Fallout 4

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  1. Tinuvia
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    Update 8.1.0
    • Adds 5 new building plans; the Van House continues the series of car homes started in WV1, the Moai statue is a nod to all you Konami fans out there, Citadel is another martial rust monster since one of us happens to love rust. You get a hot point if you spot which game inspired the Sunset home plot, and finally, Stilted House is another plot for those uneven grounds.
    • Adds Settler uniforms to all job plots. This new feature in Sim Settlements is disabled by default, turn it on under Immersion/Settler Uniforms in the MCM/holotape. The uniforms only apply to non-Conqueror soldiers and non-unique settlers, to avoid losing any special gear they may have. If the settler has a uniform both for home and work the last plot assignment wins.
    • Moves the building plan previews to separate mods, ESL-flagged ESPs in the files section - get the version that is right for you (WV2 or AIO)
    • Fixes for the Shitter and the Soap Factory to make them more reliably produce items to the workshop.
    • Sets the plants to harvestable in the interior recreationals Fever Garden and Magic Garden.
    • Fix so the custom vendors in the Radical Armaments, Raider Grill, Sad Shoe and Workwear (interior) don't revert to vanilla shop inventory.
  2. ToLaukka
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    removed
  3. bookdealer
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    Does this addon work with ss2?
    1. Tinuvia
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      No, this mod is for SS1. Here is the version for SS2.
  4. kurosagi97
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    Hey there, first of all thank you for the mod. Just wondering if the produce from agricultural plots get deposit into the workbench? I notice that tarberry from the pond plot get deposit but others like hubflower, bloodleaf, brain fungus does not and have to be manually pick up. Not sure if this is intended or I run into a bug.
    1. Tinuvia
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      Hi! Thanks!   The "happy" versions of the plots are set to deposit to the workbench but have a randomized daily chance of both amount and type of crop. This increases as the plot levels up. (EDIT: the "regular" versions don't produce to the workshop.)

      WILD PLANTS
      Meadow - L1: Thistles, Carrot Flower, L2: L1 +  Razorgrain, Wild Gourd Blossom, L3:  L1 + L2 + Corn
      Forest - L1: Hubflower, Wild Mutfruit, L2: L1 +  Wild Fern, L3: L1 + L2 + Wild Tato Blossom
      Pond - L1: Brain Fungus, Bloodleaf, L2: L1 +  Tarberry, Glowing Fungus, L3: L1 + L2 + Ash blossoms
    2. kurosagi97
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      Oh thank you, that clear things up.
  5. NOXSEVATAR
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    would I need to start a new game?
    1. Tinuvia
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      Hi! You can install this mod (for the legacy edition of Sim Settlements) at any time in your game - you don’t need to start new (you only need to start new if you are switching to Sim Settlements 2 and our new addon: https://www.nexusmods.com/fallout4/mods/48060/).
  6. darinlh
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    Had an issue with the plot "Minie Driver" the 1x1 martial plot, basically, it ate 50% of the build limit when upgraded to lvl 3.

    Replicated it at Starlight drive in by taking it and just building a plot and upgrading it to lvl 3.
    I love the statue BUT way too many polygons aka build points.

    BTW I am trying to put together a city plan for the contest and a lot of your stuff is featured.

    I do wish that your "items" were in their own section in the menu vs scattered throughout.
    1. Tinuvia
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      You have posted this on the legacy version of Wasteland Venturers (for SS1). In this version of SS the build limit is calculated as an estimate, not the real values of the plot. So my guess is something else is happening, but regardless, this plot IS heavy on the polys so I’d suggest you use another if build limit matters, as in a contest.

      There is no active contest for SS1, only for SS2. 

      I don’t know what you mean by “items”. Furniture etc from addon packs are not allowed in city plan contests, since unlike plots they can’t be replaced if the user doesn’t have the add on loaded. And the building plans will always be in the same category as all other addon packs. If you specifically want ours they all start with [WV].
    2. Tinuvia
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      Just checked with kinggath and SS2 also uses pseudo values for the building plans, meaning it doesn't actually use the real polys and draws of the plots. So it's not Minnie Driver that is causing your build limit issues. You could even check this with console commands: click the workbench, type Getav 348 to see the current triangles and Getav 34a to see max. Let Minnie update and check again. Now do the same check with any other 1x1 martial.
  7. MrAlexKing96
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    Just a question, but why is there a power armor station in your ice cream shop, couldnt it be a normal ice cream store with NPCs selling ice-cream like your pizza store or someone Donut store, i really like diversity food in my settlement (which starting to look like the whole restaurant section in mall plaza rn) ,love your ice cream and pizza shop, my 2 favorite IRL food, but  gotta ask, as it feels a bit.. incomplete, when the ice cream "place" not a proper ice cream store.
    1. Tinuvia
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      But it does sell ice cream - and PA - after you’ve done the mini quest to fix up the ice machine. Is this not working for you?

      Myrmarachne would be better at telling the idea behind the plot but I’m going to give it a try. The plot starts out with a settler having dreams of power armor and also about ice cream, due to having found this old ice box. They start tinkering with old armor pieces, gathering up PA pieces found from all over, fixing them up and selling them. If you help them fix the ice box, and help them finding ice cream recipes in the world, they’ll be able to also cook up ice cream for sale. 
    2. MrAlexKing96
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      hold on a bit, i already fix the ice cream machine at level 1 ( 9 INT require), it broke again at level 2, then it working now at level 3, but i dont know anything about recipe in the world nor i get any quest marker about it,do i get some hint anywhere the about how to find these recipes? Also i do get like 3 ice cream on the small table sometime, but not seeing the guy assign there selling any ice cream.
    3. Tinuvia
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      Make sure the plot itself is powered. There are no quest markers for the magazines, just as for the vanilla magazines.
  8. darinlh
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    I just added "Wasteland Ventures all in one" tonight and getting a "missing master" error for "WVSimSAAddon.esp depends on SimSettlements.esm" am I mistaken in thinking this is the right one for SS2?

    I really need the "The Little House in the Wasteland" plot for a build :( 
    1. Tinuvia
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      Hi! This is the legacy version of our mod, get the one for SS2 over here: 
      https://www.nexusmods.com/fallout4/mods/48060/

      (The 2 in this one’s name is confusing, I know)
    2. darinlh
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      Thanks got it

      BTW Great plots I really enjoy the MOD the "Little house" is fantastic for early settlements, would love to see more of these combo plots aka a "couple" home with two beds and chicken coop or a tent and turret for an lp/op etc 

      Kudos and well done
    3. Tinuvia
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      Sim Settlements 1 didn't really support multi-bed plots or combinations as farm/home so we only have a couple of them here (the Townhouses that have multi-beds and Gaslight Concoction, the 3x3 farms where you can place an interior plot onto the original plot). SS2 has better support for multi combos, so we added a couple's interior residential called "Home Sweet Home". The SS2 multi plots were a bit bugged initially but version 1.0.9a of SS2 should make them more reliable.

      I think some of the other SS2 addon packs have more of the combinations you are looking for, they are all in this category.
  9. botan
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    Hi, I installed WV2 AiO after using only WV1 in settlements. Now some plots from WV1 are bugged and cause CTD. I tried SimSettlement recovery method but it scrap everthing else in settlement but not this bugged plot, as example is Dark Tower in some of my settlements.
    Then i tried to install Sim Settlement Helper to scrap them but some of items aren't even scrappable. Any idea what to do now?
    Maybe rollback to WV1 and scrap all settlements and then upgrade to WV2 AiO?
    1. Tinuvia
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      In the past when I have tried to "upgrade" from WV1 to the all-in-one it has always worked seamlessly. If you had both mods separate (WV1 and WV2), WV2 plots would reset to another random plot. I'm not sure why this isn't working for you. The AIO and WV1 is the same base file, just more items added from WV2 so it "should" technically work. 

      I think your last suggestion should work if there are issues just updating normally (but frustrating to loose all settlements). You could also roll back to a save from before you upgraded, change just the WV1 plots that you notice don't work to some other plot and then upgrade to the AIO.

      If this doesn't work either you could always play with both mods separate (WV1 and WV2) until you decide to start a new character. This will mean that some city plan plots won't automatically build the WV2 versions so you'd have to choose those manually.
  10. ScavingerScout
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    ok i have ure all in one and sim seatlements so are the plots random or where do i find the individual ones like carpenters house or voodoo lodge?plz help
    1. Tinuvia
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      Go to a residential 2x2 plot (for the two designs you mentioned), check the power pole of the plot. It has an ASAM-sensor. Click it and in the menu there's "Choose Building plan". This should list all our residential 2x2 building plans, probably last in the list. They all have [WV] in the beginning of the names.

      If you place a plot (of any type) the settlers will choose a design from a list of all addon packs and the core Sim Settlements plans), so they may also show up randomly.
  11. zed140
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    Do this one has 2x2 martial plot whitout turrets? I'm not turret fan for immersion reason
    1. Tinuvia
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      There are 3 that don’t have any turrets, even at level 3: Flaming Gate, Gundam Nights and Wall Gate. If you check the long description page here, under “Martial”, “2x2”, it mentions all plans that include turrets and at what level.