Fallout 4 Sim Settlements Upgrading
Armor Vendor Level 4 Name: The ScribeLocation: Random encounterRequirements: Armor Emporium (lvl 3), 10 settlersHow to get:??? Settlement Weapon Merchant Level 4 Name: Smiling LarryLocation: Random encounterRequirements: Weapons Emporium (lvl 3), 30 settlersHow to get:??? Clinic Merchant Level 4 Name: Doc AndersonLocation: Random encounterRequirements: Surgery Center (lvl 3), 20 settlersHow to get:??? Level 4 Food & Drink Name: Ron StaplesLocation: Random encounterRequirements: Restaurant (lvl 3), 20 settlersHow to get:???
I found Anne Hargraves, Smiling Larry and the Vault-Tec Rep guy and sent them all to my new settlement on Spectical Island where I build a giant market place. When I headed back to assign them to their stores I could only find the Vault-Tec guy. After days of searching for them I finally found Anne drifting along the bottom of the bay; aparently she couldn’t make the swim and drowned. I’m still searching for Larry but it looks like my game won’t be unlocking any level 4 shops for me. Has anyone else had this issue?
Holt is bugged. You may need to witness him talking to Tina De Luca in the storage room between 10PM and midnight every night BEFORE starting any other quests.
Fallout 4 Sim Settlements Guide
“Dependency” prevents Tina from showing up if quest is active, and “Hole in the Wall” prevents Holt from appearing as he’ll be in the store with his wife and daughter and either quest might bug their potential conversation. I waited until after both quests were complete and when both finally appeared at same time, they didn’t speak and I wasn’t detected. They just stood there for 2 hours doing nothing.
I’m thinking you need to witness the “affair” to be able to tell the wife, but they need to be speaking to each other for it to register to the player.Do NOT speak to Kylee while she’s in Longneck’s. Let their dialog run out, and let her exit. Wait 4 seconds then exit yourself. Approach and speak to her.
The VERY 1st settlement you choose she’ll back out of going to and will say something like “that’s not making any sense”. It’s also possible the 1st settlement you choose will gray-out, so try sending her to a place you normally wouldn’t for the 1st attempt. Reopen dialog with her, and this time choose a settlement like the Lighthouse.
This time she’ll agree and will go there. Sanctuary is a known conflict point for her, and many people report she’ll leave Sanctuary randomly (or rather she disappears). I also suggest setting her as “essential” and give her a good weapon so the trip is uneventful. I sent her to the Lighthouse and she’s been bug-free there thus far, which has been a week+ in real-time. She always spawns with the rest of the settlers and her inventory is always accessible.
A new Fallout 4 mod came out two days ago that makes settlement management in Fallout 4 a lot easier and more interesting. It's not exactly a full auto-pilot mode, but it basically lets the settlers build the towns, themselves.There's been a mod out there for quite some time call. This basically lets you lay down plots and assign your settlers to those plots, and the settlers will own and build them up on their own.What's new as of 2 days ago is an expansion to the original mod called.
Sim Settlements Conqueror
With this expansion, you plop down a city planners desk, assign a city leader from one of your companions (a future patch will expand it to include other named NPCs not just your companions, but for now it has to be a companion). And it will then build up the town automatically.Future expansions or addons should include alternate settlement plans, and since it's only 2 days old there are bound to be bugs. But it's definitely a breath of fresh air to the game that somewhat automates the piece that tends to take all my time away from just playing the questing / adventure game. I'm really liking this mod.There was a bug in it where cities weren't upgrading as they should, but that was patched on the 2nd. Just installed the patch tonight but didn't get around to any of my settlements until just before I was ready to quit for the night. They advised in the patch notes turning off auto upgrades, so I manually upgraded Sunshine Trading Co to city level 1.
Definitely not something I would have ever come up with on my own. Doesn't hurt that there's some randomization built in to the plots so not every build will end up with the same buildings.This mod is, in a word. Definitely takes the tedium out of building up the settlements.
But I also have definitely had more crashes since it was installed, so they still have some bugs to stamp out.Also, if you do install it, I wouldn't upgrade more than a few settlements at a time. Aside from the fact that you must assign a companion as the settlement leader, and companions are limited in number, especially early on, the mod is also heavily script based and constantly running even when you are outside the settlements.
The more you have actively upgrading, the more impact on the game there will be. Aside from more frequent crashes, I've also noticed a bit of a frame rate dip since installing this mod, likely because of the background script activity.Overall, I still consider it very worth it, but I'm limiting myself to working on a max of 4 settlements at a time.
Fallout 4 Sim Settlements Addons
Getting even better now with the addition of another modder's Logistics Station Add-on:This turns one of Sim Settlement's industrial plots into a logistics station that automates supply lines between settlements. Once set up, you don't need to manually set up caravans unless you have unoccupied settlements where you still want resource sharing.Only challenge is, some settlements have limited space and no exterior industrial plots with the Rise of the Commonwealth automated city building (the add on does not work yet with interior plots). So for these, like Tenpines Bluff, you have to find a spot to squeeze the new plot in.