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If it's possible, I would love the ability to create settlements spanning both interior and exterior cells. For example, Vault 88 with security outside, but everyone goes inside to sleep, etc., a Museum of Freedom settlement where the settlers can go outside to handle attacks, or a General...
Clarification on this: Can previously started settlements be used, if they were not completed or published, or does the work all need to be done within the contest time period? For instance, I had started a plan for SS1 that didn't work out with the limitations of the SS1 city plans. Could I use...
Backup your save, then try the rebuild local data option in the sim settlements terminal/holotape. It's a bit buried, so you may have to dig for it. It's a slightly risky option, but has helped with similar problems in my game in the past.
ETA: Found the wiki link...
My first playthrough, all the dishes on one specific table in my player home regularly moved themselves to just under the top of the table. Cups stuck, and plates and silverware would fall to the floor when I approached. I figured it was just a havoc bug, since that game was unmodded.
I noticed while making a VIS patch that Conqueror edits the vanilla Combat Shotgun record, instead of a copy like all the other Conqueror weapons. It conflicts with AWKCR, and restricts the possible mods the shotgun can spawn with to one set. Given Kingath's insistence in his mod videos on not...
If you just want a clean save to build settlements on or test things, Eldarth uploaded one a while back: Architect Save - Sim Settlements City Planner savegame
Diziet took it a bit further, completing quests in Vault 88 and the castle, with Sim Settlements - Savegame for City Builders and...
I'd really like to see an option to randomize plots in city plans while maintaining the same subtype, so a clothing store could be any clothing store and a mess hall could be any mess hall. This would be particularly nice on city plans where the designer added related clutter around the plot...
You're right. I'm sorry, I was sure those were from an add-on pack. Unfortunately I can't figure out how they're unlocked in-game. There are globals for them, but they must be set by script, as I can't find anything which changes them in xedit.
If you want to just console command the unlocks...
There are no companion specific flags in the Sim Settlements mod. There is a Dogmeat flag in one of the addons, I think. Otherwise there are faction flags which unlock at the same time as the vanilla ones, a US flag, and a sim settlements flag.
There's an option in the new version where you can turn off the need for settlement leaders.
Modified settlements are mostly OK to use with manually built sim settlements plots but usually don't work with city plans. I dont know the specific ones you mentioned. Make sure to remove them from...
I think it is generally in Fallou4.ini. If you don't have it anywhere, your game is using the default setting and has not disabled precombines, so that is not the problem.
It sounds like the problem is at Sanctuary rather than Red Rocket, which is unfortunate since that's the hand-build one...
1. There are plans to eventually have a way to complete the main quest with your raiders, but it is not available yet. I'm not sure what you mean about bunker hill, as you can get control of it when siding with any faction after the battle of bunker hill.
2. I'm not sure about companion...
When you removed Conifers Redux, did you roll back to a save from before you installed it, or keep going on a current save?
Please post the rest of your load order.
Did you add the complex city plans, or are you using the default optimized plans?
If you do decide to destroy the Red Rocket...