You MUST HAVE Sim Settlements installed to use this addon!
[size=4]Requires Version 1.1.1 or Greater of Sim Settlements[/size]
Contents
New Homes: 1
New Factories: 1
New Farms: 1
New VIP Stories: WIP
]Building Features
Vanilla Content - No DLC's Required
Settler Navigation: Yes
Construction Stages: Yes
Randomized Clutter: WIP
Version 1.4
New in Version 1.4
Church of Atom
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The Children of Atom have started to spread the word of Atom throughout the Commonwealth. Will your settlements be "blessed" with one of their Temples? Well make sure your Rad resistance is up if they do come. You have spent 200 years in the ground while everyone else has built a tolerance! You have been warned!
This is a Commercial plot that provides medical services as well as high doses of Radiation...
There are 2 different denominations. Both with pluses and as all Bad Neighbors, minuses.
You will see an increase in Happiness and More tax revenue with these churches as well as Rads.
Did I mention there are Rads?
There are Rads.
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Future plans:
Create wandering Pilgrims that visit these churches (Pilgrims are made I just need to learn how to make them work)
Make the statue in the church cure Rads (Again when I learn how to make it happen)
More Plots!
Version 1.3
Now in Ba2 files!
The Molerat farm Redux
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Now a true Agricultural plot
Updated Graphics
Greatly improved AI. Molerats no longer annoying. There are Domesticated Molerats and Rebellious Molerats.
All Bugs squashed (New Bugs made? I hope not!)
Skyfall Residence Redux
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Now a bad Neighbor. Nothing too drastic
Refreshed Graphics. More bling
Plutonium Well
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Removed DC01 asset. Now we are back to 100% Vanilla
Special thanks to Kinggath and sarinia as well as everyone on Discord.
Have more that I am working on but I am going to take a break for awhile and play.
More to come!
Version 1.2
New in Version 1.2
New Agricultural (Industrial for now) Bad Neighbor:
[size=4]The Molerat farm[/size]
This plot will provide work for your settlers as well as 6 food when fully upgraded. This is another true "Bad Neighbor" plot.
Look at the images if you want spoilers.
[size=4]Features of the Molerat farm:[/size]
Working Food Production.
Leveling Food production 2, 4 and 6 Molerat mutton's
Your Level 3 Workers will need special attire so they will equip gas masks, jumpsuits and machetes when going to work.
Changed the default power of the Plutonium Well to 20 -40 - 60 as the default. The other way screwed up Sim Settlements resource balancing. If you prefer the cheaty way I made a patch for you in the Optional files area.
Back ground
After 200 years I think people would have been clever enough to start industrializing the available resources. This domestication process is difficult with a molerat so they escape their captivity regularly cause commotion in the settlements they are bred. Best to keep these farms on the outskirts of town!
Known Issues:
Version 1.1
New in Version 1.1
New Industrial Bad Neighbor:
The Municipal Plutonium Well
This plot will provide work for your settlers as well as 300 power when fully upgraded. This is the first true "Bad Neighbor" I have made so let me know what you think.
This release will show you what I am thinking with this mod. You will require some planing now when building your infrastructure, just like in Sim City. No one wants to live next to the Plutonium Well... well no one but those Trailer loving Ghouls (Coming soon!)
Look at the images if you want spoilers.
Features of the Well:
Working Power Production with no need for the Mayor to get their hands dirty.
Leveling Power production 100, 200 and 300 Jules
Your Level 3 Workers will need special attire so they will equip Hazmat Suits when going to work.
This is old tech, so there may be some leakage! Don't build this near people you care about! (Marcy lives near mine)
Known Issues:
So this thing kicks out some power but it will not power itself so at some point it will need a wire to go to its pole. Nothing I can do about so we will need to see when Kinggath finds a solution for this.
More to come soon....
This Mod is a work in Progress I pushed this out in about 6 hours with no experience in NavMeshing, Mod Building (Other than F04Edit tweaks). I wanted to get my first build out to encourage other to give it a try. It is surprisingly easy and the Tutorials provided by kinggath are superb.