The draw of, the Fallout 4 mod we awarded, was that it gave NPCs some agency in creating their own homes and shops on your settlements. All you'd have to do is zone an area for the type of building you wanted, and let your settlers handle the construction and furniture placement, which gave rise to cool randomized homes and shops that would improve and change while you were off doing other things., the expansion to Sim Settlements, takes the idea a step further by letting NPCs not just build their own stuff but actually plan the settlement completely without your input. You can assign a city leader for each settlement, choosing from Fallout 4's NPCs companions, and put them in charge, as if making them mayor. They'll begin by scrapping the settlement, decide for themselves where zoned plots should be placed, and then set about building along with the other NPC settlers you've recruited. As the settlement grows, your mayor will even take into account the current shortcomings of the settlement, focusing on more farms or homes or shops depending on what's needed most. Rise of the Commonwealth is another way to have unique, constantly growing settlements without you having to spend time micromanaging everything.Naturally, you can still contribute and build your own stuff if you like, but the idea is to feel like your settlers are capable of making decisions and managing themselves. They may even build over some of your own constructions (if you built something in their designated area) or even move items you've placed to more suitable locations.
You've put them in charge, after all.You can also help out by donating your spare junk to boost their scrap supplies, and since Sim Settlements gives you more time to explore you're bound to have tons of extra junk to contribute. You can also still set up supply chains to keep your settlements connected to one another.As always, modder kinggath and his team have produced to explain the basic concepts and finer workings of the mod, and there are future plans to add a wider selection of NPCs that can act as city planners and even provide bonuses to the settlements they're assigned to. Sim Settlements, already great, just keeps getting better.
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Modding. Fallout Network.Welcome to, Your one stop for Modding EVERYTHING Fallout.Got a mod to share? Want to talk about Modding? Whatever it is, you can do it here!Weekly Posts. Request Wednesday - All Requests must go hereFILTER BY GAMERULES.Posts must be about Fallout / Modding.No Image Macros/Memes as posts.Editing console saves is not 'modding'.Comments not adding to discussion / flaming, will be removed.Use Descriptive Titles. One word or vague titles will be removed.Posts asking questions that are answered in sidebar guides may be removed.Don't promote Piracy. This includes posting mods that were removed / taken down.
Piracy is a ban, no warnings.Support posts without load orders (Not mod list) will be removed.Do not post the same mod/video more than once, with the exception of major updates.Posts promoting a released mod must link to the MOD, not a video.All request posts must be in the weekly sticky thread (Wednesdays). All others will be removed.POST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.FO4 - For Fallout 4FNV - For New VegasFO3 - For Fallout 3FO2 - For Fallout 2FO1 - For Fallout 1FOT - For Fallout TacticsF76 - For Fallout 76EXAMPLE: FNV New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events. Minor spoilers should be expected here.Type Without quotes:'Mr House is actually an Alien who started the great war' (/spoiler)To get this:Useful linksExplore the Fallout Network- Reddits Fallout Home- Discussion Fallout 3- Discussion for New Vegas- Discussion for Fallout 4- For the early Fallout games- In depth discussion for everything lore relatedVisit our sister subreddit at! Hello: I've searched and have not seen this come up before but I could be wrong, feel free to shoot on site if I'm wrong. Can someone send me the item code for ASAM sensors in the Sim Settlements Mod? Another mod has hijacked all my Utility Menu Spaces (I think) and I've already gone through the Museum of Freedom and used the halotape and planted my first plot.
I could do a bunch of rework, but if all I'm trying to do is craft asam sensors I feel it would be best just to use console commands. Immersion will not be broken as farmers don't typically use ASAM sensors in real life.
Gta vice city story missions. This is a list of all main storyline missions in Grand Theft Auto: Vice City Stories. There are 59 storyline missions. This is a list of missions in Grand Theft Auto: Vice City. Note: In order to unlock the final missions in the story line, it is necessary to buy at least six asset properties, one of which must be the Print Works, and complete their respective missions. Phil Cassidy's place does not count. Missions in GTA Vice City Stories. From Grand Theft Wiki. Spoiler Warning: Plot and/or ending details are in the text which follows. This is a list of all main story missions in Grand Theft Auto: Vice City Stories. 1 Chapter One. 1.1 Jerry Martinez; 1.2 Phil Cassidy; 1.3 Marty Jay Williams; 1.4 Phil Cassidy; 1.5 Louise.
Share on:Play retro games on weird vintage-future tech inside Fallout 4.Fallout 4: holotape locations visual guideAs you wander around the Commonwealth you may come across holotapes. These neat little collectibles contain playable games, and can be loaded up in terminals and your Pip-boy. Most of them are loving tributes or clones of classic arcade titles, so they’re a pretty fun time waster, even if they don’t seem to provide any gameplay benefits.Your two main sources of holotapes are RobCo Fun magazines and terminals; you can sometimes eject a tape from recreational terminals, so be sure to look through all the available menu options and watch for the eject prompt. There are five holotapes to find, and you can get them al pretty early on. We’ve listed directions below, along with screenshots to help you find them. As with all our guides for this massive game, it’s a work in progress, so check back as we update with more locations.
Holotape: Red MenaceThe first holotape you can find in Fallout 4 is in Vault 111. It’s in the recreation terminal in the kitchen area; fire it up and eject the tape to collect it. If you’ve just started playing, this room is very close to where you get the security baton and fight your first radroach. You can return later if you miss this.Holotape: Atomic CommandIn the Museum of Freedom in Concord. It’s on a desk near a terminal, in the upstairs room where you find the trapped settlers during the main quest mission When Freedom Calls.Holotape: Zeta InvadersIn the back corner of Nick Valentine’s office in Diamond City, on a desk. Note that you can collect this issue more than once, but you won’t receive multiple copies of Zeta Invaders.Holotape: Pip FallOn a desk in the boss room in Fort Hagen Command Centre. You visit this room during main quest Reunions.Holotape: Grognak & The Ruby RuinsOn a desk in the basement of the Memory Den in Good Neighbour.
You travel here during the main story quest Dangerous Minds.
Have you ever wanted your character to speak more? Do you want to make random comments to other npc's, etc? Do you want to say random things to your follower or Dogmeat? Do you want to taunt your enemy when you hit them or to moan and groan or say angry things when they hit you?
Do you want to speak out load when you like something or complain out loud when you don't? Would you also like to look at who your speaking to or taunting?If you said yes to any of these then Player Comments is what you need!! You even can set the frequency of the comments or taunts using the supplied settings holotape and even turn all of them on or off as you desire with a quick toggle item!
So don't fool around get the mod, install it and have some major immersive fun!I recommend if you would like to hear the random non-combat comments to other faction groups like raiders, Super Mutants, creatures, etc!Comments are taken from existing voice in the game - there is nothing new - and works for both male and female characters!On a new game the AI comments will not begin until you leave the stasis pod in Vault 111 and will be paused while any in game dialog is occurring.Version 2.00. Holy shit guys, check this thing out.You put down a plot, assign a settler, and they actually do the 'work' and build their own homes, shops, farms - some of which will have unique little self contained stories inside.
The mod author is also releasing tools so others can make their own plots. It's top on the monthly mod list, and I'm surprised I haven't seen anyone here talking about it. This looks amazing, and I'm super jealous I'm out of town till April. Has anyone here tried this thing out yet? Transfer Settlements is a mod that allows you to simply export your settlements into external data files called BLUEPRINTS, and also lets you import these blueprints back into your game using it in any of your savegames of any of your characters.
And similar to Looksmenu or Bodyslide presets this mod also opens up a new possibility to share these data files on NexusMods.com as single settlement blueprint files that anyone can download and use with this mod.For those of us who cannot be a.ed/unable to make decent settlementsThanks to MXR for showcasing thisEdited March 31, 2017 by SlushyBucket. Transfer Settlements is a mod that allows you to simply export your settlements into external data files called BLUEPRINTS, and also lets you import these blueprints back into your game using it in any of your savegames of any of your characters. And similar to Looksmenu or Bodyslide presets this mod also opens up a new possibility to share these data files on NexusMods.com as single settlement blueprint files that anyone can download and use with this mod.For those of us who cannot be a.ed/unable to make decent settlementsThanks to MXR for showcasing thisHeah man, do you know if I use this mod and import a blueprint to a new game can I use an old settlement even if I have not collected the resources yet?Does one need the materials in the work station before the mod works?
Or do you just get a free prebuilt settlement? Holy shit guys, check this thing out.You put down a plot, assign a settler, and they actually do the 'work' and build their own homes, shops, farms - some of which will have unique little self contained stories inside.
The mod author is also releasing tools so others can make their own plots. It's top on the monthly mod list, and I'm surprised I haven't seen anyone here talking about it. This looks amazing, and I'm super jealous I'm out of town till April.
Has anyone here tried this thing out yet?Yes. And Gopher revieved the mod favorably.Configure more aspects of your mods than ever before - the MCM provides a range of controls such as checkboxes, steppers, dropdowns, sliders, buttons, text, and keybinds.
Optimized for PC. The MCM steps far beyond what is allowed for consoles. No ESM/ESP. The MCM does not count towards your load order. Save-safe. The MCM never sinks its teeth into your savegame - any modifications, as with most F4SE plugins, are done in-memory.
File-safe. No vanilla forms or files on disk are overriden.
The MCM is completely standalone. Hotkey support and conflict detection.
Assign hotkeys to mod actions to activate them on-the-fly. Well I just 'finished' a new mod for Fallout 4:It is called Atlantic Offices Restored.
It is based on unused assets in Fallout 4 and real history of Atlantic Offices in downtown Boston.I spent all day testing it in a vanilla game and in a heavily modded game and with another mod that restores Atlantic Offices as a pharmaceutical company. There was a conflict in the heavily modded game which was resetting my containers, but a simple name change and some messing around fixed that.
Bethesda left an Easter Egg in the pieces I knit together. But if you want to know what that is I guess you will have to play it. All right, been looking and waiting for a mod that implements the 'famous' unused dialogue from Paladin Danse's files but haven't found one yet. Not finding a mod I am looking for is usually where I decide to try and make it myself.:-DUses dialogue cut from the final game to provide more options to solve the issue of Danse's identity. Don't expect anything too crazy, as all I had to work with was about 20 lines of Danse's unused dialogue and stuff put together from what is already in the game. Given the circumstances, the results are relatively solid in my humble opinion.
Sim Settlements Guide
Keeping it somewhat light, compatible and stable was my first priority.