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  1. ArtisanVirgil

    Masters Contest Rules

    Definitely going to lose a month of my life to this. Very excited to see what everyone builds. There is no losing this, as whatever settlements win will surely be an amazing addition to the game.
  2. ArtisanVirgil

    Hangman Alley. Featuring: Stairs and walkways

    There are parts I think I like, the kind of clean but still kind of shanty wood look, but it's difficult to see too well. Day time pictures, or maybe turning off the enb would go a long way to letting folks get a real look at your settlement.
  3. ArtisanVirgil

    Old Post Options for a white or grey Hat

    My understanding is they're looking at adding simple versions of the four main factions and that's it, but they're also going to make it easier to make your own faction mods. A more universal planning option so you wouldn't need a Jammer character, and maybe other tweaks. However, it does seem...
  4. ArtisanVirgil

    Flenser - Red Rocket - January 2019

    I like the less traditional wall. It makes something that tall seem kind of reasonable, like a batting cage.
  5. ArtisanVirgil

    GenuineEntropy - Burn The Ashes: RedRocket

    Seriously, that is well put together. Down to the car colored well for a tongue. Some downright non linear design. Creative.
  6. ArtisanVirgil

    No Response Noooooooo! (Too many esl's)

    I've been using MO2, though I basically have no experience with NMM or Vortex. MO2 does right by me though. The virtual mod folder works as it should, so it's easy to tweak/uninstall/change what overrides/update mods. Easy to switch between different mod collections. No issues with esls. Though...
  7. ArtisanVirgil

    No Response Am I missing Something?

    Two things it could be I can think of: Residential requires a certain amount of happiness and for there to be a certain number of resource plots at least a bit upgraded. I don't know specific numbers though. That -1 just shows it's consumption.
  8. ArtisanVirgil

    No Response Noooooooo! (Too many esl's)

    Just putting it out there, a step eventually a lot of us 255 folk get to is lowering that number through combining patches and some mods. There's a tutorial pdf in the city planners toolkit specifically for combining city plan mods in the "Extra - Manipulating City Plans.pdf" file. Though it...
  9. ArtisanVirgil

    Not a bug when installing mod

    Could you give an example of the mods missing a master, what they call the missing master, and how the sim settlements mod is labeled? Like for me Sim Settlements is titled SimSettlements.esm, and any packs I have just require Fallout4.esm and SimSettlements.esm. Edit: And just to be sure...
  10. ArtisanVirgil

    No Response What is the advantage to use residential plots

    They do provide taxes. I don't know if the rates have been change, and can't speak for modded residential, but base ones provide .5/1/1.5 over the three levels as far as I know. I also think the default Sim Settlements requires them. That commercial properties are limited by Residential plots...
  11. ArtisanVirgil

    Can't Click or Open

    Seems all good for me on Chrome.
  12. ArtisanVirgil

    Can't Click or Open

    I'm sure this isn't helpful, as yall will have a much deeper technical understanding, and front end is not my forte at all, but thought it couldn't hurt to mention something. Using chrome, if I use something to block the mainContainer, I can click on those side links. That the mainContainer is...
  13. ArtisanVirgil

    No Response Do PreBuilt Settlements respect or expand the Build Limit?

    My understanding is it's based on the settings you have. Like when you started the game if you pick mid or low (or some of the lower Xbox ones) then it won't upgrade past your build limit. You can tell it to ignore the build limit or raise it with that tool. Afraid I don't recall exactly where...
  14. ArtisanVirgil

    No Response Do PreBuilt Settlements respect or expand the Build Limit?

    I don't know for all plans but generally they found over max (near twice as much?) Didn't hurt performance much. There's a tool in the Sim settlements options to increase the build limit. We were told using that tool three times kept us under the complexity check, so presumably not a huge...
  15. ArtisanVirgil

    Cinematic Marker Advice? Patrol Routes?

    Not quite. Only the cinematic markers have anything to do with the cinematic. Other stuff like NPC animations, effects, patrols, etc are all stuff that just exist in the settlement. An animation marker like someone eating noodles is something a settler might walk up and do, like they might walk...
  16. ArtisanVirgil

    Cinematic Marker Advice? Patrol Routes?

    They aren't in the base mod as far as I know, at least not in a way you can place. There's a mod the comes with the "Sim Settlements - City Plan Contest Mod" that creates a menu (or more depending on your DLC) called Blueprints. This adds a huge amount of base game objects, but none of them are...
  17. ArtisanVirgil

    CONQUEROR

    I also have that pull to be a good guy, but I've found a character arc I dig that let's me do stuff like this. Out of the vault, just adjusting to the world poorly. Sees raiders, assumes kill or be killed. What this was mostly for was doing Nuka world before even meeting codsworth/Preston, and...
  18. ArtisanVirgil

    Cinematic Marker Advice? Patrol Routes?

    First, sorry if this is explained somewhere obvious. I checked the tutorial PDFs, in and game descriptions. I have a very hard time with the cinematic markers. I get how it works, but I can't seem to reliably make the movement smooth, and notice other people have more success. I was wondering...
  19. ArtisanVirgil

    Sanctuary Level 4

    Use of signs is brilliant. I always have a hard time making billboards/signs/etc look like they fit in.
  20. ArtisanVirgil

    Twin Spiral at Sanctuary

    Looks pretty cool though. Seems like a good amount of space between each floor. If you do more with it I'd love to see how it turns out.
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