Fallout 4
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Moonracer

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moonracer

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About this mod

Makes the workshop and settlement building feel more like it is part of the game by restricting access to functional items with perks (and rebalancing existing restrictions).

Requirements
Permissions and credits
Changelogs
Requires all workshop DLC and Nuka World
Description
This mod is gameplay focused. Improving balance and increasing overall game challenge/reward is the goal here. If you just want decorations, this is not the mod for you.

Makes the workshop and settlement building feel more like it is part of the game rather than tacked on. You will have to earn the benefits settlements have to offer and it will take time. Most workshop items that influence gameplay will now require perks to unlock. This means that your early settlements will look depressing and have little to offer you. I carefully designed it so that you can still make functional settlements and not be blocked out of quests without putting points into any crafting perks, but it will be more difficult.

However, I didn't just make settlement building harder. I added new effects to existing items and tweaked some to be accessible earlier.


Change Details
Here is a list of primary perks required for settlement building (to understand my logic)
Science: technology
Gun Nut: engineering
Blacksmith: metalworking
Animal Friend: livestock management
Lead Belly: agriculture
Local leader: people management and group project builds

Power
I added an "inefficient" small generator that requires no perks to build but only produces one unit of power. I made this because you need that much to power a settlement beacon. Proper generators require ranks in Gun Nut (and later blacksmith or science) to build. Power output is now Inefficient: 1, small: 6, wind: 10, medium: 15, large: 30.

Water

Like power generators, all require skills to build except the hand pump. Water production for the motorized pump and small water purifier is increased slightly for a better sense of progression.

Food
Gourds and melons are the only plants that don't require skills to plant (chosen because they can be found in Sanctuary. All others require at least one rank in Lead Belly. Soda mixing machines require lead belly 1.

Defense

All Turrets require Science and Gun Nut to make now, so you will need to assign settlers to guard towers early in the game. Only mad scientists get cool auto turrets. I've increased the defense rating of guard towers to be slightly better than guard posts.

Cages

All animal cages require Animal Friend 1. Mutants, ghouls and human NPC cage requirements are unchanged. Animal cages are a good, dependable way to collect meat. Farming that meat now requires some skill.

Beds
All beds except sleeping bags and floor mattresses require blacksmith to create. Added a check so that vault beds require no skills in the vault workshop area (by logic that the parts to make them are on site). Also, the clean vault tech DLC bed now provides some happiness and is more expensive to build.

Stores

Rank 1+2 only need Local Leader 1 now. Rank 2 stores require Cap collector 1. Rank 3 stores require Local leader 2 and Cap Collector 2 (unchanged). This gives some logical progression and lets you build stores earlier. since this just changes the recipes, mods that change the actual shop counters and their behaviors are compatible.

Crafting benches
No longer require local leader (just the first rank of their related crafting skill). The cooking fire and spit require no perks to build. However the cooking stove requires blacksmith 1 (it's a big metal stove).

Other Changes

Elevators require gun nut 2 and blacksmisth 2.
Vault-Tec Settlement Manager requires hacking 1 and science 1.
Decontamination arch requires science 4.
Made a dupe resources/misc recipe for the Nuka World Still (no longer quest/raider exclusive).
Feed Trough requires Animal Friend rank 1
Salvage Station requires Local Leader 1 and scrapper rank 1
Strobe-light no longer needs science to build.
Beta Wave Emitter requires animal friend and science (removed wasteland whisperer).
Televisions require science 1 and provide some happiness.

Optional patch
I made a balance patch for Sim Settlements to compliment this mod. The original version is in the old files section. However I made a newer, more robust version as a separate mod (follow the link). It brings resource and perk requirements closer to what you would need in vanilla. It still compliments this mod very well.

Quests and gameplay limitations

I did not alter quest related items like the robot workbench or artillery. It should be entirely possible to play through the game without putting a single perk into crafting, just a little more annoying than in vanilla. Even if you refused to put one point into gun nut to make small generators, you could string a ton of my inefficient generators together to power something. If I did miss something or break a quest,please let me know.

Compatibility

Other than the Inefficient generator and duplicate recipe for the booze still, everything in this mod edits existing workshop items and their recipes. There are no script or quest changes. This mean that the main CORE file is highly compatible with other settlement mods. As long as they don't change the items listed above in the description.

Optional
I've included an optional Addon esp that adds new items to the workshop balanced with this mod. Details in the change log.
I've made a separate mod: Automatron Robotics Expert which adds appropriate perk requirements to use the robot workbench without breaking the DLC quests.