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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

Give your settlers supplies, and let them build the settlement themselves

Requirements
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Changelogs
Do you ever just wish the your settlers could manage their own shit? Why is it that you, the sole survivor, are the only one capable of of dragging a pillow and a dirty mattress over? Or planting crops? Or patching a wall? Are you tired of the building up every settlement piece by piece, and just want to not be bothered with the details anymore?

Settler Built Settlements is a simple, immersive answer to all of those questions. All you need to do is build the Settlement Building Supplies(tm) in the crafting menu, leave (far enough away for the cell to unload), and the next time you return to the settlement your settlers will have built themselves some homes, crops, maybe even some defenses. All without you having to lift a finger.

Available Plans
For initial relase, I've converted settlement builds for 19 settlements. Big thanks to Zed140 for letting me use his Living Series- definitely go check out his work (and if you just want totally pre-built settlements without even having to build the supplies to unlock them, then just use his original mods). For the converted living series, the extra NPCs, turrets, workbenches, and  are removed. The recipe for each settlement building supplies object is roughly 1/4th the required items to build everything in the plan manually, minus any objects that the plan scraps.


How To Install
Install the framework mod. Pick whatever settlement plans you want from the optional files on this mod. Download them and any requirements for them.


How To Use
Craft the settlement building supplies in the new Settlement Building Supplies category in the Workshop menu, then travel far enough away for the cell to unload. When you come back, it will be built.
I recommend building the plan before making any changes to the settlement manually or scrapping anything- this mod has no mechanism to detect that you've modified the settlement.


Under the Hood
How this all works is just a bunch of settlement items placed in the world, but disabled by a parent marker. Building the settlement supplies starts an event listener, and the next time the cell unloads, the parent marker is enabled by the script, and the settlement supplies are removed. It's literally a 2 line function. Settlers aren't even actually required. The goal is to keep this as simple and lightweight as possible, allowing you to very quickly invest a little in your settlements, without having to spend hours decorating them, and without adding script load to your game.



FAQ
Q: If I build something before the plan, will it clip / if I scap something before the plan, will the plan have floating objects?
A: Yes. This mod is as simple as possible, by design. If you build something before the supplies and it clips with the supplies, then it clips. If you scrap something that the plan builds on top of, then it that thing in the plan will be floating. If you take manual actions before building the settlement, you may need to manually undo them afterwards or just live with it looking a little weird.

Q: Isn't this just Sim Settlements?
A: Christ no. SS2 is a masterpiece, it's basically an entire Sim game built in the FO4 engine, along with probably the best quest mod on the nexus. But because of that, it's incredibly heavy on the engine. As you get into the HQ and war mechanics, it's complex, and tricky to learn. Comparing this to Sim Settlements is like comparing a pocket knife to a laser scalpal. This mod is designed to be a lightweight alternative for people who just want their settlements built up a little bit, without the complexity and extra systems to learn. Sometimes you just want to cut a bit of string, and a laser scalpal is overkill.

Q: Is this compatible with...? 
A: Yes. This is a very simple mod, it's compatible with everything, although mods that completely rework settlement layout will probably look weird.

Q: Safe to add/remove to an existing save
A: Yes

Q: Why can't I see the building supplies tab in the workshop menu?
A: Because you're in a settlement that you didn't download a plan for, the tab only shows up in settlements with plans, OR you're in a part of the settlement the plan doesn't cover most commonly found in LARGE settlements, but if you're at the edges try moving around, maybe somewhere more central).

Q: Is this ESL flagged
A: Yes

Q: What happens if I build supplies a 2nd time in the same settlement?
A: Plans are not currently upgradeable- nothing will happen other than wasting supplies if you try to build it a 2nd time.

Q: Does this work with Transfer Settlement Blueprints
A: Not out of the box, no- I have to do additional work to convert each blueprint to work with the system. The blueprint must first be migrated to a plugin, and then I have to convert it to work with the framework.

Q: How do I submit transfer settlement blueprints to you for patching?
A: Have a look at the article tab. Please do not submit other people's blueprints unless they have open permissions.

Q: All in one pack/FOMOD installer?
A: Eventually yes, however I'm want to get the remaining settlements covered first. Once it's done, an all-in-one pack will be released here. As a temporary measure I've added a collection of the v1 living settlements conversions.



Check out my other mods
True Perks
The Alias Project
Immersive Legendary Enemies
The Unique Replacers Project

Whisky's Survival Mods
Feast and Famine Overhauls food availability, makes water and sodas not heal
Less Dungeon Loot - Makes statically placed food and chems more rare.
Stimpacked - A Survival Healing Mod: Changes food healing to only heal up to certain thresholds
Barter Vendor Restrictions: Reduced vendor caps, and restricts what vendors buy
Load Out: An Encumbrance Overhaul: Reworks encumbrance mechanics
Home Unimprovement: Survival Settlement Crafting
Food Healing Doesn't Stack


How to Get In Touch
Join me in the Life in the Ruins Discord
Support me on Patreon to follow what I'm working on next