Fixed issue where taxes would never actually be deposited in the workbenches for some players. Added multiple Auto-Assignment controls to the holotape to allow fine-tune control over which settlers are assigned to plots. Added necessary settings for Martial Plots to act like guard posts to the AI - this should make it more likely the assigned settlers stay on or near the Martial Plot during an attack. Patch 4.2.3 - The Final RevolutionMain mod file - grab either this or the Three-in-One, not both. Pre-Conqueror Patch Released - 18 January 2019, I've Gotta Have More Foundations Released - 07 December 2018, The Second Coming of Mr. Clean Released - 23 November 2018, Modistential Crisis Released - 9 November 2018, Better Living Underground Released - 26 October 2018, The Boring Patch Released - 12 October 2018, Framework Prepwork Released - 28 September 2018, Rise of Far Harbor Released - 14 September 2018, City Planner's GO! The toolkit for doing so should be released very soon! They sell unique pieces of furniture that you can buy and then place in workshop mode. It is the preferred method of altering the building plan, as opposed to the previous method of picking up the plot in workshop mode and choosing the middle option. Turrets can now be used with the Plot Powered system, so add-on authors can require that a plot be powered in order for the turret to remain active. Provides some additional balances and updates to Horizon's official Sim Settlements balancing patch. View Entire Discussion (2 Comments) More posts from the FalloutMods community. Rebuild Local Data will now fix several issues that could result in a City Plan getting stuck from progressing. Added Martial and Recreational options to the notification settings in the holotape. To use the command, select the plot in console mode and run the command cf debug. (thanks woodfuzzy for solving this mystery!) For this first launch of the thread pool, a few very intensive functions are now using it, and as the mod is updated and expanded, more functions will be routed through the pool. New recruited settlers will no longer have a chance to arrive with pets if NPCs and Pets are disabled in the Performance Options. Changlog. For Addon Pack Creators: Added kgSIM_Helper*_Marker_ForClutter variants of the helper markers. How to update the mod? Fixed a bug that could cause the Newspaper article to get stuck looping a small number of articles. Patch 4.1.4 - Liberation ImmersificationThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Added None option to Commercial Requirement which allows commercial to no longer check for home or population counts. Patch 4.1.3 - And Stay Down!Main mod file - grab either this or the Three-in-One, not both. Changed supply message slightly to say Caps/Tax Day since without Maintenance mode you don’t actually receive the caps every day. Agricultural Plots should no longer bug out and require power. - Hotfix to restore the Build Limit tools.


This is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. How to update the mod? Fixed an issue where donations might only process the first scrap item donated correctly. Patch 4.0.8 - Who's Your Nanny?Main mod file - grab either this or the Three-in-One, not both. This is a collection of City Plans for Sim Settlements for Fallout 4.. These will be added to the Sim Settlements menu if you have Settlement Menu Manager installed. The City Planner’s Desk now has a small flag on it. Your system may not be able to handle this, so it can be turned off under Options -> Gameplay Options -> Performance. Then I build the 2/2 commercial plot and the quest doesn't update and make doesn't build anything. Converted the collision style over to “phantom collision”, this will allow for improved snapping and prevent NPCs from appearing to float slightly above the plot if the building doesn’t have a floor. Patch 3.5.2 - I've Gotta Have More FoundationsThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Dogs/Brahmin should no longer appear jobless in ASAM Vision. Main mod file - 2.1.6 - Death to the Dead Zone, Main mod file - Default plot size increased (old plot size still available), Main mod file - 3.1.6 Performance 101 (3.1.6a adds the missing Performance Wizard script - apparently I forgot to press save on Archive2), Main mod file - 2.1.7 - Better Plots, Better Pathing Hotfix 2.1.7b Removes debug messages, Main mod file - 3.2.0 - Respect Your Limits. The area is too sensitive to crashes and the Vertibirds would often drag a large amount of enemies into battle with the settlement, increasing the risk of crashing. Activate the desk drawer on the City Planner’s Desk to get access to a series of options. Released - 04 April 2017, Dead Plot Bug Fix Released - 14 March 2017, Robots and Orphans Released - 12 March 2017, https://simsettlements.com/site/index.php?threads/lets-talk-balance.1742/, http://www.nexusmods.com/fallout4/mods/24204/, https://bethesda.net/en/mods/fallout4/mod-detail/4018878, https://www.youtube.com/watch?v=Lk73lWDJsdY, https://www.youtube.com/watch?v=Lk73lWDJsdY&t=1s, https://simsettlements.com/web/wiki/index.php?title=Patch&oldid=4241. Sim Settlements 3.4.6 - Better Living Underground3.4.6a - Fixes building stages. Sim Settlements + Industrial Revolution + Rise of the Commonwealth as a single ESM. Prefixed all building plans with [SS], [IR], or [RC] to designate which expansion they are from. Open your save with Fallrim Tools, expand Active Scripts, find any entries that start with “autobuilder:autobuildparent”, right-click on them and choose Terminate. Cinematic Mode will no longer trigger in Vault 88. This is possible because all of the form records have always been in the main mod. This exception was made because it’s too much of a burden to acquire Vault 88 with maintenance costs enabled since you’re essentially stuck with that generator and you can’t repair it once it becomes damaged. City construction and upgrades should now complete much faster. This option will clean up all objects that came from the plot, including the sensor itself. Interior plots should now correctly show up under either Special or the Sim Settlements menu. Leadership traits are in effect as long as the leader is assigned as the leader of that settlement. Any that currently require power can be fixed with the Immersion Breaker Breaker. Barriers blocking the lower levels of the Castle are now scrappable - this is a temporary solution until we get a chance to update our Castle build. Fixed an issue where plots could get stuck during a refresh. This expansion requires Workshop Framework, though Sim Settlements and the Three-in-One do not. (thanks Samutz!). There are extra items spawned if you have Far Harbor, Vault Tech Workshop, or the Creation Club Arcade kit installed. I know i should't ask in this but why not? Workshop Framework This expansion requires Workshop Framework, though Sim Settlements and the Three-in-One do not. This is designed to help players who had previously run into a lot of script back-ups or other weird quirks that resulted in the maintenance or tax amounts not matching what is actually built in the settlement. (Non-vanilla scrappable items still cannot be restored, so if you used a scrap mod and tore down most of a settlement, you’ll likely want to avoid using City Plans in those settlements). Altered the way workshop resources (food, water, etc) are handled in code by Sim Settlements. Any types of supported ammo in the container will determine the types the factory can produce each day. Plots that are in the process of being repaired by Sim Settlements will now be responsive when you interact with them (meaning assignments, building plan changes, and refreshes will correctly take place). This is an updated version of the Quick Start video for Sim Settlements! Sanctuary: Complete the first part of Out of Time. If Far Harbor is detected, 2x2 Recreational plots will now occasionally spawn Rad Rabbits. Fixed a bug where the holotape could sometimes get stuck on the “Must be loaded in pipboy” screen. Many non-commandable NPCs can end up in a broken state if you change what they are doing, unless you script a method for them to return to their former activity. Anyone may create an add-on pack to provide new skins to any building, even buildings from other add-on packs. Tech Tree HUD should once again display the tech data correctly. Turning this OFF, will cause resource generation to cut in half and is not recommended unless you are experiencing issues with the resource generation in the first place. You can cycle through the versions of this in the holotape or with an object called the ASAM Vision Switch which can be crafted at the Chemistry Workbench. The ultimate goal is to make a city finish it’s foundation level or upgrade level in a single song play. Recruitment Station now has a switch inside so you can turn it off. 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. Patch 3.3.3 - Another Round?This is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. This will allow different gameplay styles such as using some settlements as farm hubs to supply food for the others, or playing with low defense to encourage raids. Added toggle for Crash Watch in the Notifications section of the holotape. Made changes to the foundation selection code to try and eliminate an issue for some Xbox One players where the game would freeze when accessing the menu. This should help players on low - mid tier systems know whether they should risk continuing to upgrade or build more things. Added a new feature to City Planner’s Desks where they can be deployed from your inventory. Terraformer blocks require materials created by an Excavation Pit. Read the patch notes or wait for the patch video before downloading this version. ASAM Sensors are now leveled list injected into various vendors around the Commonwealth (may take 30 in game days for them to show up due to respawn rules). The Industrial requirement to allow Martial plots to upgrade can now be turned off in the holotape, both globally and locally. Level 1 bars are now correctly flagged as relaxation areas (previously only L2 and L3 bars were marked). Fixed an issue where build limits would not be updated when plots built objects. Requires Sim Settlements TLDR: Second Official Expansion to Sim Settlements. Patch 4.1.5 Rise of the CommandersMain mod file - grab either this or the Three-in-One, not both. Added Rebuild Local Data tool to the holotape (under tools Configuration Tools), which will force Sim Settlements to rebuild the maintenance costs, plot counts, and tax data. Changed the way streetlights work for Commercial: they will now turn off if a plot is unoccupied and they will now automatically work with all add-on buildings without the author needing to spawn them. Fixed several beds that were causing the NPCs to lay at weird angles. Sim Settlements: Patch - Post-Nuclear Alchemy Improved the workshop marker object code so that it will be more efficient and should no longer fail to unhide those objects if you have the appropriate option enabled in the options. Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below). [Sim Settlement[ How to update? It will run the first time you run the holotape in a playthrough, and can be re-run in the holotape under Tools. Added a new option to the ASAM Sensor menu to change a plot to a different type. If you had this happen, please refresh your City again to restore them - note that some of City Plans will require an update to allow those objects to appear before the City has reached level 3 (City updates will becoming over the next few patches). Videos; Latest chevron_right. Main mod file - 3.1.4 City Planner's Assemble! Leader Trait provided ally NPCs should no longer attack the Caretaker. Settlers assigned to only a residential plot will no longer be flagged as having a job. 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). Main mod file - 2.0.5 - You're a Wizard, Harry! Creation Clubbed Released - 07 September 2017, Rubber Chicken with a Pulley in the Middle: Part 1 Released - 25 August 2017. ASAM Sensors will now appear on plot posts. Activating the boiler again at the brewery after starting a wort should now correctly display the number of hours until it will be free again. Patch 3.5.0b - Modistential Crisis (Hotfix 3.5.0b mod was not working without the Vault Tec DLC - No DLC Required for SS, that was a mistake! save. Patch 4.2.8 - The Motivation StickMain mod file - grab either this or the Three-in-One, not both. Fixed a bug with Mutant 02 magazine perk where it could double your jump height. You can independently build the grading pieces as well, there is even a full corner piece so that you can quickly surround a block with the grading. Improved snapping on the 2x2 foundation blocks. Fixed a bug where the Microfusion Research Assistant quest could get stuck if the plot was refreshed during a particular phase. Fixed a bug where Vertibirds from the Brotherhood Ally trait could spawn constantly. Fixed a bug in some of the new beer recipe effects. Known Issue: This may cause your characters hands to not show up when playing the drink animation - this may be fixed in the future, but we decided to live with the issue because the camera twitching was unbearably bad. Fixed a bug where plots could fail to spawn ASAM Sensors. Accessing the flag selector on the City Planner’s Desk should be much faster when using a large number of flags from add-ons (users of World Flags should notice a substantial improvement). Adjusted building stage transition time slightly to try and smooth it out better. Lowered volume slightly on background conversations from the Dynamic Soundscape. Many of them were lacking the foundation material costs. Refreshing plots should be faster now, this includes using the Refresh Local Plots tool. Fixed several conversion issues from the Medical Grade Plastics objects. Optimized many files to further reduce the file size of both Sim Settlements and Industrial Revolution. Building Material Delay can now be configured in the holotape. Copyright © 2020 Robin Scott. Maintenance costs are equal to the amount of power or defense generated by the item. Critters should now spawn towards the front of the plot to reduce the likelihood of accidental drownings. Improved city building code to increase build speed and stability. Patch 4.1.2 - True BelieversMain mod file - grab either this or the Three-in-One, not both. This is a new tool that can crafted in the Chemistry Station under Utility. This was used with the Vault 88 City Plan to ensure you complete the quests before using it, as the City Plan may conflict with your ability to complete the quests. Swapping a plot from a city plan should now correctly flag the swapped plot as being self-powered. Flagged many clutter type items unlocked by the Project Blueprint mods as “AnythingIsGround” which will make them easier to place on surfaces. Removes the Lite Mode flag which would make Sim Settlements skip the building stages, it was accidentally left on for all versions, instead of just the Xbox Lite version. City Leader field on the blueprint menu will now show N/A if a leader is not managing that settlement. Fixed an issue where refreshing a City could remove non-plot assignable objects and fail to ever recreate them. You can use this in combination with anything you like to gate access to the leaders. These switch buildings so that they will no longer auto-upgrade and instead require you to approve each upgrade on the plot options menu. Building skins offer material or other alterations to Building Plans. Tax Rate now correctly displays on plot. Fixed a bug where plots could get stuck at level 2. Adds the ability to put others in charge of settlements, they will handle the construction, settlers will move in and place their own plots, beds, and other things. Mar 10, 2018 @ 9:52pm Uninstall the old version and Re-Install the new version. These allow you to make one of your companions act as the leader of that settlement. Vertibirds from the Brotherhood Ally trait should now correctly patrol the settlement rather than just fly straight up into the air. City will now resume construction if you assign a leader to it if you took them as a companion thus interrupting construction. Find resources, specifications and expert advice. Note: All city plans from Rise of the Commonwealth should include a fast travel mat so you don’t have to place one. (MCM support for this option will come in a future patch). It's goal is to provide a variety of themed City Plans, that are realistic and mostly lore friendly. Changed the Realistic Build Times timer to fire less frequently to reduce script overhead. )This is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Donated items should no longer be duplicated. Added buffer system to CrashWatch code to further reduce false positives caused by Sleeping/Waiting/Fast Travel. You can increase the thread count in the holotape under the performance options. Terraformers placed after this patch will now have the edge and corner pieces move with the terraformer instead of needing to be respawned each time they are moved. You will be asked whether you are a New or Returning user. Prepped building plans to support new industrial buildings. If your Cities are already level 3, they don’t actually need to maintain a City Plan unless you intend on refreshing them (which should never be needed after they are already level 3 if you discovered no issues that required it). Removed several worldspace edits the CK decided to save. Patch 4.2.5 - Rise of the Script ExtenderThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Fixed an issue that was preventing NPCs from pathing inside of buildings from Sim Settlements and its expansions. These skins can be applied without resetting the level of the plot. Babies, Beds, and Booms Released - 18 August 2017, You're a Wizard, Harry! This should make City Plans more likely to spawn beds at the appropriate time as well as improve the accuracy of the HUD’s settler support count. Fixed a problem with the Wizard incorrectly leaving residential notifications on when it shouldn’t. This would only occur if you had the “Bans Applied to Plan Selection” option turned on. 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. Fixed issue where ASAM Sensors would be continually added to vendor tables each time the game was loaded. Building plan can now be selected. Added new Options section where all changes can be made and relocated all option related submenus there. This mod aims to completely change the way you think about settlements. Previously, if a plot was placed before a ban, it could end up with one of those banned plans anyway. If you have this, refresh the plot to ensure the reward is updated with the new script. One such new possibility made it into this patch and is described below. Local Self Destruct with Full Charges option show now correctly remove marker objects. In SS2 they aren't even at level 2 yet. Patch 4.0.5 - War GamesMain mod file - grab either this or the Three-in-One, not both. Fixed issue where some settlers would stop qualifying for auto-assignment. City Planner’s Desks can be picked up and put in your inventory by choosing the “Pack Up Desk” option on the terminal. Fixed issue where stim-packing dogmeat would play the wrong animation. Medical Research Assistant will now hide its objective after you complete the final recipe. Fixed an issue where you would need to change cells before the audio settings were refreshed after you loaded your game. About 10 % so they won ’ t playing nice floor objects that are meant be! 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And businesses loads of information and recent updates about 12 MB on Xbox by City plans could stuck. Upgrade will be reset, but your save or mod version upgrade message should now show! Any that currently require power options section of the Commonwealth short install period when you select one the... The buildings for doing so will reset the Local Laws was used for other projects! Or imported with Transfer Settlements would not have an existing City Planner ’ s memory! The plots easier position of the Commonwealth better Living UndergroundHotfix 3.4.6a - fixes bug that cause... Plot as being self-powered we play and approach Fallout 4 plot with this, refresh the.... System - the sim settlements update 's ToolkitThis is the Three-in-One edition which includes Revolution! Moved additional code into the sim settlements update patch as they don ’ t upgrade, be sure to set global before... Homeless in ASAM Vision basic Industrial plots will now be correctly reset after a couple hours in if...

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