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The following mods have things about them that may not work well with Sim Settlements.
14Xbox Specific Issues
Alternate Start Infinite Answer
My Twitch: - Mods Used: - Oxhorn's Free Fallout 4 Settlement Happiness Calculator: http:/. Auto Loot is the most configurable auto loot, auto harvest, and auto steal mod for Fallout 4. With Auto Loot, you can automatically loot Ammo, Bodies, Containers, Drinks, Flora, Food, Junk, Medicine, and Valuables. You can automatically send that loot to any settlement, your inventory, or mix and match.
This mod messes with the Workshops array. Can cause problems with plot messages being wrong and various other workshop array problems. It will not only prevent Sim Settlements from working correctly in some settlements, but many other mods and features. This mod was discontinued and should no longer be used.
Kinggath:'This will usually happen near the edges of a settlement, but if it's happening for all of your plots, then it's a sign that the workshop array in your save has been messed with. If you happened to use Infinite Answers, it's a known issue with that mod (and one of the reasons they retired it) - and you may have to scrap that save.'
Conquest
Kinggath:'Conquest uses it's own workshop management scripts, so the plots won't work well (if at all) with it. Chesko, the mod author of Conquest, has moved on from modding Fallout 4 (when I asked, he said there were too many limitations and had to quit working on it) - so I doubt we'll ever have full compatibility between the two.'
Cozy Beds
This mod may need to be close to the bottom of your load order to avoid conflicts with Sim Settlements (Unconfirmed).
Don't Call Me Settler
Can completely destroy your workshop system over time (doesn't happen to everyone, but I don't recommend risking it).
Enhanced Game Play (EGP)
Several users have reported that new settlers will come to their settlements and then stand near the edge or remain uncontrollable until they remove this mod.
Horizon
This mod moves stuff around in the Workshop menu. Use of Horizon could cause Sim Settlements Craftable items to no longer be in the Chemistry Station bench. As a workaround, the Sim Settlements Craftable items can still be crafted in the City Planner's bench (located in the Sim Settlements Workshop Menu, under Furniture).
Nakano Workbench
Can break your ability to control settlers.
Resurrection
This can cause the foundation plots to not sink into the ground correctly.
Spring Cleaning
This can cause the foundation plots to not sink into the ground correctly.
Unlimited Building
There are plenty of alternatives to this to increase your build limit. This particular mod includes old versions of vanilla scripts (which is really bad). I've messaged the mod author about it, but have never heard back.
Unlimited Companion Framework
Can cause issues with companions being flagged as unemployed settlers preventing new settlers from joining your settlement.
Non-DLC Unofficial Fallout 4 Patch
This version of the unofficial patch is no longer supported by the creator. They now only maintain the version that requires you have all DLC installed.
Welcome to Goodneighbor
This mod has a number of problems. With Sim Settlements it can cause the Call Town Meeting function to get permanently stuck in a black screen. It can also cause your settlers to quit functioning.
Xbox Specific Issues
Place Anywhere
To use the View Plaque button, activate the Place Anywhere object in your inventory under Aid (you can craft this at the Chem Workbench under Utility, if you don't have it). This will bring up a menu, change the Options Menu to OFF.
Retrieved from 'https://simsettlements.com/web/wiki/index.php?title=Problematic_Mods&oldid=2683'
This will allow you to create a brand new settlement at a location that does not have one. This is done through the Creation Kit for Fallout 4
Workshop Boundary Start off by going to the location in the Creation Kit where you would like to add your Workshop. Load it into your Render Window. You can turn on Cell Boundaries by pressing Ctrl+B. Once we've found our location we need to add a handful of objects to this Cell. Under your objects window. Go to Filter and type in 'EmptyTrigger' you need a 'DefaultEmptyTrigger' which can be found under the 'WorldObjects' branch.
Drag that into your Render window, press '2' to scale it and make it as large as your settlement.nHere's how mine looks:
MapMarker Under your objects window. Go to Filter and type in 'MapMarker' you need a 'MapMarker' which can be found under the 'WorldObjects' branch.
Workshop Border This one isn't super important, because it will never show up properly. What you can do is grab any of the pre-made borders from the Object window. Under your objects window. Go to Filter and type in 'WorkshopBorder' you need any 'WorkshopBorder' which can be found under the 'WorldObjects' branch.
The Airport one is pretty square, so I'll use that. Drag / drop it in. Here's how our render window looks:
Workshop Resource Container Under your objects window. Go to Filter and type in 'WorkshopResourceContainerSettlement' you need the 'WorkshopResourceContainerSettlement' which can be found under the 'WorldObjects' branch. Drag / Drop that into your render window. Here's how it looks:
Workshop Set Owned Trigger Under your objects window. Go to Filter and type in 'WorkshopSetOwnedTrigger' you need the 'WorkshopSetOwnedTrigger' which can be found under the 'WorldObjects' branch. Drag / Drop that into your render window. Make it about as big as the DefaultEmptyTrigger border we made earlier on.
XMarker Heading Center Now we're going to add the xMarker Heading. This is going to go in the center of your settlement. Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch. You're going to edit the XMarker and add the following: Add the reference name of 'XMarkerHeadingMySettlementNameCenter'
If done properly:
XMarker Heading for Settlement Name Now we're going to add the xMarker Heading. This is going to go in the center of your settlement. Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch. Edit it and name it something similar to our Settlementname.
XMarker Heading for Out Of Sight Now we're going to add an out of sight marker. This is going to go elsewhere in your cell or out of your cell. Just make sure it's not inside your triggers. Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch.
Then we're going to edit it. Simply add a reference name to it. 'XMarkerHeadingOutOfSight'
XMarker Heading for Spawns Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch. Drag / Drop somewhere in the center of your cell.
Edit it and add a reference name of 'XMarkerHeadingWorkshopLinkSpawn'
Adding the Workbench At this point of the tutorial we hook everything up. We're going to have lines going everywhere so try to follow this exactly. Under your objects window. Go to Filter and type in 'WorkshopWorkbench' you need the 'WorkshopWorkbench' which can be found under the 'WorldObjects' branch.
Drop the bench wherever you'd like it placed. Edit it. Navigate to the LinkedRef tab. We're going to add a lot of stuff so add each individual reference based on the images below: Center XMarker:
Spawn XMarker:
Container Marker:
DefaultEmptyTrigger:
Here's how our LinkedRef tab should look:
Go ahead and press okay. Now select the border you placed earlier. This is the one that really doesn't matter too much but we need to add a reference to it. Edit it, and add a reference to the WorkshopWorkbench And add the keyword of 'WorkshopLinkBuildAreaEdge'
Press okay and then go to the WorkshopSetOwnedTrigger we made earlier.
If you forget which one it is, it's the one that's nearly the size of our actual building area. Select that and add a blank reference to the WorkshopWorkbench.
Now we're going to select our map marker. We're going to add a reference to the 'XMarkerHeadingMySettlementName'
Go to our 'DefaultEmptyTrigger' we're going to add a reference to the WorkshopWorkbench. This is the object that covers our entire settlement. Edit it and add the following:
Now go to our OutOfSight marker we added. We're going to link it to our MarkerHeadingCenter. We're going to add the keyword 'WorkshopLinkAttackMarker'.
Now select our XMarkerHeadingWorkshopLinkSpawn marker. We're going to add a reference to the workbench.
So we just setup a ton of confusing references, let's go back to the workbench and add some properties to the script. Vray proxy trees free download.
This is how your script properties should look:
Object Window Creations Location
Can Settlement Workshops Share INVENTORY? (guns, Armor, Etc ..
Add all the following to your location setting:
Encounter Zone
Make a new one then add the following to the settings:
Quest Creation
Fallout 4 Settlement Shared Inventory Mod
Make a new quest. Add the following to the first panel:
Then navigate to Quest Stages: In the left-hand side add an index of 10. Then go to the right-hand side and add a new log entry.
Type 'MySettlementName Quest'
Fallout 4 Settlement Inventory Mod 1
In the left-hand side add an index of 20. Then go to the right-hand side and add a new log entry.
Navigate to the 'Quest Aliases Tab' Add a new reference collection alias. Right-Click -> New Inside the Reference Alias Window. Name it Workshops.
Then go down to 'Match Conditions'
Add 'HasKeyword' to 'WorkshopKeyword'
Add 'LocationHasKeyword' to 'LocTypeWorkshopSettlement'
Add 'GetInCurrentLocation' to 'MySettlementNameLocation'
Now press Okay and go to the scripts tab.
We're going to add the 'WorkshopAddLocationScript' Fill in the Property like the image below:
Sims 4 exhibition mod. Press Okay and save your plugin. We're going to make another quest. This time we're going to duplicate the 'WorkshopInitializeLocation' quest.
Going to go over to the 'Quest Data' tab. Should be default open. Check 'Run Once'. Set your Settlement Location to 'MySettlementNameLocation'
CellEdit We're going to edit the cell we're currently in. As you can see the 'Wilderness' shows a Asterisk or a * next to it showing that we currently have it selected. Edit it.
Add your Settlement Location to its location.
That's it! You're done. Test it out in-game and hope you didn't miss a step. :)