Hacking - 1 Word.esp 31 1f Easy Lockpick.esp 32 20 Faster Terminal Displays (20x).esp 33 21 SkipHSH1_6.esp 34 22 QuickTrade.esp 35 23 NPCGreetingTweak90.esp 36 24 NAI.esp 37 25 ImmersiveGenericDialogues.esp 38 26 LongRangeBulletHoles.esp 39 27 ShellRain.esp 40 28 PD_VisualReload.esp 41 29 GKX Worthwhile Caps Stashes.esp 42 2a Nuka-Cola Flavors for the Commonwealth.esp 43 2b RAW INPUT.esp 44 2c SafeTrunkContentsReworked.esp 45 2d SettlementMenuManager.esp 46 2e ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp 47 2f MK_ComponentsRedone_VIS.esp 48 30 dD-Enhanced Blood.esp 49 31 dD - Limited Blood Decals.esp 50 32 dD - Small Splatter Size.esp 51 33 FlaconOil HD ReTexture_Performance Pack_Part_1.esp 52 34 X01Light.esp 53 35 ModdableRobotSettlers.esp 54 36 TinaDeLucaSettlerVoiced.esp 55 37 Crimsomrider's DLC Ammo.esp 56 38 AllSetsExtended.esp 57 39 Mechanist Lair Overhaul.esp 58 3a FortHagenSataliteArrayOverhaul-Automatron.esp 59 3b The Castle.esp 60 3c nvvault1080.esp 61 3d HAIA With Crafting.esp 62 3e Armorsmith Extended.esp 63 3f Crimsomrider's Transparent Cleanroom Suit.esp 64 40 NAC-AE Patch.esp 65 41 EAMR.esp 66 42 MoreAGOMBz.esp 67 43 MoreAGOMBz_CP_ASE.esp 68 44 ClassicShacks.esp 69 45 Altairp's Animal Farm.esp 70 46 Better Settlement Defence.esp 71 47 PCDugBuildAWall.esp 72 48 Settler Sandbox Overhaul.esp 73 49 SkjAlert_All_DLC.esp 74 4a SimSettlements_XPAC_IndustrialRevolution.esp 75 4b SimSettlements_AddOnPack_Foundations_JtBryant.esp 76 4c PCDugWedges.esp 77 4d UncappedSettlementSurplus.esp 78 4e ValdacilsItemSorting-ArmorBySlot.esp 79 4f ValdacilsItemSorting-Weapons.esp 80 50 Radrose Usability Enhancements.esp 81 51 Armorsmith All DLCs Patch.esp 82 52 AWKCR - Color Swap Mod Slot Hider.esp 83 53 FlaconOil HD ReTexture_Performance Pack_Part_2.esp 84 54 Fat Man Weapon Rework - Nuka World and Far Harbor - Mav's Marvelous Mods.esp 85 55 Publick Occurrences Expanded.esp 86 56 DV-Durable Vertibirds.esp 87 57 contraptionslights.esp 88 58 BetterAutomatronWeapons.esp 89 59 Broadsider Weapon Rework - Mav's Marvelous Mods.esp 90 5a Cyrolator Weapon Rework - Mav's Marvelous Mods.esp 91 5b Fat Man Weapon Rework - Mav's Marvelous Mods.esp 92 5c GatlingLaserAmmoFix.esp 93 5d NuclearPhysicistFix.esp 94 5e Laser Musket Mods.esp 95 5f Missile Launcher Weapon Rework - Mav's Marvelous Mods.esp 96 60 Minigun Weapon Rework - Mav's Marvelous Mods.esp 97 61 Railway Rifle Weapon Rework - Mav's Marvelous Mods.esp 98 62 Yona_Weapon_DefenseGun.esp 99 63 NAC-FarHarbor.esp 100 64 NAC-NukaWorld.esp 101 65 Radrose Usability - Workbench Perk Requirements + Armorsmith.esp 102 66 Radrose - Valdacil Patch - Armorsmith Extended.esp 103 67 Radrose - Valdacil Patch - CompanionsGoHome_A.esp 104 68 Radrose - Valdacil Patch - Craftable Armor Size.esp 105 69 Radrose - Valdacil Patch - nvault1080.esp 106 6a Radrose - Valdacil Patch - Publick Occurrences Expanded.esp 107 6b Radrose - Valdacil Patch - SimSettlements.esp 108 6c CheatTerminal.esp 109 6d UsefulCrank.esp 110 6e UsefulCrank_LMO.esp 111 6f No Fusion Core Drain.esp 112 70 NoNegativeAffinity.esp 113 71 HalfAffinityCooldown.esp 114 72 NoNegativeAffinitySeason.esp 115 73 StartMeUp.esp 116 74 StartMeUpNukaWorldPatch.esp 117 75 StartMeUpFarHarborPatch.esp 118 76 StartMeUp VIS.esp Bolded the Sim Settlements related stuff. It's mostly just LOOT defined load order, but swapping stuff around didn't seem to help much. I tried putting all the SS stuff at the bottom with no go, for example.
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# ? Jan 5, 2018 20:01 |
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I want to get back into Sim Settlements but with the companions only limitation for city mayors, I have to wait until kinggath comes up with the next version that adds whatever he's planning for recruitable settlement leaders since there's a fair amount of settlements in the game that I can't be bothered to clear out and customize to my liking. ...to be honest, this is drat near all of them, actually. Ironically, Starlight Drive-in, the one that he's working on to include in the next set of auto-build settlements, is the one I find best for building on my own.
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# ? Jan 5, 2018 20:57 |
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toasterwarrior posted:I want to get back into Sim Settlements but with the companions only limitation for city mayors, I have to wait until kinggath comes up with the next version that adds whatever he's planning for recruitable settlement leaders since there's a fair amount of settlements in the game that I can't be bothered to clear out and customize to my liking. You can get quite a few companions fairly easily, you should be able to get nick, codsworth, curie, cait, preston, and strong quite simply. Kitfox88 posted:Actually, not using RotC right now because I was worried about bugs in a new release. I would suggest trying installing Settlement Menu Manager because that's supported by SS and is designed to overcome issues with lots of things adding to the menu. It should give you a new SS menu at the end of the root menu with all the gear in it. OwlFancier fucked around with this message at 21:12 on Jan 5, 2018 |
# ? Jan 5, 2018 21:10 |
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OwlFancier posted:You can get quite a few companions fairly easily, you should be able to get nick, codsworth, curie, cait, preston, and strong quite simply. Oh I know, I just don't like moving them from their "home" locations if I can help it since you can't order them back. It's a fussy lore thing, don't mind me.
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# ? Jan 5, 2018 21:16 |
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toasterwarrior posted:Oh I know, I just don't like moving them from their "home" locations if I can help it since you can't order them back. It's a fussy lore thing, don't mind me. https://www.nexusmods.com/fallout4/mods/10029/
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# ? Jan 5, 2018 21:18 |
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...of course there's a mod for it Thank you!
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# ? Jan 5, 2018 21:31 |
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OwlFancier posted:I would suggest trying installing Settlement Menu Manager because that's supported by SS and is designed to overcome issues with lots of things adding to the menu. It should give you a new SS menu at the end of the root menu with all the gear in it. 45 2d SettlementMenuManager.esp
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# ? Jan 5, 2018 21:38 |
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sadly this never worked for me still ended up just having to fastidiously make sure to never send piper or nick anywhere so they don't just abandon their day jobs to go hangout in my junkyard metropolis
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# ? Jan 5, 2018 21:45 |
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Kitfox88 posted:45 2d SettlementMenuManager.esp Must have missed that then. Is it not showing up in either menu? E: can't you just pick up another companion and then just tab/esc out of the "send previous companion to...:" screen and it sends them back to their home location?
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# ? Jan 5, 2018 22:01 |
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Perhaps a mod that simply makes all of Diamond City your settlement for purposes of sending people to stay.
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# ? Jan 5, 2018 22:03 |
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# ? Jun 4, 2024 02:41 |
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OwlFancier posted:Must have missed that then. Yeah. Like, Res/Agr/Ind/Com plots are all normal and pop into a submenu with the basic plot, concrete, wood, interior, but Rec and Martial plots only have the interior 1x1 plot option.
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# ? Jan 5, 2018 22:07 |