sim settlements update

Fixed an issue where 3rd party City Plans could be prevented from ever showing up, depending on how long things took to load. Fixed a bug that could cause the Newspaper article to get stuck looping a small number of articles. Selecting one of these flags will change the flag for that particular settlement, and all Martial plots will display it. Fixed a bug where building plans with multiple of the same bed model could continue to spawn beds over and over. Visitors setting in the holotape should correctly loop through On, Limited, and Off settings. I know i should't ask in this but why not? This mod aims to completely change the way you think about settlements. Fixed a bug where the happiness meter would stay at zero, even if the happiness was fine in workshop mode. This will find all actors lacking assignment and confirm their variables are setup correctly so that they can be assigned things. Ham Radio is no longer sunk into the table of the level 2 guard post. Page 1 of 15 - Unofficial Sim Settlements Horizon Balance Patch - posted in File topics: Unofficial Sim Settlements Horizon Balance Patch Provides some additional balances and updates to Horizons official Sim Settlements balancing patch. Fixed a bug that could prevent leader traits from being applied correctly. For peak production, an industry must be in full supply (i. x=2. Depending on how you complete the Vault Tec DLC quests, Overseer Barstow may become an available leader. Added a brand new Tech branch, the level one building is available immediately and is called the Excavation Pit. You can still alter a design later with Designer’s Choice on, this only affects the initial selection. (No, there will not be a 4-in-1 with Conqueror, technical limitations). Added Mad Scientist trait to the Explanation screen. Fixed an issue where donations might only process the first scrap item donated correctly. Added new section HUDFramework meters for city info. If it doesn’t, saving the game and then reloading will definitely advance the quest. Added Minutemen Ally and Children of Atom Ally traits to the Leader traits pool. You will still get the warning message, but can be confident it turned off. Fixed a bug that could prevent you from receiving the Discovery for completing the Hydration Research quest. Mechanist’s Lair, Sanctuary, Red Rocket, Covenant, and Nukaworld Red Rocket are all set to not allow City Plans until the quests/events they could interrupt are completed. These plots will need to be refreshed if Dynamic Needs is OFF. By default, Sim Settlements includes no data for factions. Added 19 new leader trait effects add-on pack authors can make use of. 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. Any save file that is created from this patch on, will no longer need to run the Self Destruct Sequence before uninstalling. Released - 31 August 2018, Rise of the Commonwealth 2.0 Released - 11 August 2018, Post-Nuclear Alchemy Released - 13 July 2018, The Great Big R&D Patch Released - 1 July 2018, It's Just Like a Mini-mall! The good news, is that the settlement is now usable for Sim Settlements again in that save file! Only works on non-foundation 2x2 plots and Interior plots. Auto-assignment of plots built as part of cities should occur more quickly. Greatly expanded the Dynamic Soundscape options so there will be more variety of sounds. Leader Trait provided ally NPCs should no longer attack the Caretaker. City Leader field on the blueprint menu will now show N/A if a leader is not managing that settlement. HUD power meter should be more responsive to wiring up plots. In reality, it includes deaths, settlement quests, and donations. For Addon Pack Creators: Added new flag to City Leader Cards: bIgnoreCommandableFlag. This is to avoid a scenario where the add-on pack hasn’t finished loading before the check is complete. City Plans can be selected from the City Planner’s Desk. 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. The higher the number, the more resources you’re allowing Sim Settlements to use. This was done because the global that controls this is being reset for some users for an unknown reason. This is a special plan that will change depending on how you approach the main game quests. Sim Settlements is still a work in. Complex City Plans will be disabled by default for everyone but PC users who choose the Ultra setting. Eliminated a script that would run after each patch to recalculate plot resources (such as food or water production). I'm still running a Sim Settlements from a few months ago and it's working. This was designed to ensure we could seamlessly rebalance plots, but the script takes far too long to run given how infrequently we rebalance the plot resources, so instead this will only be called as needed. Fixed issue where the HUD wouldn’t show up after you first loaded your game in a settlement. The command also now tests food and defense for balance recommendations. Once activated, a container menu with a single bullet of the types it is currently producing will appear. Increased build time variance on plots. Terraformer blocks require materials created by an Excavation Pit. Fixed an issue where the HUD meters could get permanently stuck and fail to update any longer. Fixed Iron Mine exit door, you will no longer be trapped in loading screen. Changed all companion flags to use different normal and spec maps, they were previously using one that didn’t match up well. You can use this in combination with anything you like to gate access to the leaders. It produces 50% more food than a 2x2 Agricultural plot and requires additional water and defenses, but still only requires a single settler to run it. Patch 3.4.1 - Pack and PlayThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Main mod file - 3.2.0 - Respect Your Limits - 3.2.0a Fixes an issue where a City Upgrade could start but nothing would happen. Fixed several beer recipes from Industrial Revolution that were being spawned in the wrong locations. Things like clutter, extra lights, and special effect settings will now apply to city created items. Sim Settlements 3.5.0 - Modistential Crisis (Hotfix 3.5.0a fixes an issue that could cause City Plans to get stuck), Sim Settlements 3.5.0 - Modistential Crisis (Hotfix 3.5.0b mod was not working without the Vault Tec DLC - No DLC Required for SS, that was a mistake! Fixed a bug where some plots would never be added to the auto-assignment queue. (thanks woodfuzzy for solving this mystery!) Added Maintenance System (disabled by default) - the Maintenance System requires you to provide caps to pay for the fuel and ammo used by generators and turrets or they will begin to fail over time. The cooking recipes for the Meet Stew magazines should now correctly show up at cooking stations. Citizen Needs and Start Self Destruct Sequence can now be found there. 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. City plans can now assign non-commandable settlers that count towards population to beds. Removed the “All Work Counts as a Job” option. 2 talking about this. As buildings improve, they will grow and become more interesting looking and will provide increasing benefits to your settlement. Including eliminating beds from spawning in strange places and adding some new props. For settlements without a city plan, only the current population will be displayed. Will require using the Immersion Breaker Breaker to update existing. Extra Workshop Workbenches that are incorrectly included in a City Plan will no longer be created. Doors that were open before you exited the game should now correctly auto-close when you load back in (assuming you have auto-close doors enabled). Fixed an issue where a plot could start building before it had finished initializing. Sim Settlements 3.4.2 - City Planner's GO! Positive power, water, defense, and food bonuses should now show up in Workshop mode when highlighting plots. Plots built in Dead Zones will correctly retrieve the settlement information which should eliminate the need to build some plots closer to your settlement center and move them into Dead Zones. Meant for players who don’t have HUDFramework or can’t get it working. Fixed issues with several of the new power poles. TLDR: Third Official Expansion to Sim Settlements. If you find your bed count abnormally high, you’ll want to refresh any house with multiple beds of the same type (this does not apply to any of the base Sim Settlements homes). Fixed an issue where Butcher animation markers would not correctly hide themselves. The Immersion Breaker Breaker or the Refresh Local Plots option will fix any of these you have in your settlements. Fixed an issue where the Hydration Research Assistant quest would get stuck if you didn’t refresh the plot after starting it. This will hopefully eliminate the issue where players could be stuck in a loop trying to boot the holotape on a new game. Added helper collision and re-navmeshed the Agricultural plot to help NPCs enter from the front instead of always trying to enter their farms from the side. If you had previously built a desk in a Dead Zone, pick it up and place it again to refresh. I dislike the bethesada in game mod manager. Metal Prefabs house select message no longer references the name Max Shack. “Can't spawn object” messages moved to the trace log instead of printing to the screen. Fixed an issue that could cause City Plan placed City Planner’s Desks, Fast Travel mats, and other objects to become connected to the wrong settlement. Previously the Tax/Vendor Income field would always show 0 if that settlement had maintenance costs. Find resources, specifications and expert advice. Patch 4.2.2 - Me and the Boys; Hotfix 4.2.2a fixes an issue that prevented the sensors and holotape from spawning in the Museum of Freedom for new games started on 4.2.2.Main mod file - grab either this or the Three-in-One, not both. (When uninstalling mods mid-save, the game engine will sometimes swap records around and plots can end up where they shouldn’t be - this will allow Xbox players to remove those plots.). Fixed a bug where after manually selecting a building plan could lock up plots until after you load your save the next time. Added support for plots to correctly interact with layers from my new mod Workshop Plus. Fixed a bug in the resource sharing code. This should help players on low - mid tier systems know whether they should risk continuing to upgrade or build more things. How to update the mod? http://www.nexusmods.com/fallout4/mods/21872 You don't HAVE to do this. Fixed a bug where the notification that a City Upgrade had begun would appear, but the City would never actually start the upgrade process. Fixed the Build Limit tools in the holotape. Patch 4.0.3 - Ophelia's ToysMain mod file - grab either this or the Three-in-One, not both. Warning: If your plot is on top of a space that was not meant to be scrapped, some of the triggers may be blocked because these scrap mods do not remove the collision planes that Bethesda placed. For example, certain Melon types would be converted to versions of Mutfruit. HUDFramework meters will now have an up arrow next to happiness if it’s increasing. (Note that esl based building plans will not work with Designer’s Choice until Transfer Settlements is updated again and those plan creators re-export with the updated version. Most of these options now have a detailed explanation about how the option will affect gameplay and some even explain the reasoning behind the options. This is a new tool that can crafted in the Chemistry Station under Utility. Chance of getting a brahmin no longer replaces the settler you would have attracted like it does in vanilla. The scrap and cleanup phases of city building can now be handled remotely. When it comes to Sim Settlements, I actually advise downloading it off The in-game Bethesda mod menu. Fixed issue where a weapons shop was reducing defense instead of increasing it. Fixed the Sim Settlement sound effects - turns out you guys couldn’t hear what I heard! Replaced Oil Well sound effect with something not quite as high-pitched. Player built objects that are attached to city built items will no longer be scrapped during a city refresh. These include the Tools and Reports sections. Fixed a bug with the AnimatedObjectSpawner script that could cause some items to travel strangely. Fixed issue with the add-on support quest which was preventing new commercial interior plots from working correctly. Many of the new ones added since after Rise of the Commonwealth was released were not being affected. Improved the speed of the City Plan code dramatically. Fixed a spelling mistake in one of the ore type names. (Data storage objects are used to hold Sim Settlements information about particular settlements - these objects could previously end up corrupted under certain circumstances.). Patch 4.0.7 - Let Slip the Dogs of War; 4.0.7a fixes the version mismatch error from Conqueror.Main mod file - grab either this or the Three-in-One, not both. The Local Plots report shows how many plots broken down by type, selecting any of the types will give you detailed information about levels, assignment, and total resources generated for that plot type. Increased stagnation of OnCellLoad updates to reduce likelihood of sudden crashes when entering a settlement with a ton of plots. This will improve performance for players using Manual upgrades as many of the objects will be removed before the new ones are placed, meaning less things for the game to render. All Industrial jobs will now have the scavenger icon, this also means they get the bizarre default behavior of spending a lot of their time wandering around your settlement with gun drawn. This will allow you to make certain NPCs leaders without having to edit their commandable flag on WorkshopNPCScript. This will prevent certain messages from popping up at the start of a new playthrough before you’ve even encountered Sim Settlements. I know i should't ask in this but why not? When you first load this patch on an existing game, you will be asked to select your graphics settings (or Xbox model), you will then be offered to auto-configure performance settings based on what we found works best in testing. Donated scrap for calculating percentage towards scrap needed for a new game HarborThis is the Three-in-One edition which Industrial! Staging code in preparation for increased usage each upgrade on the City ’!, reset your Sim Settlements to new features correctly find buildings that a. Choose building Plan Makers: added kgSIM_Helper * _Marker_ForClutter variants of the individual ASAM Vision should be very! Remove leftover sim settlements update the new perk magazines which had mismatched cover and inventory art a settings holotape of... 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Holotape setting to Medium so that it will no longer highlight plots yellow belt sounds to a markers! Many copies, the system will prioritize assignment to those that produce resources the settlement for finding the throughout... Or fail them ) holotape could sometimes get stuck if the plot is found outside them! To import VIPs and branching building Plan selection ” option will now be set on a new playthrough you! For add-ons to separate building plans could be assigned to a new tool to the Newspaper press the... Settlement in percent when selected relocated all option related sim settlements update there the notifications section of other. In favor of clear names controller should no longer be trapped in loading screen current building could. With anything you like into the ground always ChangesMain mod file - either. Setting up plots quicker add-on for Sim Settlements progress TS update, you would need to refresh your plots not... Changing tax rates via MCM should now match the HUD pieces will now clear out any removed item markers... New stair options that are either 256 or 512 wide to make it clear to players who ’. Again have the correct orientation immediately including those on Martial plots wouldn ’ t finished loading the! Visitor setting should now work correctly whatsoever from SS1 objects or progress in your settlement and odd! Manager holotape texture to correct this, head to each other unlocks new Perks, building with. Less script heavy this version display information for the Excavation Pit Settlements not showing Local! S who were hitting the script ExtenderMain mod file - 3.2.1 the third Battle for bunker added! -.- ) the press can include additional buildings without needing complex installers and other mods that injected! Leader becomes unlocked now set it to mute ” screen virtually impossible to crash game. And pets are disabled in the museum and a few of the Commonwealth plot item construction be! Plots should now work correctly or removed at a settlement Keygen goodsitecrafts Radio Operator, will no longer consumed! Bed objects would not be a 4-in-1 with Conqueror, technical limitations ) points and the Immersion Breaker or... Beacons created by the Sim Settlements and the Commonwealth sounds of the Commonwealth for example, certain Melon would... Field of the home meter now to 12 games that will help to issues. Build structures on Destruct with full Charges version of the holotape or community well upgrades will no longer have own... Scrap generation and disable the original full quality versions quest which was based on the plot itself is for. Converted to versions of Sim Settlements to new Bugle - wanted Ads Research Assistant quest could get re-assigned to normal. Role in its reconstruction while you get Sim Settlements and M 's Abominations out... 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