Architect

" is a settlement building system that allows you to place structures of any size, virtually anywhere.

Everything in is optional, so you can use exactly what you want. It should be fully compatible with any mod (including Sim Settlements), because it uses very few Fallout 4 overrides. There are even specially designed platforms built specifically for Sim Settlements Plots.

This mod was created to have a way to place very large structures (Buildings & Foundations), without the age old problems that are associated with placing large prefabs. makes placing large structures very easy, and includes many options per structure (See: Structure Management). It also removes that horrible problem with prefabs, where you could accidentally move or scrap the building you're trying to decorate. On top of that, it doesn't count towards your settlement build limit."

- zawinul

NOTE: This Site is still under construction (paradoxically) many Workshop Buildings, Items, Units and corresponding description and pictures will be composed soon.

Highlights

 * Very easy to place ANY size structure with very little placing restrictions.
 * You cannot accidentally scrap/store/move the buildings while you're decorating them!
 * Does NOT effect your settlement build limit!
 * Structures are grouped into categories, so that the ingredients required are appropriate.
 * You can change Building Designs at any time (within it's category.)
 * Many buildings contain their own stairs, doors, detailing, clutter, and furniture.
 * The different layers of objects can be turned on and off individually (beds, clutter, doors, etc.)
 * Buildings can be moved manually (by moving the controller object) or nudged around (via the menu) after they are placed.
 * Multiple building designs can be selected via a UI system, based on the category of the structure.
 * The master controller object can be used to access the options menu per structure.
 * The controller objects are generally small immersive objects, such as mailboxes and power boxes.
 * You can "lock" the structure in place, so that you can move the small master object around afterwards.

Technical Highlights

 * All buildings have full navmeshes.
 * Navmeshes in Architect are active immediately, and do not require any reloads or restarts.
 * Authors who wish to create buildings for Architect, also do NOT need navcuts (if built properly.)
 * Most of my buildings don't use glass in the windows on purpose, to keep framerates high.
 * Most of my buildings don't overpopulate clutter, so it looks nice and runs fast.

Menu Button Modifications!

 * A new version of "MessageBoxMenu.swf" (modified by Phlunder) is included with Horizon now
 * This new modification changes the button highlights to be the full size of the button
 * This allows the text to be properly left-aligned (doing so prior to this, made the highlight look bugged)
 * Having buttons left-aligned allows the icons to match up and look much nicer (and easier to read, even without icons)
 * This system makes the dialog boxes look much more consistent with the other Fallout UI elements in the game
 * You may also find that quickly scrolling through large left-aligned menus is much less of a headache than the centered text popping all around!
 * The highlight of the button more closely matches the hitbox of the button (i.e. where you can click)
 * Some menus (but not all) in Horizon/Architect will now use left-aligned buttons where appropriate
 * This file also allows item icon tags to be removed in the message text

NOTE: This swf change should not break any existing center-aligned buttons (if it does, let me or Phlunder know)

Construction Levels (Progression Mode)
A very simple mode which puts restrictions on building based on your total population

Structure Mangement


Building structures is easy with Architect.
 * 1) Simply place the appropiate controller object located in the "Buildings" or "Foundations" menu in the workshop.
 * 2) Use the controller to bringt up the menu, and clock on "Select Building Design".
 * 3) In the design screen, click on whichever design you want the system to pick, then click ACCEPT, then close the window.


 * Position the structure before decorating!
 * Beds are OFF by default
 * Not all designs have beds, seats, devices, doors, etc.

NOTES: - The structure menu has many options to customize each building you place. - Many structures have multiple "Layers" which contain different levels of detail and objects. - Some of these layers: are beds, chairs, lights, doors, stairs, clutter, and other detail. Each layer can be independently toggled on or off.

Controller Menu
"Locking Plate System" allows for easy placement of Architect buildings in pre-set places. Currently, it's only used for Colossal Structure: "The Gallows". NOTE: In order to gain access to the Locking Plates, first place your Structure (Buildings) and afterwards open the "Structure Management" and scroll down to the "Locking Plate Tab"
 * Select Building Design
 * Nudge Base (Position/Rotation)
 * Lock All Objects: ON/OFF
 * Main Building: ON/OFF
 * Global Architect Options: Architect Options Menu
 * Locking Plate Options: Locking Plate System
 * This new system is designed to drop "Locking Plates" down in certain settlements, to help align Colossal Structures (Buildings)
 * The menu can be accessed from any controller
 * Currently only Hangman's Alley uses this so far

Author-Created Structures
"Instructions, tips, and discussions will be provided to help you assemble all the parts of your building. I've worked out many easy shortcuts and processes to help make buildings relatively quick. Navcuts are NOT needed for Architect buildings, providing you follow my tips. Navmeshes work fully upon placement in Architect. Keep in mind, I don't have time to teach authors the basics on building structures in the creation kit, you need to have some understanding yourself."
 * Architect has support for authors to add their own buildings via an addon module
 * Alternatively, authors can contact Zawinul about contributing structures directly to Architect:

- Zawinul

=Architect Workshop Menu=
 * Architect has it's own menu located on the main menu, which contains sub-menus for everything
 * Some Architect objects will exist in the vanilla menus, but more might be moved into this menu over time
 * The vanilla icons for Resources, Food, and Water were replaced
 * The Architect Menu will appear at the front of the workshop menu for easy access (this directly edits vanilla records)

Utilities

 * Caravan Travel Hub/Radio
 * Equipment Workstation
 * Command Table
 * Command Workstation
 * Mailbox
 * Medical Service
 * Recruitment Station
 * Resource Station
 * Scrap Cleanup Station
 * Shredder
 * Training Desk

Tiny Buildings

 * Shed

Colossal Structures

 * Airship Construction Yard
 * Fallon's Department Store
 * The Gallows (9-floors or 3-floors)

Building Foundations

 * Bunker Foundation (5x6)
 * House Foundation (3x6)
 * Stone Foundation (5x7)
 * Warehouse Foundation (3x3)
 * Bridges
 * Extended Sky Bridge (1 Segment)
 * Extended Sky Bridge (3 Segment)
 * Extended Sky Bridge (7 Segment)

Boardwalk Foundation

 * Bridges
 * Foot Bridge
 * Pier Bridge (1x16)
 * Boardwalk (2 Plots) (Pier)
 * Boardwalk (2 Plots) (Warehouse)
 * Boardwalk (Large Square)
 * Boardwalk (Large Square) (10 Plots)

Large Foundation

 * Parking Garage
 * Bridges
 * Concrete Bridge (Large)
 * Extended Sky Bridge (1 Segment
 * Extended Sky Bridge (3 Segment)
 * Extended Sky Bridge (7 Segment)

Metal Structures

 * Industrial Platform
 * Industrial Platform (Style 2)
 * Military Platform
 * Military Platform (Large)

Natural Structures

 * Park
 * Road (Main Street)
 * Terrain Foundation

Water Structures

 * Barge (Small)
 * Barge (Large)
 * Industrial Platform
 * Industrial Platform (Style 2)

Colossal Structures

 * Cargo Yard
 * Gallows (3-floor)

Large Crops

 * Large crops give you an easier way to manage/produce your crops, without making you feel obligated to hand-pick them
 * Each crop gives 3 food and 6 production rating (this rating is 4x higher than vanilla crops)
 * These plants CANNOT be harvested manually by the player (since they yield more production)
 * Each large crop has it's own new customized graphic
 * Objects like Melon/Gourd crops, have a new trellis which looks much better on uneven terrain
 * 1 settler only needs to tend to 2 of these plants (settlers can harvest 6 "food" total)
 * (Horizon Only) Vanilla crops can be scrapped now, so you can re-use existing plants for large crops

Utility And Planters
NOTE: You CAN move the planters WITH large plants attached to them, but the game doesn't update some of the farming data until you load your save game again. So your settlers may be harvesting the old locations, etc. until you reload.
 * These new custom planters allow you to plant crops anywhere, just like the DLC Garden Plots
 * The new large crops will automatically snap into slots per planter, making it very quick and easy to plant crops
 * There are currently 8 planter types

Guard Posts

 * Command Tower: (+6/22 Defense)
 * Watchman Tower: (+6/16 Defense)
 * Guard Post (Metal): (+6 Defense)
 * Guard Barrier: (+6 Defense)
 * Sentry Chair: (+6 Defense)
 * Sentry Post: (+6 Defense)
 * Sentry Patrol: (+2/6 Defense)

Basic Production

 * Production Console
 * Active Services
 * Water Purification Unit
 * Lumber Yard
 * Steel Yard
 * Stone Yard
 * Junk Yard
 * Seawater Extractor
 * Passive Services
 * Milk Brahmin
 * Fishing Trap
 * Power Surplus Converter
 * Construction
 * Construction Depot
 * Construction Vehicle

Mission Jobs

 * Craftsman: Armorsmith, Weaponsmith
 * Entertainer: Studio Technician, Writer, Town Crier, Performer, Storyteller
 * Engineer: Chemical, Maintenance, Research, Robotics
 * Hunter: Butcher, Fisherman, Rifleman
 * Militia: Fitness Training, Locker, Strategy Table, Strategy Table (Side)
 * Technician: Scrapping, Repair, Scrounging, Disassembly, Salvaging

Oil

 * Small Oil Well
 * Refinery

Mining

 * Small Extractor
 * Arc Furnace

Factories

 * Parts Factory (Workshop: Technology 3)
 * Textiles Factory (Workshop: Technology 5)
 * Chemical Factory (Workshop: Technology 6)
 * Tech Factory (Workshop: Technology 7)

Specialty Jobs And Services

 * Handmade Water Heater
 * Fireplace
 * Electric Water Heater
 * Electric Heating Unit
 * Functional Refrigerator
 * Outhouse
 * Centralized Sewage Treatment
 * Job: Sanitation Worker
 * Job: Town Sheriff

Research

 * Research Computer
 * Research Library
 * Research Mainframe
 * Research Station

Vendor Stalls (Full Sized)

 * Many of Horizon's vendor stall meshes are moved to Architect
 * All Architect vendors are upgradeable (see further below)
 * There are 2 styles of vendors: Standard decorated counters, and bare-bones vendors mats
 * Architect vendors are located in the Arcitect menu, not the vendors menu (it's too cluttered in the vanilla stall menu)
 * (Horizon Only) Vendor upgrades often require Vendor Credits, instead of caps
 * (Horizon Only) All vendor stalls will count as Job Stations for Traders/Doctors

Vendor Mats (Basic)
NOTE: These objects can fit behind most counters, but still require a certain amount of space for the upgrades (and they also require an appropriate HEIGHT)
 * These objects are a simple floor mat that can be placed behind any appropriately sized counter
 * Along with the floor mat, there's also a crate on the floor, which is used to hook in supply and caravan upgrades
 * Each type of vendor has decoration on the counter appropriate to the type, along with hooks for radio and register upgrades

Entertainment (Income)

 * Slot Machine: +10 Happiness, +2 Recreational Rating
 * Blackjack Table: +40 Happiness, +6 Recreational Rating
 * Craps Table: +40 Happiness, +6 Recreational Rating
 * Poker Table: +40 Happiness, +6 Recreational Rating
 * Robot Racing Table: +20 Bonus Happiness, +4 Recreational Rating

Entertainment (Happiness)

 * Giddyup Buttercup : +10 Happiness.
 * Breakfast Station: +10 Happiness
 * Pool Table (Decorated) : +50 Happiness. Requires a full set of pool balls (Horizon sorts these as crafting ingredients)
 * Pinball Machines : +5 Happiness, +2 Recreational Rating. There are 16 styles, each has different magazine perks as requirements
 * Arcade Machine : +5 Happiness, +2 Recreational Rating

Empty Counters

 * A few styles of counters can be used with any vendor mat
 * Each counter has connection points for a vendor mat to easily snap into
 * Each counter has connection points so you can link them together from the sides
 * (More counter types will be added in the future)

Income Bonuses
NOTE: These objects require Vendor Contracts, but can be used as variety for creating Trading Market Communities, instead of just having all Vendor Stalls
 * Shipping Manager: +16 Income Rating, +10 Happiness, +1 Shipping Manager
 * Supply Stockpile: +6 Income Rating, +5 Happiness
 * Trading Storage: +6 Income Rating, +5 Happiness

Leasing
This system allows you to attract non-settler tenants and utilities to your settlements!
 * All leased buildings are fully enclosed, which means the door is unusable and you cannot enter their buildings (stay out, land lord!)
 * Leased buildings are an excellent way to upgrade your Settlements into real towns without adding a lot of unwanted lag
 * Most leased buildings are very efficient on frame rates, since they don't have interiors
 * Most leased buildings require Workshop Construction Levels to build
 * Most leased buildings require power
 * Many leased buildings have snap points to allow them to chain together, to create city blocks
 * Leased buildings come in all shapes and sizes, and are easy/fast to place
 * In order to move/store these buildings, it requires you to highlight the "mailbox" area (the building itself is NOT targetable)
 * This system allows you to easily place/move these buildings while seeing the entire building
 * The power connectors on these buildings also have a targetable hot spot, so you can connect wires to it

NOTE: This system is considered an optional advanced settlement system, and intended for higher levels

Tenants

 * Leased Small Residences
 * Leased Large Residences

Leased Utility

 * Leased Factories (Chemical, Tech, Textiles, Parts)
 * Power Conversion Facility
 * Water Purification Facility
 * Refinery & Arc Furnace

Random Trees (Experimental)
Allows you to place random trees without having to pick and choose each type
 * There are 4 types: Small Tree, Large Tree, Small Healthy Tree, Large Healthy Tree
 * Healthy Trees use pre-war textures with healthy leaves, and require fertilizer and tech level 4
 * A random tree is selected each time you place OR move the object

Structural Objects (with connection points)

 * Blocks (1x1): 13 styles of foundation blocks (most match the textures used for buildings)
 * Stairs: 4 styles of concrete stairs, and 4 styles of large wooden stairs
 * Walls: White plaster wall, White plaster doorway wall
 * Support Columns: 5 styles of support columns

NOTE: More pieces will be added, but there are no plans on building up a large library of pieces.. these are simply appropriate pieces to go along with textures and parts that author uses in his buildings.

=Vanilla Workshop Menu=

Workstations

 * A new vault-style Chemistry stations is added
 * A new cooking stove is added

Beds

 * 2 new beds are added that have covers and pillows
 * Personal Beds can be crafted that are only usable by the player and do not count as settler beds

Power Pylons

 * Telephone Pole: Gives 3x the range of standard pylons
 * Small Traffic Light: Gives 3x the range of standard pylons

Directional Stools

 * 5 vanilla stools that have very small (and appropriate looking) markers added to them so you know which way they are facing
 * The small marker piece is located at what is the BACK of the stool
 * Located in the vanilla category with other chairs and stools

Misc Objects

 * Red Carpets can be crafted or stored (The ones from the airport)
 * Bars can be crafted or stored (The ones from the airport)
 * Added 3 workshop stairs useable in Homeplate, in case you scrap the stairs in there with SE