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  1. I have constant freezes where I have to stop fallout 4 in the task manager. happens every 30 minutes or so. it happens mostly when I open workshop menu but can happen anytime, just not as common outside. any help or lead is appreciated the game saves fine and the fps is fine, I don't build large settlements and most are with settlers under 20. some mods that affect settlements here: workshop framework, workshop plus, better settler, beautiful female settlers, orphans of the commonwealth most textures are 2k except weapons are 4k load order : # This file was automatically generated by Mod Organizer. Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm ccBGSFO4044-HellfirePowerArmor.esl ccfsvfo4001-modularmilitarybackpack.esl ccfsvfo4002-midcenturymodern.esl ccfrsfo4001-handmadeshotgun.esl cceejfo4001-decorationpack.esl ccbgsfo4045-advarccab.esl ccfsvfo4003-slocum.esl ccswkfo4001-astronautpowerarmor.esm cceejfo4002-nuka.esl cctosfo4001-neosky.esm cckgjfo4001-bastion.esl ccqdrfo4001_powerarmorai.esl ccBGSFO4115-X02.esl ccbgsfo4116-heavyflamer.esl ccBGSFO4110-WS_Enclave.esl ccBGSFO4096-AS_Enclave.esl ccjvdfo4001-holiday.esl ccbgsfo4047-qthund.esl cczsefo4002-smanor.esm ccFSVFO4007-Halloween.esl cctosfo4002_neonflats.esm ccbgsfo4046-tescan.esl ccSBJFO4003-Grenade.esl ccOTMFO4001-Remnants.esl Indubitable Ivy.esl HellcatPA.esl HiPolyFacesCompanionPlugin.esl Homemaker.esm Unofficial Fallout 4 Patch.esp Snap'n Build.esm SSTRealisticRoads.esl TrueStormsFO4.esm PPF.esm PPF-NeonFlats-CR.esm Arbitration - Resources.esm YouAndWhatArmy2.esm BakaFramework.esm fakeInt.esp fakeInt_Boston.esp fakeInt_DLC.esp HUDFramework.esm REFramework.esm TMR_GlitchfinderAIO.esm WorkshopFramework.esm Papyrus Script Runner.esp CompanionIvy.esm Horrorghouls2.2.esl TacticalReload.esm Community Fixes Merged.esp Fallout 4 Fixes.esm JamaicaPlainPathing.esm JumpFallPoseFix.esl LIF.esl LIF_RandomPA.esl Ownership Fixes.esp Natural Bundle Bunker Set.esl Natural Bundle Cave Set.esl Natural Bundle Masonry Set.esl Natural Bundle Submarine Set.esl WorkshopFridge.esl EssentialNPCsExpanded.esl ExtendedWeaponSystem.esm Rebuild_SharedResources.esm SettlementKeywords.esm SSTImposingGunnerSkulls.esl RedderRocket.esl nukaproject.esl PPF-HeavyFlamer-CR.esm NiceBush.esp 9x39Project.esp 3dscopes-9x39project.esp 3dscopes-ccmakeshift.esp 3dscopes.esp [Blot] CODCW Watch Pack.esp AER15.esp AES_Renovated Furniture.esp AK74M.esp AM17.esp Archimedes-II.esp Bruen Bullpup Family.esp CazadorML.esp FlaconOil_1K_0.esp FO4ParticlePatch.esp G36Complex.esp GhoulBlood.esp GIAT_FAMAS.esp Glock19x.esp Glock17-18.esp Groza.esp HaxRPG7.esp HiPolyFaces.esp HK_MP5.esp Clothes Pack 5 by DonEb14n.esp CROSS_Blades.esp CROSS_RugerMkV.esp Factor.esp DV_CRKTM16.esp Clothes Pack 6 by DonEb14n.esp Colt.esp BC93.esp Backpacks of the Commonwealth.esp HK_UMP.esp Homemaker - Streetlights Use Passive Power.esp Homemaker - Unlocked Institute Objects.esp Huot.esp ImmersiveAnimationFramework.esp IAF - Far Harbor & Nuka World.esp Karma-45.esp L96A1.esp M1A.esp 3dscopes-m1a.esp MK18.esp Modern Military Pack.esp MP7.esp MW1Akilo47.esp MW1Mike4.esp MWEagle.esp MWIIChimera.esp MWIIIacharlie.esp MWIILimax.esp MWIIM4.esp MWIImike2011.esp MWIIstango25.esp MWImgolf34.esp MWM91.esp MWPP19.esp MWRam7.esp NMC Bundle MEDIUM.esp Ozzys_MCPR-300.esp P90.esp P90NPC.esp PiperCaitCurieDialogueOverhaul.esp PMC Operators Pack.esp REAPER.esp ReconPack.esp 3dscopes-reconpack.esp RemoteExplosives.esp RU556.esp 3dscopes-ru556.esp Schotel22.esp SkibsWeapons-REDUX.esp Sten.esp SuomiPP.esp SV-98.esp 3dscopes-sv98.esp TavorX95.esp THBrows.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarborExtraRads.esp Ultimate Window Overhaul Cubemaps.esp Ultimate Window Overhaul.esp Vaker.esp VD_GerberMelee.esp VD_SIGMCXShrike.esp VGM1Golf.esp VGMike1911.esp VGThotel.esp VtawMaxyDressNE.esp VtawWardrobe7.esp VtawWardrobe8.esp VtawWardrobe9.esp VulkanM.esp W.A.T.Minutemen.esp WattzLaserGun.esp 3dscopes-wattz.esp WZXM4.esp AdvSettleTurretSet.esp Arbitration - Button Lowered Weapons.esp BetterNightVision.esp Colt_LL.esp DarkerNightsDetection.esp ESPExplorerFO4.esp FO4HHS.esp Groza_FTSPacth.esp LooksMenu.esp MW1Akilo47_Location.esp Ozzys_MCPR-300_FTS.esp SettlementMenuManager.esp TavorX95_BLW.esp CraftableAmmo.esp CraftableAmmo_plus.esp LegendaryModification.esp LegendaryModification2LM.esp LegendaryModificationMisc.esp LongerPowerLines3x.esp Quieter Settlements - Contraptions.esp Quieter Settlements - Vanilla.esp Quieter Settlements - Wasteland Workshop.esp TU3SD4Y'S Fallout 76 Watchtowers REDUX.esp BetterGenerators.esp ClearableFortHagenSatelliteArray.esp ClearableUSSRiptide.esp Complex Vendors.esp CROSS_Jetpack.esp Diamond City Supplements.esp fakeIntTrueStormPatch.esp GeneralAtomicsMrGutsyGuards.esp Gloomy Glass.esp ImTalkingToYou.esp Keep Radiants In Commonwealth.esp Less Annoying Berry Mentats.esp Less_Intense_Speculars_EBT.esp Nuka World Bottle Fix.esp Simple Creation Club Delayed NG.esp WhoIsTheGeneral.esp WTG - KRIC Patch.esp chem redux.esp Companion Infinite Ammo and Unbreakable Power Armour.esp Faster Terminal Displays (10x).esp Insignificant Object Remover.esp Reverb and Ambiance Overhaul.esp TrueStormsFO4-NukaWorld-FH-Compat.esp DarkerNights.esp CheatTerminal.esp No More Fake Puddles - Nuka World 1-0.esp SkjAlert_All_DLC.esp RichMerchants.esp Grasslands - Healthy.esp FO4 NPCs Travel.esp 0_Vault120.esp 155mm Howitzer M1.esp [MW2R] Shadow Company.esp AkaSinger.esp AkaSingersWardrobe.esp AttackSpawnsOutsideSettlement.esp AzarPonytailHairstyles.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersNoLollygagging.esp BrighterSettlementLights_LongAndSoft.esp CastleWallsRepaired 3.esp ChildrenofGoodneighbor.esp Combat AI Empowered.esp CommunityTweaksMerged.esp CompanionIvy_Mags.esp CompanionIvy_Nuka.esp CompanionIvy_quest.esp CustomizableRadiator.esp dD-Enhanced Blood Basic.esp DD_All_the_COncrete.esp Eli_Armour_Compendium.esp BetterSettlersCCAPack2.0.esp EnclaveRecon.esp Farming Resources.esp Glowing Animals Emit Light.esp IcebreakerCDO-Settlements.esp Lots More Facial Hair.esp Lots More Female Hairstyles.esp Beautiful Female Settlers v. 2.0 - BS Compatible.esp Luxor's Clean Water.esp M8rDisablePipboyEffects.esp ManufacturingExtended.esp ManufacturingExtendedFH.esp MW2022_Ghost_Nightwar.esp NukaWorldPlus.esp OpsCoreFASTHelmet.esp Orphans.esp Passthrough.esp Project Reality Footsteps FO4.esp SavrenX HD DLC Armor and Clothes.esp SavrenX HD Vanilla Armor.esp SavrenX HD Vanilla Clothes Optimized.esp SavrenX SuperMutant Armor HD.esp SavrenXBetterRobotHDLibertyPrime.esp SavrenXFoodAndFoodware.esp SavrenXHD1KBuildingAndInterior.esp SavrenXHdDlcPowerArmor.esp SavrenXHDSettlementAndSetDressing.esp SavrenXHDSettlementAndSetDressingDLC.esp SavrenXHDVanillaLandscape.esp SavrenXLandscapeInteriorBuildingDLC.esp SavrenXPropsAndJunk.esp SavrenXSynthHD.esp SavrenXWeaponHD.esp ScrapDeadThings.esp SKKSettlementAttackSystem.esp SpecticalIslandBridges ESL.esp tumba_MinutemenMarshalOutfit.esp TurretStands.esp UncappedSettlementSurplus.esp ValiusHDTextures2K.esp WorkshopPlus.esp AbernathySleepFixes.esp AlexSleevePatcher.esp Assaultron Combatron.esp Basher Perk Fix.esp CorvalhoWidowShotgun.esp CraftingLegendaryFix.esp CROSS_Blades_Naming_Fix.esp FirstPersonViewableItemsExpanded.esp Fixed Alpha Maps.esp Fixed Gobo Effects.esp Flicker Fixer.esp GhostModeFixFO4.esp GlitchsFixes1.esp MidnightCultFix.esp MiscAnimTweaks.esp Rusty Face Fix.esp SpotlightFix-250-Shadow.esp T Cannon Quest Fix.esp TabsMissingFix_DLC_WW_CW.esp Wetness Shader Fix.esp AutomatronCountyCrossingFix.esp LIF_DLC_Ammo.esp LIF_DLC_Armor.esp LIF_DLC_Cola.esp LIF_DLC_Grenade.esp LIF_DLC_Guns.esp MechLairPathfindingFix.esp PuddleReflectionFix.esp RAW INPUT.esp Fallout3StyleVaults.esp Lots More Male Hairstyles.esp BS BFS Merged Patch.esp MW2023_SOA_Subverter.esp Ozzys_Cod_Modding_Framework.esp Vivid Fallout - Far Harbor LOD.esp Vivid Fallout - LOD.esp Vivid Fallout - Nuka World LOD.esp VividFallout - AiO - BestChoice.esp VividFallout - Quarry - BestChoice.esp AdvBubbleTurretSet.esp afpABetterWorldWorkshop_Cabin.esp AkaWaterWorld.esp AutoDoors.esp Better Vendor Stalls.esp cartman1975_warehouse.esp CBBE.esp CourierDuster.esp Helios Outfit.esp Kraggles - Structures.esp KSHairsFemsheppingRadbeetle.esp LC's UHD Skeleton Wardrobe.esp LooksMenu Customization Compendium.esp M60.esp PIP-Pad.esp PIP-Pad_THBrows.esp PKMnv.esp Post Apocalyptic Survivor Outfit.esp PWR.esp PWR_HM.esp Rebuild_Settlements.esp RetroInstitute.esp SavrenXCreaturesPackDlcREDONE.esp The Ultimate Piper - nexus release.esp VaultTecEngineering.esp VWR - Explosives.esp Wasteland Workshop Streetlights.esp WeaponDisplays.esp BetterCompanions.esp CompanionsGoHome_A.esp PRP.esp 0_Vault120_PRP.esp Rebuild_Settlements_Previs.esp AmazingFollowerTweaks.esp AFT_Plus_Ivy.esp CTM_AFTPatch.esp Siles - ModernMagazineShelf - All in One.esp DX_Atago.esp DX_Pornstar_Fashion.esp GhoulishRank4Fix.esp SKKObjectCounter.esp
  2. Hi! Are you familiar of how to have buildings such like Barns, Cabins and Greenhouse in Stardew Valley or Harvest Moon? My idea is the same, you buy prebuilt structures with materials. Basically if you have enough materials stored in the workshop, you can ask a settler to build structures like a set of houses, power source, walls, farms, stores/defenses (if you fulfilled the requirements). A loading screen and voila, prebuilt houses with decorations and furnitures, no need to decorate them or enter build mode. You can even pass the days to make it looks like your character built it with the settlers. If there is no settlers, you can just add an option (choice menu) to build a prebuilt structures directly to the workshop. For the quest related structures, you can just give the materials to the requester, or just add the structure option in the workshop or settler just for the quest once the requirements are fulfilled. Also, to make it easier for modder and player, make it sets, such as house sets for the whole settlement (not just one house per build). And make them upgradable just like in Harvest Moon or Stardew Valley; from wood structures to Covenant houses level; stores, defences (MK1 to MK7) and power/water sources too. If possible, entering the build mode is disabled in the game too. Why not just use SIM Settlement or Prebuilt mods? Why not just ignore the settlements? In SIM Settlement you still enter the build mod and decide where to put things. The objective of this mod is to free the player from building exhaustion and continue to their adventure, but still part of the Minutemen, encourage them to collect more and use materials, and they have more places to trade and rest. Much appreciate who will do this and thanks.
  3. perhaps such a mod already exists, but it is not so easy to find it by name, so I will be glad to get a link from old-timers of the nexus to a similar one. the essence of the conceived mod is to achieve a gameplay that is close to more skill-dependent and deep (after all, the player is cut off from his "shelter" for a while and has to really survive on his own with a well-thought-out amount of supplies in these sorties on quests or exploring the world of the game) by the type of raids in Tarkov. namely: limit the player's access to settlements in which the player has cheat stocks of collected items for crafting and weapons, as well as limit fast travel for an hour or two hours (this is especially true in modes when they are available only from horizons settlements, caravan mechanics or "fast travel only from settlements" mod). I am not familiar with editing scripts and files outside of foedit, so I will be glad for advice or help in implementing such a small but fun in-game limitation.
  4. I have been looking for quite some time for a mod that would allow to track the evolution of settlements over time. In other words, the capability of seeing how the number of settlers, happiness and other parameters of each settlement change from day to day on the pip-boy. I can imagine that this is not an easy task in view how buggy these stats can be (the known mismatch remidiated by some mods between the pip-boy figures and the actual ones retrieved once in the settlement). If such a capability already exists in a mod, I would appreciate being pointed to it.
  5. So basically there's some settlements in the game that for some reason you can't raid and turn into outposts or vassals for Nuka-World. Always wanted to expand my raider empire into Far Harbor, but alas you can't and there's no mods for that yet that I know of. If anyone could take a crack at making them available as outpost/vassal options that'd be much appreciated. - All the Far Harbor settlements - Echo Lake Lumber, Visitor's Center, Dalton Farm, Longfellow's Cabin - Covenant - Base game settlement - Vault 88 - Vault-Tec Workshop Also bonus points if the Far Harbor raider outposts could use the default Far Harbor monster attacks instead of Minutemen attacks.
  6. Playing through nuka-world and building up outposts and vassals had me thinking about raider style propaganda posters. Like grungy scribbles, messages, and drawings in a sort of raidery style. Maybe even some pre-war posters with writing over them to reflect more of a raidery aesthetic. Things like "Obey the Overboss", "Work or die", etc. Threatening messages to remind vassals who they belong to, motivational posters for the "good" overboss who wants slaves to like being slaves and think they're making a difference. Recruitment posters, and other raidery posters for the outposts themselves. Maybe have the raider icon of the skull with chains around it as a stamp on the poster, or different ones using icons from the 3 gangs.
  7. Basically a mod that allows you to craft a notice / bounty board similar to diamond city with repeatable miscellaneous quests. The board being crafted and placed in your settlements / raider outposts via workshop. Also maybe one for nuka-world raider outposts with its own unique quests similar to the ones given by the raider bosses, but more variety. To give a few quest ideas: Kill insert enemy, deliver / retrieve items, collar enemy (raiders), etc.
  8. OVERVIEW I think it goes without saying that Bethesda really skimped when they implemented the outpost building mechanic. They also left out some key features from planet generation. So as usual, it will be up to the incredibly talented modding community to fix these errors. I'm not a modder myself, unfortunately, but I wanted to assemble a thread that can be easily referenced for talented mod-savvy individuals that includes the most important changes that should be made to the system. I envision this to eventually be a package of mods that work individually, but also work seamlessly together with no conflicts. DISCLAIMER: I am not a modder. I do not know the work that goes into creating the awesome mods for games like Skyrim and Fallout 4. I do have some knowledge of what should be possible, but I do not have the technical expertise to implement it. With that being said, here is an overview of what will be discussed here: - Planet - Vehicles - Outposts - Tech PLANET Planets are amazing in Starfield! It is impressive that while they do seem mostly empty, there is still quite a lot to scan and even find. That being said, it is unfortunate that the feature is as underutilized as it is. There is literally an endless amount of content that can be added to planets, but we got repeated bases, identical POIs, and only a handful of natural phenomena that aside from scanning had nothing to add to gameplay. These changes should be implemented to fix that. Procedurally Generated Points of Interest. We all know that each instance on the planet generates the locations procedurally, but it essentially just plops down a pre-designed model and calls it a day. I believe it would be possible to create procedurally generated POIs using the assets already built into the game. If nothing else, we should at least have multiple versions of each type of place, so I don't feel like I'm literally in the same science lab killing pirates every time I find one. If it can be done, generating rocks, trees, and even buildings should all be placed in a procedural way to increase the variety available to the player. Rivers These are actually really important to some of the features in later sections. There are some technical hurdles to overcome (especially the 'instanced' planet maps). Rivers are the most complicated to add, but they may be possible as shown in recent Star Citizen tech demos. Ideally, these would be node-based procedural generations that are implemented at the planet map level. They could be cut or truncated at the borders of each instanced map, if that technical obstacle can't be overcome, but ideally, these would flow from a "mountain" biome to an "ocean" or "lake" biome. There would be three major stages: Tributaries, River Main, and Delta. Tributaries would have an origin point somewhere on the map, and would become larger as they went farther from the point of origin. They would join up with the River Main, which is a VERY WIDE body of water. It could be several thousand meters across in some areas. If the river flows to a lake, there would not be a delta, and instead, another River Main would start flowing away from the lake. If the river meets up with an ocean biome, it will form a Delta biome, which again can be very large, forming islands and such. Modders might be able to add plugins to this, modifying the generation to form waterfalls in some areas, creating swamps in others, etc. Roads These should have been in the game from the beginning, along with vehicles. I know exactly why they didn't do it, but that is no excuse. There should be vehicles and roads in the game. Roads would be created in a very similar way to rivers, with different levels of roads showing depending on the types and number of POIs in the area. Roads should connect most POIs, and some of the random generated structures throughout the landscapes of planets. These will be node-based terrain deforms that can gen with different textures. Roads will terrain deform to force terrain under them to stay within a certain angle. probably not larger than 35* or so, and will create sloped surfaces on both sides. Roads should be required to check paths at generation, to ensure they don't split a mountain or anything like that. These will connect two POIs, and will also create branches and "lots" where derelict or working vehicles could be parked, nearby structures. There could also be road-exclusive locations that generate, like tunnels, quarries, and even small towns. VEHICLES What better to drive on the newly generated roads than vehicles? Below is a list of various types and their functions. One of the main features I want to include is a vehicle builder, similar to the ship builder. You would be able to place modules, replace parts, and eventually construct vehicular monstrosities HAHAAAHA. There would be a module for your ship that would be able to carry these from planet to planet, with certain limitations on where you could take them out. To park them back on the ship, target the ship while in the driver's seat and "dock" with it, allowing for a cutscene of the vehicle loading onto your ship, and dropping you inside the ship as if you boarded it through the regular bay. Exploration Fast, light, and equipped with advanced sensors. These can be driven over rough terrain and perhaps have amphibious upgrades. Cargo meant to carry a lot of cargo over long distances, these beasts need mostly level terrain to go between places, but what they lack in mobility, they make up for in capacity.Combat Ever dream of rolling up on some poor crimson fleet outpost in a tank? Heavy armor, heavy guns, heavy everything. Support Some vehicles function just to increase your own abilities. imagine having a vehicle with an animal trap on it? Or one that can collect and harvest plants as you drive it? Maybe one has a built in scanner booster? The possibilities are endless.Mounts Yes, you heard right. Tame an animal, and ride it across that desert. Place different packs on them to increase carry capacity or technical features. OUTPOSTS Outposts are a joke. It was the single thing I was looking forward to most, and by far the most disappointing feature. Honestly, the number of fixes this feature alone needs deserves its own thread. Really, it would be pretty cool if we could just merge Satisfactory with Starfield, which is exactly what this proposal aims to do, essentially. The major things that need to be fixed are: Outpost objects/buildings, resource Management, Defensive mechanics, and Terrain Modification. A new feature would be Colony Building. Outpost Buildings/Objects - Basic foundation - Basic Wall (half length of square hab, and whole length of square hab, snap points with 90* available. Also full and half length walls for manually creating hexagonal rooms) - Basic Roof - Bracing beams/pillars/crossbeams/support decor - More options for changeable snap points (windows/walls/doors) - DOORS?!??! - More options for swapping, such as changing the roof, changing the interior appearance, changing floor appearance, creating raised/lowered areas, toggling railings or placeable snap railings, togglable walls (for building connected interiors between habs) - Interior walls - Landing Pads have snap points for foundations, containers, airlocks, habs, and decorative items like cranes, pipes, belts, etc - So much more - Air purifiers and Oxygen generators are needed to make a hab livable. These can be built inside or outside at specific snap-points. - Water and food are now required resources to keep NPCs around the Outpost happy, so sinks, showers, and kitchens are needed. - placeable Stairs and walkways for foundations, interior habs, etc - buildable node-based roads within outposts - More Resource Management - A new structure/object for logistics. - snappable conveyor belts for building real factories (think Fallout 4, not Satisfactory) - Control panels to access materials in connected containers - Piping for liquid and gas materials (plus great for decoration) - Larger containers - like BIG - Ability to set a container to accept only one item - Ability to auto-drop or auto-pick-up items onto your ship, such as keeping a minimum or maximum item count Defensive Mechanics - Ability to build walls (node-based) around an outpost - Watchtowers can be designated with guards - Additional defensive structures, such as Anti-ship guns, Missile launchers, defensive positions, sandbags, more and bigger auto-turrets, various strength doors and gates, alert systems, town-gathering places, etc. - Medical system, where crew and other NPS, and the player, can go to heal up. - NPCs can be wounded, get sick, or have other ailments. - Defend from nature by combating the elements - build sheltered walkways that NPCs will prefer in inclement weather. - Attacks with numbers and equipment based on outpost wealth - Raiders may bring ships or vehicles to attack Terrain Modification - By far the most challenging feature to implement, but I'm sure modders are up to the challenge! To be clear, this does not need to be voxel based like NMS, it just has to adapt to a couple of things using placement modifiers. So if I want to have my landing pad lower down, I can place it and the terrain will deform within a set limit to it. - The same goes for hab units, it would be nice to set some of them back into hills just a little - Roads would deform and smooth the terrain around them - various structures would have a minimum deform, so instead of building a weird concrete foundation under my cargo storage, it would slightly deform the ground to better suit the container. - If someone is feeling extremely ballsy, they could attempt a terrain deform tool, that would allow the player to manually flatten, raise, or lower terrain. Not sure how this would work without voxels, but it might be possible. Colony Building - This is a brand-new set of features that would greatly increase the joy of building outposts. - Once a certain threshold has been reached, and certain requirements met, an outpost can be upgraded to a Colony - A colony has additional building options, and significantly expands the borders of the Outpost - Colonies generate passive income through trade (much like Fallout 4) - Colonists are non-controllable NPCs that will populate a Colony as requirements are met. - You must provide colonists with Food, Water, Shelter, Income, Entertainment, and Security - I envision this more like Rimworld, where each colonist becomes a very important part of the colony, performing various tasks to increase the value of the colony and assist in production or income generation. - Each colonist will have traits, i.e. Rimworld - Colonists can die, either in combat raids, or from natural causes - Notification system assisting in colony management - Population Cap of 100 Colonists per Colony - Colonies can trade with each other using land-based means if they are on the same planet and within a certain range - All new tech progression for colonies - Colony management tools, allowing you to customize uniforms for different jobs, weapons, etc - Enact raids on other colonies TECH There are a lot of technical limitations for Starfield, but I have faith that all of them can be overcomeOne of the biggest obstacles is the way the map generates - overcoming this will lead to many more abilities as outlined in the above postNode-based procedural generation is pretty new tech, but I know it can be done. The sheer number of features that COULD be added to Starfield is immense. Outposts/planets are only one aspect. ​ Thank you to everyone who took the time to read this! I look forward to feedback and additional suggestions.
  9. Hey, I was hoping for mod devs to look into this one. Storage and Sorting: The outpost system is very bad. What im looking for is a storage system, where you can set what resource only the storage should take. When you have a link system, it throws what ever into the the containers. I want single resources sorted in my base. This container has Iron, and only iron, so the link system put only that resource in that container when arriving. If we had this easy tag, it should sort it self when arriving, either you put it with a container cross link output. Fabricator that can pull from the base and ship, like the workstations. Now, you need to swap manualy from each time you should make something in the output link. Just stupid. If someone manage to fix this in a mod, 99% of the base and crafting will be fixed. Maby have a better link system. What you want here is, is when ever you plot down a resource farm on planet, to be sent yo your main base right? Then you have a container for that resource only. and not 30 containers with 10 different resources in. Im just tierd of trying to find the resources i need, and how much i have. In other, there is also some resources that is more easy to get in volum. Those usaly flood the containers again, so there is no space for the rest. See my problem? This should also help the automation process to now if made, due fabricator cant pull from all resources. By sorting containers, it will not flood containers of the most easy resource. Im not sure how to fix the link system. You need HE-3 to power em between the link platforms. Then you can have X amount of links. Its a spagetti problem, to get the stuff you want in you base. It should be a hub, to send ALL resources in the galaxy. So you can just craft, and not travel around fill a bit here, go to next planet do get that, then you craft it, you need to go out again, due you miss something for another module. The fabricator needs rewiring. This system needs to get more easy. All to base, craft all. Thats it. This might be a challange! But are you the mod dev for it? It`s not any mod`s out there, who can do this yet. I can also detect what people are looking for atm. You can see that base storage, link system and sorting is highly viewed topic in the forums, due people are getting into the endgame now, and might be the most popular mod if made. Thanks!
  10. Idea is basically various NPCs of different factions and types can spawn in and visit your settlements. Maybe have it be an option that you enable similarly to the settlement recruitment beacon, but instead once you build and enable a settlement object it marks that settlement and allows visitors to show up, come and go. Would add a lot of life to settlements, and they could hang around near store/market areas and other notable parts of settlements. Visitor Ideas Normal Settlements - Wastelanders - Traveling Merchants - Scavengers - Mercenaries - Brotherhood Soldiers (if allied to Brotherhood) - Railroad Agents/Synths (if allied to Railroad) - Minutemen (if allied to minutemen) - Coursers/Synths/Institute Agents (if allied to Institute) Raider Outposts - Traveling Merchants - Scavengers - Mercenaries (including Gunners) - Raiders (generic Commonwealth raiders) - Triggermen - Nuka World Raiders (only the two gangs that you allied with) Other - Children of Atom
  11. I wanted to make a mod that removes Provisioners protected flag and instead gives them buffs that makes them much harder to kill as well as figure out how to assign other npcs to follow provisioners. The second part Ill worry about later. For now I just want to know how I can add a spell or enchanement to a provisioner? I already now how enchantments and Magic effects work. However I want to know how I can specify an enchanment or spell to be applied to an active provisioner. I want to add a spell to a provisioner that increases damage and resistance. I was looking at keywords and I see some stuff regarding provisioners under "caravan". However I am still not sure how to apply the spell only if they are currently a provisioner.
  12. there are some amazing dance animation mods on Nexus .. and although i wouldn't expect anywhere'z near the more .. 'Broadway' or 20th century 'Vaudville' types of choreography in the dance animations at all .. you'd think that 1 or 2 SLOW or Lingering sorts of Waltzes might have been on those mod authors, animators tables :( cheers, w.
  13. I swear there was a mod that added repaired shack walls, including a wooden half wall, to the vanilla Wood section. It definitely is not a mod with wood or shack in the title. I think it was part of a larger set??? Anyone remember or recognize this? I can't seem to find it this playthrough and I normally never play without it. (PS: No I am not talking about ANY of the mods which make shacks looks brand new, nor would I ever; it used vanilla textures and didn't contain any textures of its own.)
  14. Like the title says, are there any mods which will produce information on what is affecting settlement happiness? Non-covered beds, insufficient defense, etc. I think Sim Settlements has one but I'm not using that mod. Any other places to find this out? It's just the usual problem with happiness dropping for no obvious reason and I'd like to be able to see what the problem is. Thanks!
  15. Does anyone know of any mod which teleports settlers to their assigned work? I know Pra's ASAM Maintenance Software mod for Sim Settlements has a function to do this for SS2 plots but I'm not using SS2 at the moment and I'd really like to find a standalone object which issues the command to instantly move all settlers to their assigned work. Farm plot, defense post, workstation, etc. The updated Instabell has a teleport unassigned settlers function which, unfortunately, includes settlers assigned as provisioners and other non-vanilla jobs which aren't crops or defense. There is a regular bell to gather settlers which causes them to try to reach the bell (but often fail). I was able to find the "Quitting Time Siren" from the Wasteland Workshop DLC under Cages->Miscellaneous. Supposedly it toggles between work and relax/arena but I'm pretty sure they don't get "unstuck". It's the closest thing but a teleport would "rescue" settlers who fall through the ground and get otherwise stuck somewhere.
  16. I really wanted to find better fishing options for settlements to assign settlers to work. I'm not talking about player fishing but something to build a settlement around instead of growing crops. Obviously Sim Settlements has lots of nice buildings but I'm not including it in my new playthrough because problems with that doomed all of my past playthroughs. Does anyone know of any mods which add more settlement fishing related assignable stations? Here's what I found: 1. Fishers - Fishing and More - Fah Hahbah. This would be great except it has a big flaw in overriding the default WorkshopParent quest to handle production of fish to the workshop. That can cause all sorts of problems especially when other mods do the same thing and create conflicts. There are also some issues reported with the animation placements for some of the tables. Includes copies of the scripts from the Fallout 4 Mining System scripts without credit or using the original mod as a master. If it wasn't for all of that it'd be closest to what I'm looking for with "fish meat" added to the workshop and at least one recipe to actually cook fish for the player to take on the road. It has several settlement objects like lobster traps, fish traps, larger fish nets. and fish gutting and cutting tables. 2. Basic Fishing by Zorkaz. It adds different kinds of fish and an assignable fishing chair. I definitely recommend and use this but I'm still looking for more settlement objects for variety. It adds a fishing chair plus multiple kinds of fish and recipes and even decorations using the raw fish. 3. CVC's Fishery - Adds a fishing net to statistically produce food and several objects which allow you to add animations around the fishing. Except for the net, the objects are meant more to provide a way for the settler to do more than just stand in one spot all day as they move from station to station performing related animations like cutting and weighing. It also includes structures like shack, bridges, etc. to build out your fishing station which, at least in my case, were already available in other mods. I works but doesn't have much variety of fish production and doesn't actually produce raw fish you can cook. This is NOT included in the CVC Dead Wasteland mod. 4. G2M Fish Farm Stuff and G2M Workshop - A fishing net station which produces "dead fish" which you can cook to produce "dead fish steak" which I think it kind of funny. :smile: The Fish Farm Stuff is included in to the complete workshop. It also includes some walkways/bridges to snap to the fishing net. 5. Better Stores (at Bethesda) - This surprised me and I only found this because I had it installed and looked for "fishing boat" in xEdit. It actually contains 3 colors of fishing boats which statistically produce 20 food for your settlements. They don't actually add cookable fish but they are a good addition to a place like Taffington especially if you use mods to expand it to have more water space and want more land to use for something other than crops. 6. Appletree Bakery and Creamery - Adds a great many new ingredients and crops and recipes to go along with them. It's actually a bit overwhelming. Unfortunately, this doesn't include settlement fishing stations. It does add a buildable fishing rod "weapon" with bait "ammo" and several kinds of fish to use in cooking recipes. I think the animations are hilarious as the fish "explode" out of the water in your direction when caught. I'd really like to use the Fallout 4 Mining System to make stations to produce dough, bread from dough, etc. when I get time (it's a shame that isn't used more) The finished goods do get added to leveled lists for stores so pies, cheeses, etc. show up there for you to purchase. 7. Northland Diggers - There are a few assignable settlement bench-type stations to add food and/or happiness such as cutting and weighing tables which are useful especially since I have this mod anyway. It does need several fixes and tweaks to avoid some potential issues.
  17. Far into the game, settlements get attacked more, turrets have a max damage. My idea is to have upgradable turrets that require more parts for every upgrade and more energy to keep running for every upgrade. But other than that unlimited scalable if you have the parts and energy to keep it running. No models needed if vanilla game models are used. Probably would just need a interface, damage modify, someway to remember what turret has what level upgrade, but I don't know anything about modding, so it is just a guess.
  18. So, I'd really like to actually be able to use the profits I make from vendors I've placed throughout the commonwealth but, there's no way I'm going to periodically tour all my settlements just to retrieve a few caps especially in survival mode. Thats where this idea comes in: any settlement(s) that are connected through provisioners share the same global inventory, that way you can just reach in any workbench at any settlement and retrieve all your caps. This would also be convenient for legendary armor and weapon storage, I tend to store my legendaries I have gotten while exploring in the nearest settlement workbench when I'm overencumbered, but I tend to forget I left it there and never really go back for it. I've looked for mods that do this but so far the closest I've seen are mods that make every workshop connected straight from the get-go which seems wayyyyy too overpowered to me, up until just recently I was using SKK workshop utilities' consolidate inventories feature sparingly when I felt it was fair as a compromise but then it started crashing me every time I tried to use it so now that's off the table. Thanks for reading, hope someone is able to help me with this
  19. So I've been playing as a raider who set up in the Red Rocket near sanctuary. At level 16, went out to hunt for resources. Upon returning I found there was no power. It wasn't just one generator that was down... it was both. Went to repair them and found I was suddenly missing hundreds of steel, copper, ceramic, no telling what else. I loaded a save game just before I left to go hunting, and all those resources were there. Settlement bug, or did my raider get raided? O.o
  20. It would be delightful to have a large bonfire craftable at a settlement. Even just a pile of burning stuff, like at the Forged encounter area. The small campfires are nice, but a big bonfire would be stellar.
  21. Has anyone else ever stood at the top of Mass Fusion Building looking over Boston and thought, "This would make a pretty kickass outpost?" It's got decent space, has a generator already placed, is fairly centrally located, and is only accessible by a keycard-controlled elevator. What's not to like about it? I know there'd certainly be some issues creating this (provisioner markers, vertibird markers, no accessible water), but I think it'd still be pretty cool!
  22. I think I've tried every player home on the Nexus at this point. None of them have a designated (marked?) space for each of the vanilla followers so that you could dismiss them to the location and come back later and find them sleeping in their own bed or whatever. I love brick vault bunker but I cant figure out how to stop settlers from showing up and ruining the feel of this is my personal space. Red rocket tv has some killer player homes but you cant send followers or build a few extra mag racks. Why not have an area designated as Curie's with her own chem lab? A new base of operations for Piper complete with new printing press? a place a little nicer than listening post bravo for Danse to hide out after you save him from Maxon? Cait could have her own training ring, the list goes on. Maybe a spot for a custom follower that had a small area you could build in to protect the script based item from being altered? Except Preston can just stay at the Castle and leave you alone... I'm not a modder, and am very grateful for the wild array of talent submitting some really great mods. You have made this game a source of almost unending entertainment afr longer than Bethesda could have imagined. Thank you for all you do!
  23. A mod request to change the wall-mounted spotlights from needing BOTH power and a wire into activating just from an power source alone such as the settlement solution AIOS or 1 unit of power from any generator. No more having to deal with faulty wire hitbox detection.
  24. I'm not sure if it's just me, or the fact that it's a Bethesda game, but I'm finding the electrical systems to be really quite irritating. I have experience with electricity IRL and I don't know if that's holding me back because I'm expecting things to follow the same basic rules of continuity. I'm not even trying anything all that complex, just a door that can be opened from either side with a couple of vanilla switches and an XOR gate. Should be simple, right? Power to Switch A and B, from both switches to the XOR input, and from the XOR output to the door. But between pylons and conduits radiating power (Why the hell do they do this in the first place!? Contraptions adds "Power Radiators" that seem completely redundant!), doors only having a hookup on the outside, and other annoyances and restrictions, even this simple circuit seems to be a task for a madman. Any tips or things to avoid to get stuff like this working? I'm on the brink of insanity!
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