Fallout 4
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Moonracer

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  1. moonracer
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    New version up. Just a few minor balance adjustments (see change log).

    All changes in this mod are included in my Lunar Fallout Overhaul. This is just for people who want these changes specifically.
  2. Cryaoticshots
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    Know this mods pretty old, but does the current SS patch work for SS2?
    1. moonracer
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      no it was built for sim settlements 1. someone would need to make a new mod similar to this for SS2, but that already has options built in that do a better job than this.
  3. CausticFox98
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    Does this compliment Lunar Overhaul AIO? Or are these changes included? 
    1. CausticFox98
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      Just read the below reply to sioloc nvm! I saw this get updated and was curious if it had more recent additions/changes compared to Lunar overhaul, which I'm having an amazing time with on my most recent playthrough btw! :)
    2. moonracer
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      You are correct. I should probably update my stickies for a lot of my smaller mods as this is a common question.
  4. sioloc
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    Something not mentioned in the description is this mod changes the scavenge station to also require several tools to build (on top of the perk changes):

    • screwdriver
    • ball peen hammer
    • blowtorch
    • adjustable wrench. 

    Took me a while to discover this mod caused this. Most of these are fairly common but blowtorches are quite rare, sadly making this mod a no go in my build.
    1. moonracer
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      Oh, yeah. That was a poor decision on my part. Made this quite a while ago before people realized how un-fun adding scrapable items to recipes was.

      edit: I went through and updated the mod. Fixing the above issue and making a few QOL improvements from my Lunar Fallout Overhaul. That mod is still vastly superior, but this is at least a more viable option.
  5. abg
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    The logic here was to force you to make shoddy settlements at the start of the game and make nicer ones as you character establishes themselves in the world.
     

     
    Yes of course, I understand your point and approve.
    The only little concern is about the Survival Difficulty Level that make mattresses and sleeping bags more or less unusable for the player character (and the mods correcting this have other problems). Not a big deal...
    1. moonracer
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      Oh I see. I didn't play much survival so I forgot about that mechanic. Damn, Yeah, you pretty much need blacksmith right way using this mod on survival. Hmm
  6. abg
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    A still very interesting mod with adjusments making sense.
    The only thing that bothers me is the skillcheck for building beds. It's a bit problematic at the beginning of the game and in survival mode, mainly because the blacksmith perk is a very specific choice as first perk. But, paradoxically, I was expecting to find other skillchecks on other furnitures and statics, like metals prefabs.
    It makes me think for trying to make a customized version for myself...

    Thank you !
    1. moonracer
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      Sleeping bags and, I believe, floor mattresses do not have perk requirements to build, so you don't need blacksmith to make settlements. The logic here was to force you to make shoddy settlements at the start of the game and make nicer ones as you character establishes themselves in the world. But yes it's easy enough to edit the mod and remove that perk check if it bugs you.
  7. RickTheNexus
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    I added fertilizer as a requirement for building seeds as well, and i might add some purified water as another crafting requirement. Just a couple more ideas to slow settlement progression in a realistic way.
    1. RickTheNexus
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      Another change i use that i made for myself is removing about 90% of the scrap you recieve from the non-craftable settlement objects. I didnt like 30 wood from a tree, now i get 3....i just found all that easy scrap not to be rewarding. Im considering changing it to zero, making it so your just scrapping all that rotten wood and rusted steel just to make room for your settlements.
    2. RickTheNexus
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      (Sorry for all the posts...i cannot actualy play fallout during the week since i have to watch my son lol...)
      Yet another addition i made for myself is ammo crafting. I take your ammo level lists from loot logic, and cut it in half again...The ammo reciepes are fun as hell to make up yourself, and you can easy work in all the different components. Its a great way to use up a lot components since you'll probably have to craft some to survive. Fertilizer becomes as good as gold since its used in most of the recepies.
    3. moonracer
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      NP, thanks for the ideas. I actually just sat down to edit this, so perfect timing I added the fertilizer requirement to plants. I don't think I will touch scrapping as that is a major project. I know others have tackled it with mixed results.
    4. RickTheNexus
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      Editing the settlement scrap actually only takes like an hour or so...its only about 100 records or maybe a litte more...

      Another trick is to make a copy of all the settlement objects that you can craft. You can disable the original from appearing on the settlement menu for crafting. What it allows you to do is to raise the scrap it costs to make everything and lower the return on everything at the same time since scrapping an item will refer to the original file. Obviously that takes more work than just editing then objects you cant craft...

      My original idea was to give a lot of objects "rusted steel", "rotten wood", "melted plastic", etc...so you'd have to actually process a lot of your recourses yourself. With the above idea you could build anything with good ingredients but scrapping stuff gives you poor ingredients you cant do much with. It kind of made you feel like all the original stuff in a settlement had been sitting around for a long time and deteriorated. Obviously, making something and scrapping it a second later would all of a sudden give you rotten wood, but hey, the wasteland is a pretty brutal place...
      I had planned another tier of, for example, "reiinforced steel", so you'd have to process materials yet again to make some elite settlement objects... ...but having a kid i dont have much time to make mods lol...
  8. moonracer
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    Core mod is unchanged. I just added a link to my Sim Settlements Balance Patch in the description since it is a more advanced version of the patch I originally made for this.
  9. moonracer
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    New version is up. Core mod only has one slight change improving guard towers. Main change is the addon file in the optional section.
  10. moonracer
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    I made a major back track with this mod, and cut all the optional, new content for now. It makes the mod much more compatible and streamlined. I'm happy enough with the results to consider the main file finished. Though I do intend to make a proper addon file with new content that matches the balance design. I don't like making radical changes to a mod design like this, but I feel it is best for the long run.
  11. moonracer
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    Sim Settlements just got released and looks awesome. I was a little afraid it would make this mod obsolete, but I'm still confident that this mod is valuable, so no worries about me dropping it (if you're actually watching this).