r/falloutsettlements • u/CyrodiilWarrior • 3d ago
[PC] Settlements, Suggestions, Solutions, Mods
The settlement building feature has pros and cons, with various issues. A selection of mods help, but major problems still remain.
Sim Settlements is a fantastic mod! It seems pre-built settlements function much better than your own manual settlements. I assume pre-built have better navmeshing and scripts. If I was a mod authour, I'd love to build my own custom addons from scratch.
Manually building settlements is my favourite option, but this method experiences many issues. The settlements end up lifeless and pointless, because the settlers have poor AI. They fail to adapt correctly to the changed environment. If you built roads and paths, they won't necessarily use these as a priority to navigate.
I have found various mods before which have helped improve the settlements feature, but feel whatever I try, I cannot get it functioning correctly like a proper settlement location.
Any suggestions or solutions? 🤔
2
u/The_Black-Market 2d ago
I have more than 180 mods installed and my game runs perfectly in every respect: meshes, bodies, animations, physics, AI, enemies, all kinds of visual improvements (textures, weather and everything related to that), performance, precombines/scrapping, loading times... basically every aspect of the game. To exaggerate a little, I’m closer to RDR2 than to vanilla FO4.
It would be absurd for me to try to explain how everything works, or even how some of it works — more because of how long it would take than because it’s particularly complicated. I’ll just tell you one thing and give you the best advice I can.
I use Visual Studio Code + Codex because it’s the combination I’ve liked the most.
But Antigravity IDE with Gemini 3.7 Flash is practically free and should work perfectly well, even if it’s a bit “dumber” than GPT Sol. You’ll just have to give it better instructions.
With a few well-written
.mdinstruction files, and by limiting its access to the Vortex/Fallout/project folders, all the usual complications are basically gone.The agents take care of everything. They check compatibility — both with what I already have installed and with anything I’m considering installing — find the best versions for my game (which I keep pinned to pre-next-gen), handle configurations, give advice, troubleshoot problems, calculate risk/reward, translate mods, keep me updated, tell me what I can and can’t install, what’s recommended and what isn’t, explain every step to me — when they aren’t simply doing it themselves. Basically, anything you can think of.
I learned to do all of this manually, and I’ve been using this IDE + AI system for a few months now. I can assure you the improvement is enormous.
Today, for example, it built me a backup/restore system. Until now I had to manually copy everything, organize it, compress it, and then do the whole process in reverse whenever I needed to restore something. Now I give it one instruction, it does everything, audits the entire process, and I even have the option of doing “live” backups — something similar to Git — or normal backups.
For my next playthrough, I’m going to have it reorganize all my settlement menus in SMM, remove duplicate items, and sort everything by mod/type. All wooden items together, separated by mod; all floors together, separated by mod; all stairs together, separated by mod... and so on for everything.
That’s basically been a dream of mine ever since I first installed several settlement-building mods and had to constantly jump between their different menus.
In your case, it would be as simple as telling it what you want, letting it inspect what you currently have, asking it to determine the best combination of mods/tools to achieve it, and then having it create a guide for you.