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Welcome to the forum!
Sorry for the late reply but I'm not as active on the forum these days.
You do seem to have a bad correlation between the HUD and workshop figures.
The behaviour you describe should not be possible, in other words it might be a bug.
Could you please take a screenshot and...
Could you please list what you consider "all the official addons" to be? I.e. what mods do you have installed.
XPACs is the official expansion packs to Sim Settlements made by Kinggath
Add-Ons are made by fans/other modders
Hi and welcome to the forum!
Let's see if we can iron out your problems.
1. You can't assign anyone to the desk. You need to select/activate the blue print on to of it, and then select a leader.
2. The interior plots should be in every plot type sub menu. Like the Residential, Commercial, etc...
Sound a lot like script lag. If you're very fast giving build orders/changing plot designs, that might happen. Try to give your system time to breathe in between building changing plots, it might help. If you have powerful machine, you can also increase number of script threads allowed to...
No, it will not break anything.
If/when a companion is called away from the settlement on a quest, they will be removed as leader for the settlement, you'll get a msg saying that companion X don't want to be leader any more. That pauses the city build as it was. No new plots will be built...
My knowledge is as rudimentary on previs. But it's my understanding that the extra selection in PE might brake the previs. I say might, because stuff added by mods like RotC isn't part of the previs. Yet some of it can't be selected/deleted without enabling that mode in PE. At the same time, the...
All of the default RotC builds are made without any DLC stuff so you're gonna be fine. Of the 6000+ items, maybe you'll only have 5980+ to play with. :dance2
Anything that works with Sim Settlements main mod should work with Project Blueprint.
After all, everything you see in RotC is made with it (and the RotC xpac only contains the blue prints, all the functionality is in the main mod). The Project Blueprint only uses objects from the vanilla game...
Ah, that makes it difficult to draw any conclusion of course. I agree with you that you probably should look elsewhere as there isn't any alarming numbers about your script count. Please use other threads for that, as this one is very clearly named Fallrim. Other people searching for Fallrim...
I don't know I'm afraid. Unattached instances are normal in FO4, while they aren't in Skyrim. The cleaning tools in Fallrim is for Skyrim. Then again, some of the unattached instances can be erroneous.
That's why I wanted you to check other/older saves and see if you can detect a pattern. Quite...
If you check several saves, can you see a pattern of active scripts? Amount and which scripts reappear.
Generally speaking , 5 active scripts isn't too bad. Up to 10-15 is ok. When it goes up to 30, 50 or more you're in trouble.
Well, you don't have to use the auto build on every settlement. My approach is to build 2-3 settlements myself, and then let the auto-build handle the rest. Before RotC I had 20ish settlements barely started, it simply takes too much time to build all of them. Now I can visit and explore them...
Was it long a go? The 3.0 release had a bug that showed the miniature brahims even if the provisioner links wasn't set up. Got fixed in one or the other releases since then.
Ah, so it's more of a feature then. Refresh the city, and the settlers sweeps the neighbourhood for anything that isn't bolted down. :)
We should market this. Lol.
That's one strange bug.
Neeher's Settlements Extended usually work fine with Sim Settlements. (There're a few fun/irritating consequences, like wild crops that previously was outside the build zone now are inside it, which may result in settlers taking up the job of caring for one such plant...