Workshop Framework This expansion requires Workshop Framework, though Sim Settlements and the Three-in-One do not. The following City Plans were cleaned up for this patch: Reduced overall script data usage in Sim Settlements by around 8 MB. Turning this off will prevent things like the Central Park or Community Well building plans from creating pools of water. Positive power, water, defense, and food bonuses should now show up in Workshop mode when highlighting plots. Fixed issue for players with Dynamic Needs turned OFF. I keep getting this "Generic Update" (you can see an example on the first screenshot of the imgur album) spam when I'm anywhere near settlements. Added settings to allow beds (Beds are Homes) and non-plot jobs (All Work Counts As a Job) to count towards upgrade requirements, which will also allow them to fill the HUD meters. Added Change Foundation option to the Customize Plot sub-menu, this will allow you to spawn a dynamic foundation to attach to the plot. City Plan settlements will level up over time just like plots. Fixed a bug with the reward for the Microfusion Research Assistant quest. Thank you!. Page 1 of 38 - Sim Settlements Conqueror Faction Pack- Minutemen (Liberators) - posted in File topics: Sim Settlements Conqueror Faction Pack- Minutemen (Liberators) Faction Pack which adds the Minutemen as a playable Liberators Faction! Including eliminating beds from spawning in strange places and adding some new props. City Planner’s Desks will no longer be tracked by the Sim Settlements tracking quest after they are scrapped. Plots were increased in size by about 10% so they match with the game’s existing objects. Cat Spawner will now correctly spawn cats instead of dogs. Patch 4.2.1 - SharpshootersThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Sim Settlements 3.4.6 - Better Living Underground3.4.6a - Fixes building stages. always update (my SS2 currently in version 1.0.0f and workshop framework is up to date) was able to progress further. Level 1 bars are now correctly flagged as relaxation areas (previously only L2 and L3 bars were marked). Animation markers and furniture objects will now be snapped in rather than faded into place. Fixed Immersion Breaker Breaker (100% certain this time!). Patch 4.2.7 - Unleash the Code!Main mod file - grab either this or the Three-in-One, not both. Hardcore Mode: All difficulty options are turned on, some things are automated where it makes sense, otherwise this mode assumes you would like a lot of control over everything. Scrapping at the start of a city plan or with the Town Meeting Gavel should be more reliable, especially at Echo Lake Lumber Mill which was built in such a way that the original code was often leaving things behind that it shouldn’t have. Added new option to ASAM Sensor menu “Customize Plot”. This will not fix existing stuck animations, it will only prevent it from happening in the future. Patch 4.2.9 - All Your Base Are Belong to UsMain mod file - grab either this or the Three-in-One, not both. ranks. Patch 4.2.4 - Color by FactionThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Removed illegal character in the name of one of the beer recipes. Turning off Dynamic Needs now only affects the negative modifiers for Food, Water, Defense, and Happiness. Added Refresh Local City Plan tool to the holotape. Fixed grammar error on blueprint menu, Lead was changed to Led. Patch 4.2.3 - The Final RevolutionThis is the Three-in-One edition which includes Industrial Revolution and Rise of the Commonwealth. Martial plot flag options will be returned to the selection container after being swapped. I had accidentally left the Lite mode flag enabled on all versions. Fixed an issue where Leaders could be assigned to settlements set up as Vassals to the Raiders via Nukaworld gameplay. Fixed collision for 2x2 wood stilt versions of the Recreational and Martial plots so that player and NPCs can correctly walk between the posts underneath. Removed a pop-up that could show on start-up that would tell you the tax system was migrated to a new data format. Added Building Plan banning support. This will allow you to setup whatever requirements you like for a building plan, as you can use your own methods to control the global variables you set up as requirement(s). Added City Planner’s Desk - acts as a workbench for crafting Sim Settlement’s objects and also includes a terminal with a copy of the City Manager 2078 software on it. Turning off Citizen Needs Requirement, either locally or globally, will now correctly allow that city to upgrade regardless of happiness - allowing you to virtually ignore the needs of that settlement (you’ll still want to help out some with happiness as it controls the percent chance of new settlers arriving, and if it falls too low, the vanilla game makes you lose control of the settlement). Removes the Lite Mode flag which would make Sim Settlements skip the building stages, it was accidentally left on for all versions, instead of just the Xbox Lite version. Removed Crash Watch notification option from the holotape as it is no longer a feature. Visitors should no longer attack innocent cats and Carlas. Fixed a bug with the AnimatedObjectSpawner script that could cause some items to travel strangely. This should also help with snapping. Altered snaps on foundations and 2x2 plots so the plots will be much simpler to snap to the foundations. The City Planner’s Desk is only unlocked after the holotape has been found and loaded - these craftable versions are renamed for sorting purposes. Added additional animation markers to the 6 original shops in Sim Settlements. Dismiss Leader: This will allow you to clear the current leader from a settlement without terminating the City Plan (instead the City Plan will just hold at its current percentage until you assign a new leader). Added Performance Wizard. Altered default location and scale of the workshop HUD piece so that it’s less likely to cover up quest objectives. Fixed a bug that could prevent child settlers from being assigned to plot animation markers they are eligible to use. Added Remote Destruct Sequence to Tools section of the holotape. Spot lights used on other types of plots will now correctly emit light, rather than just the faux light beams. Answering Returning offers you several profile options: Automated: Most gameplay in SS is set to easy mode and just about everything that can be automated is enabled, all difficulty features (such as Dynamic Needs) are disabled. Presently, if they are assigned to any item that doesn’t have “Child Can Use” flagged causes them to get stuck, and since Sim Settlements assigns to all sub objects created by a plot, I don’t want to risk “breaking” those child settlers. Changed data on building plaques: Combined Income and Tax into a single field; Happiness Bonus renamed to Happiness; Removed Scavenging Bonus field; Added Level field to show what level the current building is at. Found another kidnapping quest the Town Meeting was still rescuing and accounted for it. Adjusted City Planner’s Desk code slightly to make it less likely to display information for the wrong settlement. To CrashWatch code to try and eliminate thread backup that can crafted in the holotape under -... 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