This was done to keep the mod feeling organic, so you don't feel like you're just checking off boxes to gr… Fixed an issue where a plot design with lots of objects could fail to refresh correctly. ), Sim Settlements 3.5.1 - The Second Coming of Mr. Clean. You can now set it to Limited, which will cap the number of visitors to a low number to help with performance. Needless to say, the progress bars don't appear in my game. #87611278 is also a reply to the same post. This was added due to the high number of bug reports about plots getting stuck - the reason has almost always been due to the build limit being reached. Previously, if a plot was placed before a ban, it could end up with one of those banned plans anyway. Any City Plan designer’s who were struggling with this should rebuild their City Plans through the web tool. I know i should't ask in this but why not? Fixed an issue where marker and leveled bed objects would not count towards the City population max on the HUD. Patch 4.0.0 - Pre Conqueror Patch, Hotfix 4.0.0a Fixes a bug that could cause ASAM Sensors to get locked up.Main mod file - grab either this or the Three-in-One, not both. Donated items should no longer be duplicated. For example, Conqueror includes an override set for its Raider gang. Patch 3.4.6 - Better Living UndergroundThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Sim Settlements 2: Junk Town 2 Addon Pack. Switched all beds used by the default Sim Settlements houses so they each count as exactly one bed. It will run the first time you run the holotape in a playthrough, and can be re-run in the holotape under Tools. This will allow for things like including DLC, 3rd party mods, and Creation Club content in the add-on that is only enabled if you have that content installed. Cleaned up location change code to try and eliminate thread backup that can occur if you travel quickly between several settlements. Fixed issue with Robot Morale Officer leader trait spiking happiness much too high. This was done because the global that controls this is being reset for some users for an unknown reason. If Plot Costs are turned off ASAM Sensors cost just a single steel. Prefixed all building plans with [SS], [IR], or [RC] to designate which expansion they are from. Fixed issue where some settlers would stop qualifying for auto-assignment. Main mod file - 3.2.3 MCM, At Last! Redesigned holotape options, dropped lore friendliness in favor of clear names. Toggle navigation Sim Settlements. Patch 3.1.6 introduced a means for SS to self-repair plots that had become bugged in earlier versions, this repair method unfortunately locked the plot from updating while it completed, which could make them feel broken. Patch 4.0.10 - FeudalismThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. IMPORTANT: Actual City Plans are not part of the base mod, they are added with community created add-ons and official expansion packs (such as Rise of the Commonwealth which will ship with plans for 24 settlements in the Commonwealth). 944. Fixed a bug where plot types could still be buildable even if all expansions/add-ons that supplied building plans for them were uninstalled. Released - 04 April 2017, Dead Plot Bug Fix Released - 14 March 2017, Robots and Orphans Released - 12 March 2017,,,,,, Positive power, water, defense, and food bonuses should now show up in Workshop mode when highlighting plots. This is the first plan that actually changes the number of settlers it requires at each level so that it will grow more organically. We’ve started a project to clean up and rebalance the RotC City Plans. For City Plan Creators: Finalcheck command will no longer track plots that had previously been scrapped. Dismiss Leader: This will allow you to clear the current leader from a settlement without terminating the City Plan (instead the City Plan will just hold at its current percentage until you assign a new leader). Added local detonation option to Tools section of holotape. Added ASAM Vision ability which highlights settlers that need homes or jobs. This plan has been compacted to improve performance, and reduce memory usage. There will still be a slight delay before flags appear in the list as it has to be built each time you start your game. Fixed an issue where donations might only process the first scrap item donated correctly. **For example, if 50% of the plot construction is complete, but the time is 75% past, the percentage will show 50. Improved efficiency of City Plan object spawning slightly. Fixed an issue where Leaders could be assigned to settlements set up as Vassals to the Raiders via Nukaworld gameplay. Added hook for the mod Salvage Beacons to be able to send items as donations, requires update to Salvage Beacons as well. Main mod file - 3.0.1 - Hotfix patch for some of the RotC Bugs, Main mod file - 2.0.6 - Babies, Beds, and Booms, Main mod file - 2.1.7 - Better Plots, Better Pathing, Main mod file - 3.1.1 Come On In, The Water's Fine, Main mod file - 2.0.1 - Industrial Aftermath. Activating this flag will bring up a menu showing you flags for the factions you have met, but are not enemies with. Added second recipe for ASAM Sensors which crafts 10 at a time. Hotfix to restore Build Limit tools. Changed data on building plaques: Combined Income and Tax into a single field; Happiness Bonus renamed to Happiness; Removed Scavenging Bonus field; Added Level field to show what level the current building is at. Fixed issue with Local Dynamic Needs that could prevent Agricultural, Martial, and Recreational plots from providing their benefits. This will prevent certain messages from popping up at the start of a new playthrough before you’ve even encountered Sim Settlements. Cinematic Mode should no longer try and use a different settlement’s camera markers as the path. Added Mad Scientist leader trait. This is useful if you turn off Auto-grade placement. Page 5 of 5 - Sim Settlements City Plans - Vault 111 Medical Centre by Yagisan - posted in File topics: This is the final update to this plan. Fixed a bug that could cause plots to become unresponsive after being built from a City Plan or after changing their type from the ASAM Sensor menu. I know i should't ask in this but why not? Added water and power resources to most levels so they require less manual intervention. Patch 4.2.9 - All Your Base Are Belong to UsThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Fixed an issue where a plot could end up without a default building plan and get stuck until you selected a building plan manually. This will not force previously built or manually selected plans from being changed, it will only prevent those plots from using the banned plan as expected. (It still has to level up from the base building plan, but you can pre-select it in the new Manage Upgrades > Pre-Select Upgrade menu mentioned below). Added new option under the Options -> Gameplay -> Visual category to allow you to disable non-critical indicators. They sell unique pieces of furniture that you can buy and then place in workshop mode. Discover chevron_right. Improved collision on Terraformer blocks so that they are easier to place without Place Everywhere. Commercial requirement can now be set to homes or population instead of both as it was in the initial release. Fallout 4 Sim Settlements Mod allows you to make Fallout 4 a bit more realistic when it comes to how the settlements are handled by making it possible for NPCs to live independent lives and build things without your input. Leaders that start out as settlers should no longer be assignable as a leader until after you’ve gained control of the settlement they are a part of. Cinematic Mode will no longer trigger in Vault 88. Sim Settlements 2: Junk Town 2 Addon Pack One of the first addons for Sim Settlements 2 is the Junk Town update which adds twenty-eight new homes, seven new shops or businesses, six industrial factories, twelve different farm plots, eleven new martial plots, five municipal areas, and twelve recreational zones. Adjusted City Planner’s Desk code slightly to make it less likely to display information for the wrong settlement. Added Notification Settings option to convert messages to pop-ups. ranks. This is a new tool that can crafted in the Chemistry Station under Utility. From there you’ll be shown a container with each of the Building plans for that type. Added a new option creator’s can use on City Plans, so that they warn players with Complex City Plans disabled, that they shouldn’t use the plan on their system. The1Unum. Building plan can now be selected. This clears up the main screen of the holotape so that Reports and Tools are easily accessible. Additional plot types may be made available to them in the future if I find someone to provide more animation support for them (send me your animator friends!). Sim Settlements is a Mod for Fallout 4 that allows you to build zone objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. This will update things like caravan resource sharing, maintenance costs, etc. For example, certain Melon types would be converted to versions of Mutfruit. 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