the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Depreciated H.I. 2.0.1 News,Updates

Status
Not open for further replies.

kevbal

Active Member
Administrator
Verified Builder
Messages
466
This update list is and will always be for pre-uploads just to keep you informed on whats coming.
2.0.1-Updates until release:
  • Both mods have already been merged...
  • Ive fixed the Basement house so getting in isnt weird.
  • Fixed the Tarberry and Mutfruit Grass plots reducing the poly(lag) by about 80%.
  • Added a new home
  • Added a tato farm w/2 plot types
  • added a melon farm w/2 plot types
Need to finish up spawns n all the backend sht. Struggling with a quiet house to stay productive lol. Thought the wife n kids leaving for the weekend would be great :( i was wrong lol.

Update:-----
  • Ghouls fixed
  • Jeffs table fixed
  • All homes added to the new building plan selection
  • All farms added to the building plan selection
  • All Ag plots have been set to default values So you will only get the kinggath values from now on. which is 2/4/12 i think.
(Ag plot decision was to prevent usage based on yield. If You want to use my agriculture plots you'll do so because you want to, not because you want an advantage)

ToDo:-----
  • Planning some more vip plots

NOTE:The next AIO patch will require the newest Sim Settlements to function. This isnt like previous versions where it would still work if you were using a version that was a patch behind. No this will absolutely require Sim Settlements 2.0 or whatever version its labeled as.

Update:-----
  • New Dungeon added
  • New Farm added (corn)
ToDo:-----
  • Still want to add another home or Vip versions of a couple existing homes probably to link the new dungeon to.
NOTE: Damn I love creating dungeons :)

Update:-----

  • Bonus' added to appropriate plots (like plots with water will give bonus water to your settlement)
  • Agriculture plots now have 3 phases to support the default Sim Settlement resource values. (prior only had 2 stages but offered more food)
  • Grass foundations have been replaced on all agriculture plots. You have a concrete trim or a wood trim. (this was done to reduce poly)
  • Fire finally animated in the cabin and aframe cabin.
NOTE: Expect a release either Friday night or Saturday morning.

2.0.1-Updates - Done!
 
Last edited:
D1S2WEK.png
D1S2WEK.png

Simple and productive. May add more set detail but that waterwell took a while to throw together so we'll see.

Oh and i know the images on my other threads are missing. Organized imgur recently for the big update. I'll delete those threads soon.
 
Thank you much :) if you have any design ideas you'ed like to see let me know. Im always looking for more ideas
I did want to ask, though you may have answered already in another thread but ill give it a shot anyways. When will you be releasing the merged version of your H.I. and B.G.? And will it be under a new name, like Better Homes and Gardens? or something like that. Just want to make sure I don't miss it.

As far as suggestions I know there is a thread specifically for that, but I don't want it to get lost on the main suggestions page.

-I like the really tall houses that span 3 floors, but I was wondering if you could make one that maybe spans 4 to 5 floors AND has maybe a small garden somewhere inside or on top that adds maybe 2/4/6 to the food count and serves as a home at the same time. not sure if that's even possible but if it is that would be really awesome! Could call it something like 'kevbal's house of munch' or something like that. I'm not very creative with names so this is strictly just an idea.

I know it kind of merges residential with agriculture but thought it would be kinda neat. two birds with one stone kind of house.

let me know what you think!

EDIT: saw the first part of my question answered on the nexus page, so I wont miss the updated version.
 
Yeah I'll see what I can do. My tallest plots so far is only 2 floors, curious how a 4th floor would look. But munchies, aqua, electricity, defense, and happiness can be added to anything so that wont be a problem.
 
How many plots does the park house take up? Looks bigger then just one.
 
How many plots does the park house take up? Looks bigger then just one.
I refuse to go out of bound :)
You may notice from time to time that small details may be slightly over, but never anything that would interfere with your settlements. It looks large because its a capture form the CK and you can see the filler. That grass base is hidden underground and is used to fill in gaps on unleveled surfaces so it doesnt hover.
(ploy count is 30k)
 
@Yuisaniv so Im sworking on a 3 story plot, the only problem is that it will never be uploaded. Its only 1/3 finished and is already sporting 270k poly which equates to a CTD if you build it in a large settlement. Looks good though. Bit upset because its coming along nice.
 
I dunno. the top is killing the practicality. Looks unstable. Got it down to 70k poly though, had to replace a lot of detail with solid item with different textures. :( but its 4 lvls so far.
nT4z2yF.png
 
@Yuisaniv so Im sworking on a 3 story plot, the only problem is that it will never be uploaded. Its only 1/3 finished and is already sporting 270k poly which equates to a CTD if you build it in a large settlement. Looks good though. Bit upset because its coming along nice.
aww that looks so awesome!!! Its a shame its too intense for gameplay. I thank you for trying to create it though! You are clearly talented in creating immersive properties. I'll be looking forward to whatever you release next!
 
I dunno. the top is killing the practicality. Looks unstable. Got it down to 70k poly though, had to replace a lot of detail with solid item with different textures. :( but its 4 lvls so far.
nT4z2yF.png
What if the fourth floor was more of just a balcony/open rooftop? would that help to cut down on the poly count?

I guess it would be more of a 3 floor building. I really like the way it looks and would be spectacular if it would be usable as a 4 floor building. But if you had to remove the top floor I would understand. :)
 
I went ahead an finished it and added it anyway but its a hidden house. to use it you must use console and Ill tell you how bellow. I do recommend saving before just incase you CTD.

  • Open console
  • type " help kevbal 4" (no quotes)
  • look for "Eden by kevbal" and note the ID
  • Open your workshop and build a residential plot
  • Open console and select the plot
  • type ( cf "testbuildingplan" ID 0 ) dont use brackets, replace ID with the item ID for Eden by kevbal and use a zero after the ID.
  • now just assign a settler, or let a settler find it naturally.
This will be available as a hidden plot on the new release
 
I went ahead an finished it and added it anyway but its a hidden house. to use it you must use console and Ill tell you how bellow. I do recommend saving before just incase you CTD.

  • Open console
  • type " help kevbal 4" (no quotes)
  • look for "Eden by kevbal" and note the ID
  • Open your workshop and build a residential plot
  • Open console and select the plot
  • type ( cf "testbuildingplan" ID 0 ) dont use brackets, replace ID with the item ID for Eden by kevbal and use a zero after the ID.
  • now just assign a settler, or let a settler find it naturally.
This will be available as a hidden plot on the new release
This is going to be really fun to play with, I cant wait until I get to try it out!!!! Thank you so much for hearing out my suggestion and trying to make it work. If I knew how to make mods in the least I would def try it out myself but I don't think I have the know how to even attempt it. Thank you thank you Kevbal!!
 
I wanted to apologize for adding my suggestion to the wrong thread, I know some people get bugged out about that kind of stuff but ill be sure to post in the proper threads from here on out. :agree:
 
no worries. please feel free to test the mod before i upload *link removed*

Anyone who wants to test and fix your building before it officially uploads now is you time. Once i upload this will be removed

your kevbal buildings will be removed, just install with NMM and remove gardens and homes. in game youll have to rebuild them. use the architect t square to find them
 
Last edited:
remember that when you update all your kevbal plots will be missing minus the spawn content. just hit it with the architect tool and cycle through until you find the correct build model.

From this point forward this will be my only esp for this particular mod. It was a poor choice to do homes and gardens separate. so this architect fix will only need to be done this time.
 
remember that when you update all your kevbal plots will be missing minus the spawn content. just hit it with the architect tool and cycle through until you find the correct build model.

From this point forward this will be my only esp for this particular mod. It was a poor choice to do homes and gardens separate. so this architect fix will only need to be done this time.
its really too bad the Eden plot is unstable for gameplay because it is fantastic! The design is so close to what I was imagining. You really do have a knack for this sort of thing :P Hopefully sometime ill have an idea that you can actually use in one of your future updates.
 
Great mod first of all and second what's up with hidden home? Lol I've been looking for details but I can't find where you talk about it.
 
Status
Not open for further replies.
Top