Guide/Architect

Last updated for version `1.8.0-BETA-7`

## General

Architect can place and size structure virtually anywhere.

* Very easy to place
* Very easy to move or nudge
* Does not effect build limit
* No accidental moves
* No accidental scrapping

### NPC navigation

All buildings have full navmeshes for settlers to path around. Buildings in Architect have their navmeshes enabled immediately, and do not require restarting the game or using navcuts.

## Style buildings

Buildings can be styled by using the controller objects menu. This menu is called "Structure Manager" menu. It allows a variety of options to style, move and nudge buildings at any time once placed.

### Layers

Different layers can be toogled on or off per building:

* Chairs,
* Beds,
* Clutter,
* Lights and devices.

Some commercial style buildings also have upper floors that can be used for apartments, complete with decorations and beds.

Many buildings have 2 layers for details objects. One for large objects , and one for small clutter. This may vary based on the building author's choice.

### Designs

Building Designs can be changed at any time without effecting the positioning of the building. This can be useful to check different colors out for one particular building style.

### Colors

Some buildings have multiple choices for colors or textures. Selecting multiple designs will randomly select one of them.

### Lights

Some buildings have lights, but you may need to nudge your nearby power pylon in order to connect them.

### Moving

Buildings can easily be moved by moving the controller object. They can also be nudged via the menu, which is very useful for changing the elevation of structures.

### Lock buildings

Using the "Lock All Objects" option, allows you to move the controller without moving the structure.

## Vendors

Vendor stores are dockable at connection points in certain buildings. Some buildings have more than one connection point to dock multiple vendors.

Vendors produce income if you unlock them by purchasing vendor contracts. Vendors upgrade based on workshop trading. This allows you to place vendors only once, and not have the hassle of moving settlers around.

## Structures

### Broadwalks

Specially designed broadwalks were created to house multiple Sim Settlement plots. Plots as well as any other prefab structure (from vanilla Fo4) can snap into the broadwalk connection points. The large broadwalk has 10 snap points.

Broadwalks can be chained together, to create very large super-structures. There are connection points located in certain spots to help automatically align the controller objects.

If you wish to line broadwalks up at the same height, they can be lowered. Stairs can then be disabled in the menu.

You can chain as many broadwalks together as you have room for. Just be aware that the navigation for settlers underneath them may suffer. Settler should eventuall reach their statiosn regardless (e.g. once you leave and re-enter the settlement).

The pilings are very deep which should allow you to build a system of broadwalks relatively high, even over water and cliffs. There is also an inside connection point which lets you stack them vertically.

### Foundations

Architect is also capable of placing large chunks of terrain, and large roadways. You can also place foundations as well. The whole point is to be able to level uneven terrain to make room for Architects buildings.

### The Fallons

4 stories tall with a full sized rooftop. Based on the Fallon's store you find in The Commonwealth, but with a major amount of reconstruction. Currently all levels are wide open, with only some detailing. Alot of room for creative minds.

The rooftop has a diner with 3 connection points for vendor mats inside. There is also a large penthouse area.

### Airship Construction Yard

Contains multiple areas of indoor structures. The building in the back has 4 levels.

## Fast travel hub

The Caravan Travel Hub gives you an immersivev fast travel system, which requires supplies. The hub comes in 2 styles.

## Farming

### Farming Workbench

The farming workbench allows to convert waste food into compost. Compost is then automatically converted into fertilizer at a rate of 20:1. For every 20 compost you will receive 1 fertilizer.

It once was able to domesticate wild plants into plantable equivalents (crops), this is now handeled in the production manager menu accessed e.g. by using the resource station.

### Crops

A new style of crops has been created to make farming easier and look better. Larger crops give more food, and can easily be snapped into planters. Likewise, a new style of melon and gourd was created to allow vertical placement, which looks great even on uneven terrain.

## Decoration

New functional decoration were added to improve settlement happiness. Some of these have limitations, or require special items such as magazines or parts.

## Defense

The upgradeable guard towers allow you to place towers immediately. The Command Tower upgrade automatically.

## Developer Notes

If you're familiar with using the Creation Kit, and are interested in making structures for Architect feel free to contact Zawinul on nexusmods.com.

## See Also

* Architect
* Structure Management

## References

1. ↑ https://www.youtube.com/watch?v=1H-RFXmUikA