Fallout 4

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Argyuile AKA MrTrust

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39 comments

  1. Ian1013
    Ian1013
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    I find the institute plans pretty immersive when they pop up in random settlements in conqueror. Any way to disable just that pack in FO4edit?
    1. mbrto1
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      maybe you can make the plot "player selected only" somehow.
      i read that some addon packs come with such plots.
    2. Argyuile
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      Hell Ian Sim Settlements allows you to disable particular models from coming up in the random settlement structures.
  2. Argyuile
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    I want to apologize to everyone for being gone for so long.I have just been doing some testing and I am looking over your comments.I saw some of the issues in the thread below and I plan to release a fix along with the new Urgent Care -Entertainment- model.
  3. mbrto1
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    why does this add new items like "Fresh Mutfruit" when they are already in the game?
    are those duplicates necessary?
  4. User_35607895
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    Hi, I added a temp photo so you could see this particular plot had a bed and a desk together over each other. I did a refresh, but it didn't help. Of course please delete the photo - it was just for a fix.
  5. JamesRook
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    Thanks for the hard work! I see that this has been included in the Sim Settlements Year 2 Megapack which I have installed. Should it be up updated by installing the new 1.3.0 version of your mod? Thanks!
  6. someguynamedjoe
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    Are you considering doing anything for Conqueror?
    1. adammcbane
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      Second this.
  7. dsalter
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    how are things coming along fellow scientist? :P
  8. ParseOfficial
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    Found a bug the interior residential plot Institute Whitewall is stuck on the construction phase. Even after days, it won't finish building (level 1). Realistic build times are off.

    Another bug, in your gorilla plot, the doors can't be opened. If you hover right next to the lasers, it says door E to open, and it doesn't do anything.

    Also, it would be amazing if you made an advanced industrial plot chain, it could have research labs, synth actor NPC spawns, high-tech factories, etc.

    I also had an idea for residential plots - make some of them spawn in npc actors, for example, Mr. Handy/Nanny robots along with animation markers for them around the plot to trim the plants and stuff.
    1. Argyuile
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      Yes it was all I could do to get the laser grids in there this time around.This is going to be the way it is until I go to the 2.0 update.
  9. ParseOfficial
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    I saw some Institute plot ideas on the SS forums -
    Martial:
    1x1:
    Institute Security Pod: The institute take on the vanilla guard post. Comes with spotlights at L1, light laser turrets at L2, and two heavy Plasma launchers at L3. If a Teleportarium is located in your town, the Teleportarium will summon synths/coursers to mop up any remains.

    2x2
    SRB Watch Station: Prevents Synths from attacking settlement (no synth infiltrators, any hostile synth in range gets despawned). Later upgrades has a courser spawn, and last version spawns synths whenever the courser is attacked. Costs happiness.
    Institute Railgun: The Institute take on the Minutemen artillery. Shoots farther (if possible), but not very useful for defense though (at least on its own).
    Institute SAOSM (Surface to Air Or Surface Missile) Pod: A more direct defensive plot. This one includes a huge missile pod turret that actually launches seeking missile salvos at incoming enemies, weither they be brotherhood vertibirds, Deathclaws, or just your local band of wasteland degenerates.
    Institute Defense Tower: Just a tower with a bunch of bubble turrets. Consists of a 0.5x0.5x tower that has four 0.5x0.5 platforms sticking out of each side, with a bubble turret under each platform. L1 is one story high, L2 is 2 stories, L3 adds bubble turrets to the tops of the platforms as well for double the firepower.
    Industrial:
    Institute Scrap (external): Acts just like the vanilla one, but takes up a 1x1 area in the front-right corner.
    Institute scrap (internal): More efficient than the normal scrap plot, but guzzles more power.
    Institute Air-Water Facility: Pulls water out of the air and ground for drinking water. Not quite as effective as the Industrial Revolution version, but it takes up only a 1x1 area so you can deploy more of them. Uses internal plot.
    Institute Teleportarium: A power-guzzler with massive benefits. 1st stage lets you teleport between places with a Teleportarium. Second Phase auto-provisions between places that have a Teleportarium (even if they're phase 1). Phase 3 allows you to teleport to ANY town regardless of whether they have a teleportation or not.
    If town contains one or more Institute Security Pods, it will teleport in synth units when the town is under attack.
    Institute Synth Production Facility: Produces synth settlers that operate under the same rules as robot settlers (no home/food/water requirement, happiness cap). L1 Produces/summons gen 1s, L2 produces Gen 2s. L3 produces Gen 3s that still count as robots (it also produces fancy lad snackcakes for them).
    Institute Synthetic Blood Extraction & Production: Produces bloodpacks.

    Agricultural:
    Institute Small Bioscience Pod: Same as a regular dirt plot, but only takes up a 1x1 space. Comes in both external and internal flavors. Produces different types of food. Requires indirect power, unlike normal argricultural plots.
    Institute Bioscience Facility: Two-point-five times more efficient than the 1x1 pod. One for each type of item. (requires power)
    Institute Synthetic Meat Production: Turns out the Gorrilla Project bore fruit after all. Produces lab-grown meat, indistinguishable from normal meat, which you can use in cooking recipies and whatnot. Requires power.
    Classroom/Library: Counted as "Agricultural" just to get around the child limitations, though it acts like a rec plot instead of a agricultural one.

    Recreational Ideas:
    Institute Surface Relations Station: A polite way of saying "propaganda mill". A bunch of TV screens with subtle messages popping in and out constantly, and set to the classic music station that plays subliminal messages.
    Institute Relaxation Station: A slightly less efficient, but less power-hungry and less insidious version of the Surface Relations Station. Allows surface dwellers to partake in institute-approved relaxation.
  10. WetRats
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    Yay. Excited about the new plot.

    Ready to have gorillas in the midst of my settlements.