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Immersive Settlement Building


OldManWithers

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I was thinking it would be cool to have something similar to the "Living takes Time" mod for Skyrim, but expanded for settlement building in FO4. So it might work like this: Anytime you scrap, build or repair, you pick 1 of 2 options:

 

1. Build yourself and time goes by, depending on how many components are scrapped/consumed.

2. Have settlers build/scrap it instantly.

 

For option 2, you spend "Settler Build Points", which accumulate over time for each settler.

 

I've actually been doing this manually for my current game, using pennies and nickels on my desk to track the build points. My setup is:

 

Each settler generates 50 bp per day.

Scrapping cost 1 bp per material scrapped.

Building and crafting both cost 3 bp per material used in construction.

Repairing is 2 bp.

"Doing it myself", I artificial "wait" 10 minutes per bp that would be used. So for example if I scrap something that yields 6 iron, that would by 1x6x10minues = 1 hour I wait to simulate the crafting time.

 

It's very immersive. (obviouslly need to be playing on survival mode for it to make sense)

 

 

 

 

 

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Kind of like the original Warcraft for FO4?

 

Kinda. But I'm not saying make settlers actually build. (that would probably be very hard to do in a mod) Just simulate that with build points. I've been playing like this a few days now. It seems like it might be tedious, but actually alot of fun. I'm using a rule that says build points are replenished at 8am each day. So each day I first build/scrap things using build points, then either go exploring/missions for the day or just build more stuff "myself" at a cost of time. Then sleep until 8am and repeat.

 

- Makes building a large settlement feel like something that happens gradually over time, not instantly.

- More settlers = faster building = bigger/better settlements.

- You have to pay more attention to Food and Water, since building takes time and time causes hunger/thirst/fatigue..

 

Yes it kind of merges Fallout into a RTS style game like warcraft. Not for everyone. But I think its fun. :)

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  • 4 months later...

Hmm... in theory, it should be straight forward enough to achieve this; create a miscellaneous item generated over time by settlers, that can't be transferred between settlements (or perhaps it can, there's arguments for and against), add an appropriate number of build points to each object that you can build. It doesn't match exactly with your current method, as repairing an object would only cost one build point, because repairing appears to consume one of each kind of resource used to build the object in the first place.

 

 

An argument can be made for having two kinds of build points, one that is movable and one that is not; you would use the movable build points for the majority of the effort for building generators and turrets (small complex objects that can be built elsewhere and shipped for installation), but not for actual buildings, which can't be usefully shipped via pack animal. You can also substitute local build points for movable build points, in which case the small complex objects were build and assembled on-site.

 

This would have the effect that on a newly established settlement, you can deploy a full set of turrets and generators that arrived via pack animal (but had to have some local effort for installation), but only put up rudimentary walls and buildings.

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Why not just make a mod where the settlement is already built but disabled and the player clears the settlement and builds a lousy generator and radio beacon at a specified spot and then is shown a pop up message to bring x amount of stuff and throw it in the workshop then wait 24 hours and come back to an enabled already built settlement with a few settlers already there working as usual. The player then gets all the XP for each thing built all at once and if preston or another npc had sent the player there just go complete the mission as usual. This way the player doesn't have to waste time building things and can go around killing random encounter enemies or go do another quest then come back and problem solved. Some scrap would be available from all the junk at the settlements originally so the player would have to bring the remainder to get the settlement started.

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