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Legalize the CommonWealth

Oh I just seen the change as I’m getting ready to start a new game and decided to download it.

I guess I can test it...
 
Not sure what you consider an issue, but there are no descriptions of the plot when selecting them.

Also some of the plots the animations are off at level 1. Like using a table that’s not the right height or place. By level 2 the plot seems to upgrade to where the animations is.

I also don't know if your agricultural or industrial is supposed to be producing something.

But all plots built, have collision, looked complete and leveled to 3.

There are a few items that tell me I can interact with them but nothing happens when I do. Funny’s in the residential and bong recruits in the martial both say “push” without result when I do and the rolling pin for some reason says I can take it but I can’t. I can move it around by “force grabbing it” but that’s all I can do.

As far as what I can use, both residential have a radio, a bed and a giddy up chair usable, all the bench chair and stools, the lunch pail which had a little surprise.

Let me know if there’s something else you want me to check or verify
 
Thanks man I appreciate the feed back. I'm working on it now and will have the plants retextured up as well in a few hours! :D
 
Just realized I should have mentioned, I’m not playing with city plans and I don’t even have conqueror installed. If any of the items I mentioned are intended for either (most probably conqueror) it might explain why it didn’t work

You’d have to ask someone with Conqueror to try these items specifically
 
i fixed the message script issue with the items not displaying messages, currently recreating all the .nifs and do they display the values of what they produce when in workshop mode? Im not sure how to make them display before building in the selection window but will look into it when i finish these models :D
 
Just realized I should have mentioned, I’m not playing with city plans and I don’t even have conqueror installed. If any of the items I mentioned are intended for either (most probably conqueror) it might explain why it didn’t work

You’d have to ask someone with Conqueror to try these items specifically
Solid advice. I am in the same boat, I don't use city plans, and I'm not running conqueror either. I also run on a PC, and my rig will handle almost anything.
 
currently recreating all the .nifs and do they display the values of what they produce when in workshop mode?

I have zero experience with modding so I’ll do my best to guess what you mean. When in workshop mode I see that the agricultural produces happiness and half of the normal food. I don’t know if it’s supposed to add items to the workbench (like other agricultural plots add mutfruit or whatever else they grow). The industrial doesn’t have any information on the plaque regarding what it does. It cost 3 power and 3 defense and creates 4.50 income tax is as much info as I get. But I don’t know if it’s supposed to act like a random junkyard (adds junk items) specialized junkyard or... honestly I don’t know enough about all the options. Point is I don’t know so it’s impossible to test if it works as intended.

Also about the agricultural plot, I found a bug/exploit. If I let the plot get to level 1 as something else (I let it be one of the base mudfarms) then it produced the normal amount of food but kept the happiness bonus and defense penalty.

Im not sure how to make them display before building in the selection window but will look into it when i finish these models :D

I don’t think I understand what this means. If you mean how the message pops up showing I’m guessing someone one the site got to know. I always assumed it showed if there was something written for it but again, no experience so I can’t help much there
 
oh i got you i can add more info to the plaque i believe, its dinner time and i have everything almost all set maybe another 2 hrs haha, i always under estimate how long these issues will take to fix lol, the industrial just produces random junk, its a lot idk yet about making it produce certain items and it uses a base SS script so that should work good
 
No problem. No pressure. Technically I’m wasting time before starting my next game because I know if at least one add-on that’s going to be ported that I’m waiting for plus a few ones talked about updating theirs mods so, might as well test plots I’m planning on using in the meantime
 
What? Oh god no! Completely the opposite. Don’t feel pressured! The other mods I know people are working on are quite big and complex and will take some time.

I’m really sorry if I made you think it was some under the table pressure. It totally is not.
 
oh I know, no worries I've been procrastinating this for awhile haha. I've been working on my Mary Jane companion mod too and yesterday just learned how to make the bunker a full on settlement with supply lines the next update to her will be dope too :D
 
After the update every tree looking thing (ex: every tree in the agricultural plot, the residential etc) has a missing texture. Except the tree in the industrial plot.
 
Ok... something is wrong. Right now it acts like if your buildings are now two or three items at most. The baked kitchen for example is the stove, the rolling pin and a lightbulb and nothing else. The house is a sleeping bag and a box, the interior one is sleeping bag and stool etc.

Settlers do their animations as if items were there but they are not.

I’ll redownload in case the issue is from my side but I doubt it (my other plots work)
 
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