orbital2014 Posted July 17, 2016 Share Posted July 17, 2016 Basically are their mods out there which allow you to streamline or eliminate the settlement building aspect of this game? I occasionally feel like restarting the game to play with new mods in a clean install of this game.However the idea of going through all the settlement BS again is daunting and frankly now quite unappealing. I see a lot of mods providing additional elements for building the settlements, but not much in the way of prefab or complete settlement builds. I do understand that you can avoid most of the settlements in game, and ignore the radiant quests relating to them.But every so often the game will have a non radiant mission requiring a player to invest time in developing them. A simple solution to a lot of this would be just to have a couple of self powered prefab structures (perhaps on poles to minimize ground collision issues) which are fully furnished with bunks and decor / food and water sufficient to satisfy the needs of 2 or 4 people.Then to build a settlement you just add about 5 of these units and move on. A better solution and more "immersive" would be to have a fully modular settlement modeled for each location where game play is the player investing in upgrades to bring it up to 100% (think Breezehome FullyUpgradable as settlement)Personally my aesthetics would lean to a more Concrete Bunker / Institute building set. And ideally such an upgrade system would also allow the stripping of all "crap" shacks, rubbish and weeds from the vicinity of a settlement.You could potentially modify the work bench by adding a terminal screen to interface, or just assign the first settler as an "architect" and use dialog to start the upgrade system. Finally (i need to look in nexus) but are there any mods which will intelligently assign the settlers to the various jobs around the settlement, (even to the point where settlers might outfit them self's appropriately) Link to comment Share on other sites More sharing options...
Ethreon Posted July 17, 2016 Share Posted July 17, 2016 Unless someone bothers to script some, not really. You can't have a prefab that is already made and you just plop it down - everything inside it will be STATIC. Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted July 17, 2016 Share Posted July 17, 2016 It would have to be scripted in so each item is kept in some kind of list or it would have to be a bunch of disabled stuff that will always be in the same place every time you play it but the items only enable when you drop enough resources into the workshop and then come back in 24 hours. Would be great to just setup the settlement beacon and not even worry about it anymore just come back when I need stuff and it would auto build, auto assign settlers and auto arm them too. At first a few show up and then the settlement auto caps them at 20 except at some settlements like hangmans alley for example. The way the default game dialogue with preston implies, this is all the player needs to do, setup a crap gas generator and a settlement recruitment beacon and fagetaboutit. Why can't it really work this way? Oh and all the xp earned from building each piece of the settlement will be added to the player after 24 hours all at once. Link to comment Share on other sites More sharing options...
tawatabak Posted July 17, 2016 Share Posted July 17, 2016 try using thishttp://www.nexusmods.com/fallout4/mods/8330/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D8330%26preview%3D&pUp=1 than you only have to build the perfect settlement once and use it with every playthrough u do in the future Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted July 17, 2016 Share Posted July 17, 2016 Does it add the xp from building each part of the settlement? I didn't see that anywhere on the mod page. Link to comment Share on other sites More sharing options...
tawatabak Posted July 17, 2016 Share Posted July 17, 2016 i dont think so but leveling in fallout is fast enough if you ask me i wouldnt need those exp Link to comment Share on other sites More sharing options...
orbital2014 Posted July 18, 2016 Author Share Posted July 18, 2016 Unless someone bothers to script some, not really. You can't have a prefab that is already made and you just plop it down - everything inside it will be STATIC. Are you saying that a prefab bunker with a modeled bed/s, generator, turret, perhaps even a garden planer cannot have multiple stats, ie 10 def 50 power, 2 beds, 2 water 5 food? Or rather the garden, bed and any other interactive built into a prefab wont be recognized as such. ie you cannot build a prefab item with sub-components? Link to comment Share on other sites More sharing options...
Ethreon Posted July 18, 2016 Share Posted July 18, 2016 Unless someone bothers to script some, not really. You can't have a prefab that is already made and you just plop it down - everything inside it will be STATIC. Are you saying that a prefab bunker with a modeled bed/s, generator, turret, perhaps even a garden planer cannot have multiple stats, ie 10 def 50 power, 2 beds, 2 water 5 food? Or rather the garden, bed and any other interactive built into a prefab wont be recognized as such. ie you cannot build a prefab item with sub-components? Not as one single mesh. You either make it yourself in game from the separate elements, or someone makes a script that places all the separate elements around a spot player specifies. Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 18, 2016 Share Posted July 18, 2016 Unless someone bothers to script some, not really. You can't have a prefab that is already made and you just plop it down - everything inside it will be STATIC. Are you saying that a prefab bunker with a modeled bed/s, generator, turret, perhaps even a garden planer cannot have multiple stats, ie 10 def 50 power, 2 beds, 2 water 5 food? Or rather the garden, bed and any other interactive built into a prefab wont be recognized as such. ie you cannot build a prefab item with sub-components? Ethreon's already covered this, but just to respond to one part I spotted in there. It would be easy enough to add the stats as you mentioned. You could make an invisible object or a pet brahmin that adds whatever you like to the settlement stats. However the only in game support for a combined prefab turns it all into a single item which would all do either nothing, or the same one thing when interacted with. You'd also have trouble with animations sometimes depending on how you did it. It is possible to use papyrus scripting to directly create objects where you want them. (Look at the mod 'Campsite' for examples of this sort of thing). However doing that for a whole settlement would be a difficult and slightly tedious process. Link to comment Share on other sites More sharing options...
Omegacron Posted June 5, 2017 Share Posted June 5, 2017 I'm late to this party, but we now have a mod for this situation. Check out "Sim Settlements" - basically you mark off zones like in Sim City (housing, commercial, utility, etc.) and then the incoming settlers build everything themselves. Link to comment Share on other sites More sharing options...
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