фоллаут 4 мод на спавн поселенцев

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Spawnable Unique Settlers

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This mod adds 1000 workshop NPCs (500 male, 500 female). Because each has a unique reference ID, this allows you to modify each of them with the looks menu to customize them to your tastes unlike regular random settlers. There is a Far Harbor version adding another 200 NPCs (100 male, 100 female). ESL Available!

This mod does not have any known dependencies other than the base game.

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This mod adds 1000 workshop NPCs (500 male, 500 female). There is a Far Harbor version adding another 200 NPCs (100 male, 100 female). Because each has a unique reference ID, this allows you to modify each of them with the looks menu to customize them to your tastes unlike regular random settlers. They are protected (only you can kill them), can be fully commanded, and use the same workshop script as regular settlers. As such, they should function in every way like regular settlers, except that you can customize them!

Use ESP version if you don’t know what ESL is or how to use it.

Install only one of the main files. There is an ESP and ESL version for each no-DLC and Far Harbor versions. ESP is the normal version and works like all the mods you’re used to installing. The ESL version is the new ‘light archive’ file type and doesn’t count against the 255 ESP file limit. Use ESL if you have tons of mods and know what you’re doing, otherwise, use the ESP version and save yourself trouble. For ESL, you’ll need NMM 63.17 to use ESL files without manually editing the plugins.txt file. That version of NMM has issues, which is why it hasn’t been rolled out yet.

Newly added to Version 1.2
-‘Ghoul’ entries have been changed to race ghoul to fix issues with heads vanishing.
WARNING: If you’ve already placed human NPCs with the ghoul voice set, they will turn into ghouls when you update. If you don’t want them to be ghouls, then you’ll have to remake them as humans. You will want to save presets for those NPCs. Spawn a non-ghoul version to replace them and manually switch the voice to ghoul.
NOTE: I do not know how to reattach heads. This seems to be an issue with the race of the head not change when you use the console command to change races. It turns out that ghouls have special meshes for their heads, not just deformed human heads, even though human heads are easily made to look like ghouls.

————————————————————————————————————-

Newly added to Version 1.1, Far Harbor ‘Maine’ voices!
-Added 200 more unique settlers representing the Maine accent voice sets
-Far Harbor version is a separate download, so you if you don’t have Far Harbor, there is still a file for you

————————————————————————————————————-

New with Version 1.1
-Added 800 more unique settlers representing different voice sets
-Fixed issue with settlers not being very talkative (no passing banter, no shop talk)
-Added ESL version.

————————————————————————————————————-

HOW TO USE

To use these settlers, you’ll have to spawn them via the console.

To get a list of spawnable IDs in game, use these commands (note far harbor voices only available in far harbor versions);

help «Unique Settler M Normal» 4
help «Unique Settler F Normal» 4
help «Unique Settler M Boston» 4
help «Unique Settler M Ghoul» 4
help «Unique Settler M Rough» 4
help «Unique Settler M Old» 4
help «Unique Settler F Boston» 4
help «Unique Settler F Ghoul» 4
help «Unique Settler F Rough» 4
help «Unique Settler F Old» 4
help «Unique Settler M Far» 4
help «Unique Settler F Far» 4

M is male. F is female. The last part designates the assigned voice.
You’ll need to run one of those help commands to get the mod’s ID (first two digits)

From there, you’ll need to spawn one, example;

player.placeatme xx000FFD 1 (where xx is the mod’s ID)

There are 1000 currently with ID ranging (note far harbor voices only available in far harbor versions);

(ESP VERSION)

xx000F99 to xx000FFC Male w/ Eventone ‘Normal’ Voice
xx000FFD to xx001060 Female w/ Eventone ‘Normal’ Voice
xx001061 to xx0010C4 Male w/ Boston Voice
xx0010C5 to xx001128 Male Ghoul (Race is ghoul! voice is ghoul!)
xx001129 to xx00118C Male w/ Rough Voice
xx00118D to xx0011F0 Male w/ Old Voice
xx0011F1 to xx001254 Female w/ Boston Voice
xx001255 to xx0012B8 Female Ghoul (Race is ghoul! voice is ghoul!)
xx0012B9 to xx00131C Female w/ Rough Voice
xx00131D to xx001380 Female w/ Old Voice
xx001381 to xx0013E4 Male w/ Maine (Far Harbor) Voice
xx0013E5 to xx001448 Female w/ Maine (Far Harbor) Voice

(ESL VERSION)
xx000A00 to xx000A63 Male w/ Eventone Voice
xx000A64 to xx000AC7 Female w/ Eventone Voice
xx000AC8 to xx000B2B Male w/ Boston Voice
xx000B2C to xx000B8F Male Ghoul (Race is ghoul! voice is ghoul!)
xx000B90 to xx000BF3 Male w/ Rough Voice
xx000BF4 to xx000C57 Male w/ Old Voice
xx000C58 to xx000CBB Female w/ Boston Voice
xx000CBC to xx000D1F Female Ghoul (Race is ghoul! voice is ghoul!)
xx000D20 to xx000D83 Female w/ Rough Voice
xx000D84 to xx000DE7 Female w/ Old Voice
xx000DE8 to xx000E4B Male w/ Maine (Far Harbor) Voice
xx000E4C to xx000EAF Female w/ Maine (Far Harbor) Voice

Once spawned, you can customize the settler by clicking on it in the console (be careful to have the settler selected with a proper ID showing. It should start with FF. Get a good camera view of the NPC and entering these commands;

tai (‘toggle ai’ freezes settler in place by stopping the brain)
slm xxxxxxxx (enter the ID you see in the console after selecting the settler)

Aftwards, free the settler with;

tai (restores settler’s brain)

Be sure to go into build mode and send the settler to the settlement! Settler will not function until assigned a settlement!

All of the customize-able settlers will have a variant of the name «Unique Settler». There is a great mod ‘Rename Anything’ that will allow you to change this and name each settler almost anything you want!

If you want the settler to be a ghoul, spawn the settler from either the male or female ghoul entries in the lists above. If you want to use human hair types, you can transform the ghoul into a human, adjust the hair, then transform back into a ghoul using the setrace commands;

setrace human
setrace ghoul

If you want a human with a ghoul voice or a ghoul with a human voice, see how to do so with the information below.


CHANGE VOICE ON A SPAWNED NPC

I was digging through papyrus scripts and had a bit of breakthrough on changing voices in-game. I found a way to change voices with a console command! This would negate the need for most of the voice type options I made, but there isn’t much point in retroactively removing those. If you end up using all 100 of a voice type, you can convert another IF it is one of the normal settler voices (excluding Far Harbor voice, as that gets more complicated)

So here it is (select the settler in console first),

cf «ObjectReference.SetOverrideVoiceType» VOICEID

Where VOICEID is the base ID of the voice type. You can search for those in game like

help «Male» 4 VTYP
help «Female» 4 VTYP

The basic settler voices are

MaleBoston 23323
MaleEvenToned 13AD2
MaleGhoul l23321
MaleOld CEAA3
MaleRough 2D
FemaleBoston 23324
FemaleEvenToned 13ADD
FemaleGhoul 23322
FemaleOld CEAA2
FemaleRough 2E

You could search for a voice specifically like;

help «FemaleBoston» 4 VTYP

An example of changing a settler to that would be (23324 is the VOICEID for FemaleBoston);

cf «ObjectReference.SetOverrideVoiceType» 23324

Note that there are a great many voice types and I doubt any except those listed above will work for basic settler NPCs. The reason for that is that the voice type is only half the story. You also need the right dialogue factions. For some reason, the game uses factions to determine how and when NPCs talk. If you want a settler to use the voice of a particular unique NPC, you would also need to figure out what dialogue factions they’re in and make sure the the settler NPC is assigned to those factions. This isn’t very useful for settlers in most cases, as the unique voices don’t have dialogue lines corresponding to settler behavior, although it should be possible to get basic greetings working with any voice you want if you really want to dig into it.

Permissions: If you want to merge this into a bigger package, modify it for your own mod, or use as part of another mod, you’re welcome to do so! Credit would be nice of course. If you do something with it, let me know. I’d love to see it!

Mods used during customization of the settlers in the screenshot (in case anyone is curious)

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More Spawns

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About this mod

Places thousands of additional hostile NPCs to the gameworld, resulting in much more chaotic and dangerous battles in just about every location in the game.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Author’s instructions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is not opted-in to receive Donation Points

Version 2.2.3

Version 2.2.2

Version 2.2.1

Version 2.0.0

Version 1.0.1

Both straight donations and premium membership donations accepted

Aug 2017 Update

What this mod does

Places thousands of additional NPCs in the gameworld, resulting in much more chaotic and dangerous battles in just about every location in the game. I have considered enemy unit composition when adding mobs, so enemies with Grenades, Missile Launchers and Fat Men are not cloned. Humans are cloned more than large dangerous monsters and wild dogs are cloned most of all.

To see exactly how many new spawns are added for each version of the mod, look here.

Why it’s doing it

Like many players, I want to increase the overall challenge of the game. However, I am unwilling to do this through nerfing weapons, fundamentally changing combat or stats formulae, or by letting monster life grow to absurd levels. No, I have elected to increase the global threat level purely through quantity.

How it does it

For those familiar with other «More Spawns» mods, it may be surprising that this was done without F4SE or the CK. Since those weren’t available there was simply no choice but to hand place everything. Note that all this mod is adding are instances of already existing mob spawns. That means it should be
compatible with any mod that changes the stats/gear/etc of enemies.

Pros of this approach:

— Might be more stable, since it’s implemented 100% using records in an esp and does not rely on runtime scripts.
— Consequently, it has no dependency on F4SE (as if this matters when everyone uses it anyways)
— Should be compatible with consoles

Cons
— Not end-user configurable. If you don’t like my handplaced spawns you can’t easily tweak them to your liking.
— Things will be missed. I only added new spawns where I was able to find them in the game records (which is quite a tedious process), and I didn’t find everything.

I now use a new script to generate this mod using a bunch of configurable parameters so the Cons don’t really apply anymore.

If you like it

Don’t forget to Endorse!

(You can Endorse if you don’t like it too. There’s no rule against it, I checked.)

Reporting Bugs

Please leave a comment stating exactly where you found an NPC that wasn’t doing it’s level best to kill you. Which zone, and which area of the zone if you remember.

Just use NMM. It has no dependencies. To uninstall, just remove the file and you’re good to go.

It may conflict with Fogout, or anything that edits cell data. More testing is needed there.

I usually try to go stealthy at first, but it’s never long before I’m forced to improvise. These videos are using an endgame character with GG gear. I’ll add more videos later of what a more typical character’s experience is like.




Survival Tips

My other mod Adjusted Encounter Zones greatly increases the minimum mob level almost everywhere in the game (without removing level caps entirely), and was intended to be a companion to this one (but both function fine independently. Combine them when your hubris has grown too great, and you feel a need to be humbled.

Known Issues

Update on loading screen crashes

As of version 2.2.1, loading screen CTDs shouldn’t happen anymore. At least, if you exit the game, you should be able to load your save 100% of the time. This has been very reliable for me. On the other hand, if you load repeatedly while in game without exiting, you will probably crash.

If you get a save that won’t load, even after restarting the game, this is caused by mod incompatibility. Look for mods which edit interior or world cells, such as Fogout/Darker Nights. If you get unloadable save games in a 2.2.1 version of the mod, please send me your mod list.

To avoid having to reload the game frequently, I personally use «setessential 7 1» to make the main character unkillable. This isn’t perfect, by I get load CTDs even on a clean save without my mod installed, it seems that a lot of different mods can trigger that problem.

The workarounds make it more than worthwhile for me personally, but I understand completely if losing saving convenience just ruins it for people. If you want to uninstall this mod, you can do so at any time. Go into an interior, save, uninstall the mod, then wait for your cell reset duration and you’re golden. Walk outside and save as freely as you please. Generating NPC records does have it’s advantages.

No longer changes any pre-existing NPCs. I thought I’d just bump up any that were «Easy» to «Medium» to make the game a little more challenging, but this seems to have been causing the load CTDs. That’ll teach me for trying to be clever.

This update adds the ability to do NPC replacements on a type-by-type basis. The original replacements feature did a very naive «replace everything with type x» replacement. Using this, the new version of the Zombie Apocalypse variant now replaces all Raiders, Gunners, Super Mutants and their dogs with Feral Ghouls. I haven’t played through it very thoroughly yet, but this is done in such a way that it shouldn’t break any quests. Going to Corvega and finding in completely overrun with Feral Ghouls is actually pretty cool.

You can now request variants which use this feature, see the instruction article (here) for how to send in variant requests.

This update also fixes an issue where the mod was not correctly identifying lag cells and exteriors. Now that this is fixed, I have applied reductions to all exteriors, and a further reduction to the Financial District (would love to include Lexington/Corvega in the list of lag cells, but I don’t know which cell that area is in). This means you can still have some increased spawns in the Financial District without it completely tanking your framerate.

Please keep in mind that if your computer can’t handle the increased spawns with room to spare, any other stability issues will be exacerbated.

I have completely rebuilt this mod after v1 using a new tool. This has
allowed me to do some cool new things, without spending freaking years
goofing around with the UI in F4Edit.

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Commonwealth Spawns Extended

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A complete overhaul of the Commonwealth exterior spawns that adds thousands of new spawn points. The mod adds 500 to 10000 new NPC, animal, and creature spawns into the game bringing unpredictability, diversity, and chaos into the Wasteland and reinstates tactical game play. Includes a fully customizable spawn system.

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File credits

Bethesda
The Nexus and it’s staff

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фоллаут 4 мод на спавн поселенцев. 9845 0 1455463240. фоллаут 4 мод на спавн поселенцев фото. фоллаут 4 мод на спавн поселенцев-9845 0 1455463240. картинка фоллаут 4 мод на спавн поселенцев. картинка 9845 0 1455463240. To enjoy the benefits of Nexus Mods, please log in or register a new account

Description

The main purpose of this mod is to bring more life to the Commonwealth wastes by adding new spawn points for enemy NPCs, animals, and creatures. The addition of thousands of new spawned enemies makes the commonwealth much more chaotic and dangerous, while bringing in entirely new possibilities, including tactical game play and more difficult supplies management. Depending on the spawn setting, the mod can offer a completely new game experience, from a slightly enhanced vanilla spawn system to the extreme hardcore. This mod brings back enjoyment for game combat and mechanics, from lonesome wanderer in a desolate world, to the new dynamic and chaotic wasteland, where your in game choices, character build and tactical choices will matter more than in the vanilla game. This really makes you believe that the Commonwealth had those 200+ years for the mutants to reproduce and the humans to build a base of their presence in the area.

FEATURES

General Advice on Mod Game Play

With a lot more enemies around, game play becomes much more resource and ammo demanding. Ammo will be worth it’s weight in gold. Depending on the spawn setting, one will quickly realize that you can’t kill everything, and that fighting one group of enemies can attract another, leading to you being surrounded and getting killed. That is where the true enjoyment part comes in, and it comes in the form of tactical game play, creating more decision making: who should you fight and when, should you retreat or risk being flanked or surrounded, do you have enough ammo and stims to reach your map destination and many more decisions like that. This leaves you with a vast variety of choices, that can literally cost you your life while exploring the wastes. So the main advice here is to use your head for route planning, use tactics and stealth to dispose or avoid enemy groups, use any of your perk advantages (like some good melee stats will save you a lot of ammo, aqua boy will allow water safe travel and so on), use your settlement not for decoration, but as a safe zones, where you can heal your wounds, resupply and rest. There are many ways to conquer the new wasteland hazards, and final choices are all up to you.

General Tips

Tactical Advice

INSTALLATION

If you are unfamiliar with modding, please read this to learn how to enable mods.

Note: You may find that the first new spawns will not play the proper animations. This happens when you load a save with the local area already cached by the game, if you travel a long away from that spot so the game can read new cells it will work just fine, fast travel also fixes that. It will also work perfect if you are visiting the area for the first time. This is not a bug, but normal game engine behavior. You can also fix all cells by setting the options for the mod, enabling the new spawns, and then resting until all the cells reset normally. For this reason I highly recommend using a mod that decreases the time it takes for cells to reset.

COMPATIBILITY

Due to the nature of the mod, it does not edit any game assets, it only adds new spawn points to the game. This should make the mod compatible with any other mod out there, regardless of it’s nature. However, since this mod does alter encounter zone records, there may be a conflict with mods editing the same settings. Please not that this mod IS COMPATIBLE with another spawn mod More Spawns made by Varx but it could bring down game stability since More Spawns is known to cause CTD’s.

NOTE: IF YOU ARE STARTING A NEW GAME, ACTIVATE THIS MOD AFTER LEAVING THE VAULT.

Recommended Mods

For good hardcore immersion I highly recommend that you use my mod in combination with the following mods:

Varx (author of More Spawns Mod) for collaboration and input on general MOD idea; CrushBoss for help with description and testing; minimacdaddy, VATROU, astrobrain, ipodtim4ik, Sych224 for Mod testing and zilav for help with FO4Edit issues.

Источник

Сим Поселения | Sim Settlements

ВНИМАНИЕ!
Если выходят обновления, пожалуйста пишите мне в ЛС. Сейчас я за ними не слежу
Если что то не работает то проблема с установленными или неправильно удаленными несовместимыми модами. Переустановка игры должна помочь.
Что бы появилась вкладка сим поселения в мастреской нужно установить этот мод

С помощью этого мода вы сможете отстраивать и развивать свои поселения почти автоматически, так же, как это происходит в игре SimCity. Поселенцам нужно только указать, где и что нужно строить, и они это сделают без вашего дальнейшего участия. Самостоятельно планируйте свои города, размещая специальные зоны для застройки так, как вам нравится.

Программа управления поселениями «Сити Менеджер 2078» будет автоматически прикреплять к зонам вновь прибывающих свободных поселенцев, которые будут не только жить, работать, отдыхать и защищать поселение, но и платить вам налоги в виде крышек. По мере развития вашего поселения, ваши поселенцы начнут больше инвестировать в свои дома и предприятия. По мере того, как здания будут улучшаться, они будут изменяться в размерах и приобретать более интересный внешний вид и станут приносить вам дополнительные бонусы.

ОТ ПЕРЕВОДЧИКА

Список всех изменений всех версий смотрите здесь

Обновление 4.2.9
— Несколько фиксов

Обновление 4.2.8
— Новый инструмент, позволяющий переводить гражданских лиц и Сподвижников между населенными пунктами, в которые они обычно не могли быть переведены.
— Новые возможности, предлагаемые Пандорой (после того, как вы закончите все существующие рейдерские квесты, поговорите с ней!).
— Исправлены некоторые основные ошибки, которые долгое время мучили WSFW и «Завоевателя»

Обновление 4.2.6: (перевод Slimer91 + спасибо Мix4it за помощь с исправлением) Для версии три-в-одном!
* Различные багфиксы.
* Все изменения новых версий читайте на оф.странице мода здесь

Обновление 4.2.0: (перевод Slimer91 + спасибо Мix4it за помощь с исправлением) Для версии три-в-одном!
— Оптимизация городских планов
* Не переведено 100 строк книг и 200 строк диалогов. Буду переводить и обновлять когда будет время. Пока так.
* Все изменения новых версий читайте на оф.странице мода здесь

Обновление 4.1.2: (перевод Slimer91) Для версии три-в-одном!
— Исправлена ошибка, которая могла приводить к тому, что музыкальные треки Фракционного пака никогда не переставали звучать.
— Исправлено несколько проблем с разделом Настройки программного обеспечения голодиска.
— Восстановил несколько отсутствовавших текстовых файлов в архив Xbox.

ТРЕБОВАНИЯ

РЕКОМЕНДУЕТСЯ

HUDFramework ● скачать с GM
Дополнительное окошко интерфейса для наглядного отображения нужд поселенцев, которое видимо только вблизи и внутри поселений. Настраивается через Пипбой или MCM.

Place Everywhere ● скачать с GM
Для комфортного размещения зон и строительства без ограничений. Весьма рекомендуется!

Settlement Menu Manager ● русская версия
Все объекты Sim Settlements будут расположены в отдельном, своём собственном разделе меню мастерской.

Fallout 4 Script Extender (F4SE) ● скачать с GM
Это скорее не рекомендация, а полезная ссылка. Если вы будете использовать скриптовые моды (типа MCM или другие), то для их работы вам потребуется F4SE.

КОНФЛИКТЫ

Только список. Подробнее в этой теме на форуме.

Alternate Start Infinite Answer
Conquest
Cozy Beds
Don’t Call Me Settler
Enhanced Game Play (EGP)
Horizon
Nakano Workbench
Resurrection
Spring Cleaning
Scrap Everything
Unlimited Building
Unlimited Companion Framework
Non-DLC Unofficial Fallout 4 Patch
Welcome to Goodneighbor

Автоматическая установка

Ручная установка

ПЕРВЫЙ ЗАПУСК

Запустите Fallout 4, рекомендуется начать новую игру или загрузиться с чистого сейва в начале прохождения, если у вас таковой имеется. Для активации мода вам нужно отыскать голозапись «Сити Менеджер 2078» и загрузить её в свой Пипбой.
Следуя стандартно по сюжетной линии (даже, если вам уже заранее известно, где искать), поговорите, как обычно, с Кодсвортом, и отправляйтесь в Конкорд. В процессе прохождения квеста «Зов свободы», вы должны без особого труда обнаружить голозапись и коробки с датчиками, просто внимательно смотрите по всем тёмным углам.
Однако, может так случится, что вам не удастся обнаружить голозапись там, где ей надлежит быть (это может произойти по разным причинам), тогда чуть ниже в разделе «Местонахождение голозаписей и датчиков» уточните, там ли вы искали и что делать, если голозаписи действительно нет на месте.
В том же случае, если вы уже не первый раз начинаете играть в Sim Settlements, и вам просто не хочется терять время, то голозапись можно сгенерировать через меню MCM или получить с помощью мода
IN-GAME ESP Explorer .

УДАЛЕНИЕ

ОБНОВЛЕНИЕ или ЗАМЕНА ВЕРСИИ

Для обновления достаточно удалить старую версию и установить новую, зоны и города уничтожать не требуется. Новая версия подхватит и обработает все объекты, уже созданные в предыдущей версии. Через какое-то время после загрузки сохранения появится сообщение об удачном обновлении. Это должно также работать и при обновлении даже с очень ранних версий до 4.x.x, но в этом случае рекомендую всё же не рисковать и начать новую игру.
Для замены версии с «Базовой» на «3в1» просто удалите одну и поставьте другую, больше ничего делать не нужно.
Для замены «3в1» на «Базовую», рекомендую не тратить нервы, и начать новую игру.
В случае, если вы хотите откатится на более раннюю версию самого мода, то рекомендую также начинать с новой игры.

МЕСТОНАХОЖДЕНИЕ ГОЛОЗАПИСЕЙ И ДАТЧИКОВ

• Музей Независимости в Конкорде
На третьем этаже в левом дальнем от входа углу здания.
Голозапись и датчики АСАМ лежат на столе, на полу вокруг и в коробках на картотечных шкафах рядом.

• Уэст-Эверетт
В недостроенном здании рядом со строительной техникой.
Голозапись и датчики АСАМ находятся на тележке в центре площадки.

ПАКЕТЫ РАСШИРЕНИЙ И МЕГАПАК

Для первых двух расширений перевод не требуется, весь текст для них содержится в базовой версии. «Завоеватель» и мегапак имеют собственные локализованные файлы.
Если вы будете использовать сборку мода «3in1», то первые два расширения ставить не нужно, они уже в комплекте.
Мегапак и Завоеватель ставятся на любую сборку.

ПОЛЬЗОВАТЕЛЬСКИЕ АДДОНЫ

Если вы знаете о каком-либо новом хорошем аддоне, которого нет в списке, незамедлительно сообщайте об этом в каментах.
Также сообщайте, пожалуйста, об обновлениях версий.

Industrial City • русская версия 0.9.6b • требует Sim Settlements 1.1.2 или выше + все DLC
Junk Town • русская версия 11.0 • требует Sim Settlements 3.3.0 или выше
Wasteland Venturers AIO • русская версия 4.0.0 • требует Sim Settlements 3.4.5a или выше + все DLC
Ruined Homes and Gardens • русская версия 4.0.1 • требует Sim Settlements
Brae’s Defences • русская версия 0.5 • (поглощено мегапаком) требует Sim Settlements 2.0.0 или выше + DLC Nuka World
Altairp’s Animal Farm • русская версия 1.0.8 • требует Sim Settlements 3.2.4 или выше + DLC Far Harbor
IDEK’s Logistics Station • русская версия 1.2.3b • требует Sim Settlements 2.1.7 или выше (рекомендуется 3.2.0 или выше)
Jib’s Residential • русская версия 1.0.3 • (поглощено мегапаком) требует Sim Settlements 1.1.6 или выше
Always Free • русская версия 1.3.3 • требует Sim Settlements 3.2.1 или выше и DLC Far Harbor
Classic Shacks • русская версия 1.2 • требует Sim Settlements + Industrial Revolution + DLC Contraptions + DLC Vault-Tec + DLC Wasteland
JtBryant’s Utilities • русская версия 1.0.2 • требует Sim Settlements 2.0.0 или выше
Scrappers • русская версия 2.50 • требует Sim Settlements 3.1.2 или выше
Trailer Park Dreams • русская версия 1.2b • (поглощено мегапаком) требует Sim Settlements 1.1.2 или выше
PCDug Addons • русская версия 1.2 • (поглощено мегапаком) требует Sim Settlements 1.1.0a или выше
Sim Homestead • русская версия 4.9 • требует Sim Settlements 2.1.7 или выше и DLC Far Harbor
B84s Themed Residentials • русская версия 1.2.3.1 • (поглощено мегапаком) требует Sim Settlements
SimTowers • русская версия 1.1.0 • требует Sim Settlements 2.0.1 или выше
Raider Refugees • русская версия 0.9.9 • требует Sim Settlements 2.0.0 или выше
Vault-Tec Tools • русская версия 1.1.1 • требует Sim Settlements 3.2.1 или выше, DLC Vault-Tec Workshop, SMM 0.1.4 или выше. Опционально (для расширенного контента): DLCs Wasteland Workshop, Far Harbor и Nuka World
VaultLand • русская версия 1.4 • требует Sim Settlements, DLC Automatron, DLC Vault-Tec Workshop, DLC Nuka World

Hunter-Gather • русская версия 1.1 • требует Sim Settlements (очень древний аддон, возможно, с последней версией SS работать не будет)

ДЛЯ МОДМЕЙКЕРОВ

Если вы желаете участвовать в создании объектов для Sim Settlements, то автор предоставляет всем желающим инструмент для создания вашего собственного аддона. Создавайте такие же прекрасные домики, фермы и заводы, или даже целые города, и вы тоже прославитесь наравне с остальными.

БЛАГОДАРНОСТИ

kinggath и всем, кто ему помогает, за этот замечательный мод;
Epervier 666 за ESP/ESM Translator;
Google , Яндекс , Multitran и WooordHunt за существенное ускорение процесса перевода;
Вики
Убежище за достоверную справочную информацию по миру Fallout, без которой этот перевод мог не состояться вообще.

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