'Xactly! I was thinking about asking the GM how much it would cost to buy a house in town, and then I could start decorating it with furnishings lifted from dungeons.
I mean, hey, that's probably the most fun I have in Fallout 4, is fixing up a settlement, then finding interesting decorations to scrounge to spruce up my private workshop/lookout/sniper-spot at the heart of the settlement (combination workspace, game-save spot [you can only save game at a bed in Survival mode], loot cache, and spot to rain down fiery death on raiders when they attack the settlement). Actually, I did some of that in Fallout 3 and New Vegas, too, but it was partially accomplished by cheating: I'd travel the landscape, find some really cool doohickey (a variant of jukebox that didn't look so dinged-up, an art-deco espresso machine, a nice couch, etc.) and then switch to the console to select it and see if it had a REF ID (i.e., whether it was an in-game object, vs. just being an immutable part of the environment).
Depending upon the object type, once I got back to my home base in Novac, I could either spawn one into existence with "placethere" if I could figure out its BASEID, or else I *might* be able to relocate it with "moveto.player." Maybe. Then, I could use "modpos" and "modangle" commands to carefully relocate it to JUUUUUUST the right spot in my already-cramped apartment. For whatever reason, the game engine for Fallout: NV, Fallout 3, and carried over to Fallout 4 will keep custom furniture-shuffling to a certain extent.
(If I relocate an item already in the room, or DELETE an item in an attempt to make room, it MIGHT pop back into place at some point when the cell "resets," but it generally leaves any additions I make intact if it's a "player home" type area, such as the apartment in Novac, or the top of the Lucky 38.)
Actually, I wish that the scavenging/settlement-building mode of Fallout 4 were more like that. It's a bit weird when I gather a bunch of scrap cloth and some wood, and then I BUILD a couch, yet it looks like I just FOUND one and dragged it here rather than making one from spare parts. It'd be nice if I could, say, after clearing an area, "tag" furnishings, wrecked cars, etc., within a certain distance of my home base, and then my settlers (once my settlement reaches a certain size) over X many days (the more stuff, the longer it takes) haul those items into my workshop inventory, and then I'm free to place them around the settlement. Or ... I dunno, maybe the process just happens automatically: I raid a place, and now that all the ghouls are gone, the settlers raid it for scraps, and new construction in the settlement starts looking suspiciously like the features of whatever place I hit last time. ;)
Incidentally -- major digression here, I realize -- if you have Fallout 4, I recommend checking out Nexusmods and looking up the "Sim Settlements" mod by Kinggath. (https://www.nexusmods.com/fallout4/mods/21872) It's a step in the direction of giving those settlers a bit more autonomy, so they can actually "build" stuff on their own rather than bumming around and letting the Sole Survivor do all the work. :D I've been going back through the game after getting the DLC, and rather than repeating the whole process of building up the Commonwealth settlements, it's kind of nice to let the process be semi-automated (though I'm still free to add my own personal touches) so I can focus more on exploring what's going on in Far Harbor, Nuka World, Vault 88, etc.
Ahem. But, back to Pathfinder ... actually, the "Kingmaker" campaign is going to be a little like "settlement-building" in that a central part of the campaign involves establishing a settlement, and then the PCs somehow make choices in regards to what to build first, and where to put stuff. There's a sheet used to keep track of the layout of the town, with little markers to represent things such as barracks, stores, shrine, houses, etc., so the PCs can set aside various parts of the town for different purposes. That might be kind of fun, once that starts. :)
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Date: 2018-01-30 06:42 pm (UTC)I mean, hey, that's probably the most fun I have in Fallout 4, is fixing up a settlement, then finding interesting decorations to scrounge to spruce up my private workshop/lookout/sniper-spot at the heart of the settlement (combination workspace, game-save spot [you can only save game at a bed in Survival mode], loot cache, and spot to rain down fiery death on raiders when they attack the settlement). Actually, I did some of that in Fallout 3 and New Vegas, too, but it was partially accomplished by cheating: I'd travel the landscape, find some really cool doohickey (a variant of jukebox that didn't look so dinged-up, an art-deco espresso machine, a nice couch, etc.) and then switch to the console to select it and see if it had a REF ID (i.e., whether it was an in-game object, vs. just being an immutable part of the environment).
Depending upon the object type, once I got back to my home base in Novac, I could either spawn one into existence with "placethere" if I could figure out its BASEID, or else I *might* be able to relocate it with "moveto.player." Maybe. Then, I could use "modpos" and "modangle" commands to carefully relocate it to JUUUUUUST the right spot in my already-cramped apartment. For whatever reason, the game engine for Fallout: NV, Fallout 3, and carried over to Fallout 4 will keep custom furniture-shuffling to a certain extent.
(If I relocate an item already in the room, or DELETE an item in an attempt to make room, it MIGHT pop back into place at some point when the cell "resets," but it generally leaves any additions I make intact if it's a "player home" type area, such as the apartment in Novac, or the top of the Lucky 38.)
Actually, I wish that the scavenging/settlement-building mode of Fallout 4 were more like that. It's a bit weird when I gather a bunch of scrap cloth and some wood, and then I BUILD a couch, yet it looks like I just FOUND one and dragged it here rather than making one from spare parts. It'd be nice if I could, say, after clearing an area, "tag" furnishings, wrecked cars, etc., within a certain distance of my home base, and then my settlers (once my settlement reaches a certain size) over X many days (the more stuff, the longer it takes) haul those items into my workshop inventory, and then I'm free to place them around the settlement. Or ... I dunno, maybe the process just happens automatically: I raid a place, and now that all the ghouls are gone, the settlers raid it for scraps, and new construction in the settlement starts looking suspiciously like the features of whatever place I hit last time. ;)
Incidentally -- major digression here, I realize -- if you have Fallout 4, I recommend checking out Nexusmods and looking up the "Sim Settlements" mod by Kinggath. (https://www.nexusmods.com/fallout4/mods/21872) It's a step in the direction of giving those settlers a bit more autonomy, so they can actually "build" stuff on their own rather than bumming around and letting the Sole Survivor do all the work. :D I've been going back through the game after getting the DLC, and rather than repeating the whole process of building up the Commonwealth settlements, it's kind of nice to let the process be semi-automated (though I'm still free to add my own personal touches) so I can focus more on exploring what's going on in Far Harbor, Nuka World, Vault 88, etc.
Ahem. But, back to Pathfinder ... actually, the "Kingmaker" campaign is going to be a little like "settlement-building" in that a central part of the campaign involves establishing a settlement, and then the PCs somehow make choices in regards to what to build first, and where to put stuff. There's a sheet used to keep track of the layout of the town, with little markers to represent things such as barracks, stores, shrine, houses, etc., so the PCs can set aside various parts of the town for different purposes. That might be kind of fun, once that starts. :)