Addon-pack that focuses on the sometimes negative aspects of living in a community. It’s an updated all-in-one version of MrJoseCuervo’s Bad Neighbors and Slum Lord Addon Packs. Also contains 6 new plots by Tinuvia. A "Disaster Pack" of sorts for Sim Settlements.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users
Author notes
You may not use this Addon or any part of it for any paid project. If your project is free you can use anything I put together here for your own uses and distribute for free.
File credits
This author has not credited anyone else in this file
adds 3 new interior Slum Lord plans with lots of randomization.
Raider themed building plan skins for the new interior plots, just use the ASAM-sensor to Customize plot and choose the skin. If you are playing with Conqueror, your raiders will automatically decorate their homes raider style.
adds The Church of Atom as a new interior recreational plot.
adds GraveDigger industrial plot.
optimization to reduce script property usage
Version FREE1.3.3
- fixes spotlights and turrets to not become red with ASAM non-powered tool
- sets the flag on the Fish Farm to be settlement controlled
- stops chicken spawning in the fish farm and the fog farm
- makes the Church Children less likely to attack visitors or animals
- support for Build limit calculation (new Sim Settlements functionality)
Version FREE1.3.0
- added support for level 4 farms (a bonus from one of the Industrial Revolution Sim Settlements XPac buildings).
- all water planes have been marked with performance option so they can be turned of for people using mods that affect the water height in cells.
- reduced the file size of the mod.
- Adds a new plot - a Far Harbor Fog Farm with wild plants from Far Harbor. The settler will also stock harvested plants in the workshop workbench.
- Makes the molerats scrapable in workshop mode (if they get leftover from a bugged plot)
Version 1.4.2
adds settler uniforms to all the work plots and to the slum lord homes. This is disabled by default and can be turned on under Settler Uniforms in the Immersion section of the City Manager 2078 holotape/MCM.
building plan previews moved to separate ESL-flagged ESP-patch (the previews cause ctd on xbox).
Version 1.4.1
adds Children of Atom themed building plan skins to the interior Slum Lord plans with lots of randomization. Use the ASAM-sensor to Customize plot and choose the skin.
adds previews to all building plans but the slumlords (shows up when you choose building plan in the ASAM-sensor menu)
adds a chance for a Mutant Hound and a Yao Guai to spawn in the Death Tower at Level 3.
fixes the info on the {LERF} Slumlord interior building plan.
Version 1.3.2
- adds support for the visitor system in Sim Settlements 3.0 with more idles for the visitors to use.
- moves the giant Molerat Farm to Player Select, so it won't be randomly built by your settlers but can always be built by you.
- adds the tag [MrJC] to all buildingplans for easier sorting (similar to the core Sim Settlements mod).
- unique preview base for each buildingplan to facilitate for mod authors making sorting and preview mods.
Requires Sim Settlements version 4.2.9 or greater and Far Harbor DLC
Building Features: Settler Navigation: Yes Construction Stages: Yes Randomized Clutter: Yes Performance Settings: Yes
Slum Lord is essentially a Shack Generator. It will spawn in Walls, Floors, Roofs, Furniture and special items from a large list of choices totally randomizing the building you get. If you don’t like the look, just hit Refresh on the ASAM-sensor and enjoy your newly decorated home.
Quotes from users: BurntHostage: "They ain't slums.. they're houses with character..."
Matthew Watkinson: "Also, god damn that house of yours with the room at the back. I've now had two glowing ghouls, a Glowing Mirelurk and a glowing Rad Roach appear in my settlements because of it. Not that I'm going to change it to another one, it's too much fun."
Building plan names: HOMES: Interior Slum Lord #1, #2 and #3 by Tinuvia Slummy interior plans with lots of randomized furniture and décor. If you don’t like what you get, hit Refresh! Children of Atom and Raider themed buildingplan skins to choose under Customize plan with the ASAM-sensor. If you play with Conqueror and take over a settlement the skins change on their own. Each Slumlord plan has entrances from different sides, #1: Right End and Left Front (RELF), #2: Left End and Right Front (LERF), #3: Both Ends and Full Front (BEFF).
2x2 Skyfall Home by MrJoseCuervo Come live in the Commonwealth, sparsely furnished! Working drinking fountain! What more could you want? Three-story building, use with any foundation.
Slum Lord #1, #2, #3 and #4 by MrJoseCuervo Four building plan designs with 11 trillion shack combinations of randomized structures. No house you build will ever look the same!
SHOPS: 2x2 Church of Atom by MrJoseCuervo The Children of Atom are starting to spread the word of Atom throughout the Commonwealth. Will your settlement be "blessed" with one of their Temples? Well, make sure your Rad resistance is up if they do come. You have spent 200 years in the ground while everyone else has built a tolerance! You have been warned! Provides medical services and improves happiness (10/30/50) in your settlement, at the cost of high doses of Radiation. Did I mention there are Rads? There are Rads.
Church of Atom Bomb by MrJoseCuervo There are even more rads. But visitors gather to bathe in Atom’s Glow (and you get an income boost at level 3).
RECREATIONAL: Interior Chapel of Atom by Tinuvia Glory to Atom and let us bathe in his light!
FARM: 2x2 Fish Farm by MrJoseCuervo Cultivate fish in your own artificial pond and offer your settlers a stable food production! Food 4/8/12.
Fog Farm by Tinuvia Harvestable Far Harbor wild plants. Beware of what lurks in the waters ... Gives food, 2/6/12 and adds plants to your workshop workbench.
Molerat Farm by MrJoseCuervo Ginormous Molerat farm that warns you of its size before it plops down its hill. There are Domesticated Molerats and Rebellious Molerats, but you get a little bit more food than from regular farms. Settlers will not randomly build this due to its size; it has been set so that you need to select it via the ASAM-sensor. Food 4/8/12.
INDUSTRIAL: 2x2 GraveDigger by Tinuvia Primarily produces bone, with a side dish of the occasional fertilizer, empty beer bottles and little nick-nacks. Don't go digging too deep or you'll wake that which should stay asleep.
Plutonium Well by MrJoseCuervo Working Power Production with no need for the Mayor to get their hands dirty. Though, no one may want to live next to the Plutonium Well ... well no one but the Ghouls (adds power 25/50/75).
Water Treatment Plant by MrJoseCuervo Water generating plot that recycles your Sims precious bodily fluids into drinking water (adds water 15/30/45).
MARTIAL: 2x2 Death Tower by MrJoseCuervo Death Tower Guard Post with Mini Turret. Settlers will man their post without leaving when Settlement is under attack. Value of defense vary depending of what type of dogs and turrets spawn but will be close to regular Martial plot values.
Known issues:
The Death Tower Dogs attack Railroad caretakers - no fix possible - so avoid building it at a safehouse. All other NPC's should be safe! The dogs won't attack robots (neither friends nor foes).
There are some issues with the minigun that we haven’t solved yet. For now, it is more decorative than functional – but you still get the full defensive value of the plot. Sometimes the assigned settler will equip the minigun when they dismount the turret. They put it back when they use it again. When they first mount the minigun they may hold it oddly in one hand for a few seconds. They may also get undressed ;)
Support: MrJoseCuervo has given permission to me, Tinuvia from Wasteland Venturers, to continue to add support for his mods, adding features from coming Sim Settlements updates and trying to solve any bugs you find.
Credits: As long as your project is free, you can use anything in this mod.