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Castle Bugs for RotC

Ronnie and the guy manning the tower have a simple fix: Two extra vanilla beds. I usually put them right in the radio shack even.
 
There shouldn't be power for the radio as that would mess with a quest. Which is a bad thing. Use Place Everywhere, build a 10 output genny, shrink it down and set it right next to power connector. ;)
Once all the current settlers have a home/bed build one in the Armory and Ronnie will auto assign to it. Do the same with the radio operator, except shrink his bed down and sit it on the desk next to him. Not like he will ever use it. ;)
 
I don't know if the city plan ever had power for the radio. That's not a Sim Settlements plot, so it makes sense you still have to do that part. I AM a bit dismayed that the city plan took down all the conduits and the industrial water purifier that were already in place so you could have a lot of free water for the settlement quickly, though. Ronnie Shaw is completely ignored by Sim Settlements, or so it has been stated before, so she shouldn't count for or against you.
 
https://imgur.com/a/AIoUk

I know this is intentional but I'd like to make just a tiny suggestion. I like to patrol the walls of the castle and this greenhouse blocks you. I know you can backtrack, go down the stairs and continue but I'd like to make one full loop without having to go down and just patrol continuously. perhaps I've just been spoiled by the craftable castle walls redux mod. But if it's possible, I'd like to suggest making a small path around the greenhouse or open up a doorway and remove the railings behind it so the player can just go through the greenhouse and go to that part of the wall without backtracking.

Also, the castle is still too dark during night time even at level 3. Maybe add some more street lights and wall lights?

Lastly, the castle doesn't look too defensible or militaristic. What it needs are more turret towers and martial plots on the walls (especially some part of the wall where there's just tables and chairs. If you can squeeze in a training area that would be awesome too. That water at the back (behind the collapsed wall) looks quite empty. A shooting range or a gym area might fit if you add in some planking. *hint hint :)

Just some points that might be considered for improvements in future updates for the design. :)
 
If you're at level 3 the City Plan is doooone! Change anything, anywhere and however you want. :)
 
If you're at level 3 the City Plan is doooone! Change anything, anywhere and however you want. :)

True. But as someone who wants the lowest involvement possible I'm just leaving that suggestion there in case the designers are interested in making the change. I actually just installed a door and removed the wood rail behind and I'm patrolling the walls happily. Now that it's done, I might even just install the craftable wall redux.

Oh who am I kidding. Sim settlements spoiled me so much that I haven't even opened the workshop (apart from adding the furniture) for a week. Who needs to add water when you can just use the cheat terminal to give you purified water and just donate a lot. Once you hit higher levels, they'll add their own water anyway. (at least in my experience on four settlements. Not sure how other city plans fare.)

Anyway, I'll probably just add more turrets and call it a day. :)
 
I have a cheat holotape, no idea what tcl through means or how to do that with a holotape.
TCL is a pc console command that allows one to clip through the game objects, walls, etc.
 
Having trouble with Radio Freedom in the castle. I just built the framework level and whenever i try to attach a wire to the Radio, I CTD. Any help appreciated. this happens if i have a wire in hand and even look at the radio connector, or try to grab the connector first. this does not happen with any other power or connecters. just the radio.
 
Not sure if this has been mentioned, but the spawn point for the provisioners should probably be moved (if that's even possible). The spawn point is in the middle of the castle, next to the radio tower. The neighboring buildings are so tight there that the bramin and the provisioner become wedged in between the buildings and if you use an automatron sentry bot (like I do) there's no way for it to get out. This has no game impact obviously, as provisioners don't really need to move, but it would be nice to not have a pack bramin and a tank-bot spinning around trying to get out. Once again, not game breaking, but a bit annoying none the less.
 
Strangest thing just happened. tha castle was at lvl 3 with preston as the leader and all was good. went on a MM mission with curie, when i fast traveled back Curie wanted an intimate talk. at the same time i get a popup, stating that preston is now leader of the castle, oh and if i wanted to tear it all down? i respectfully declined the teardown. but when i checked the desk it showed the castle at lvl 0 even tho everything was build and worked. i refreshed the city and everything build from lvl 1 onward was scrapped. guess i have to upgrade the castle again.
 
I found it weird the HUD meters went red when rolling my cursor over Ronnie Shaw while sneaking.

20180208102802_1.jpg

Also, should the HUD be displaying when in the basement during Old Guns?
 
The color change of the HUD is actually related to the HUD Framework itself. If you have other mods, like the companion status HUD widget, it turns red as well when attempting to pickpocket. So that's not an SS thing, that's just how the framework goes. It makes sense in a way, the default "HUD" is actually only the cross hairs and button indication text ("E) to finger the chicken"), which intentionally turns red to let you know you're about to pickpocket someone. It is your little helper hand holding thingy from Bethesda before you go and do something naughty.
 
The color change of the HUD is actually related to the HUD Framework itself. If you have other mods, like the companion status HUD widget, it turns red as well when attempting to pickpocket. So that's not an SS thing, that's just how the framework goes. It makes sense in a way, the default "HUD" is actually only the cross hairs and button indication text ("E) to finger the chicken"), which intentionally turns red to let you know you're about to pickpocket someone. It is your little helper hand holding thingy from Bethesda before you go and do something naughty.

OK, so you are saying the HUD color is dependent on the crosshair color. I do not have any other HUD mods. Since starting a new game with SS 3.1.1 I have tried not to run any settlement, scrap or related mods to prevent conflicts.

I have not noticed this before most likely due to the lack of need to sneak in a settlement.
 
If you stand up it will turn green/normal. You're in sneak mode.
 
Yeah.. it's best to not build The Castle until after end game. It messes with most Castle quests to some extent.

And in order to do old guns and end game Castle quests it is a LOT easier if The Castle is built up with kick-ass defences.

So Why In the Name of Atom would I throw away my well-fortified Minutemen Headquarters for another ugly, poorly defended shantytown full of unemployed, bedless, starving, dehydrated complainers?

I mean, I love assigning a manager and effectively turning settlement building into a 'fire and forget' sort of thing, instead of having to nano-manage every aspect for those idiot NPCs; leaving me more time to quest and such, and spending less time hand placing every damn wall and bed for those whining, incompetent ingrates.

And I love wandering the settlements, exploring hidden gems and lovely spaces, marvelling at the amount of brilliant creative work that went into a plan, but it's counterproductive if the building plan breaks quests.


===========
End Rant
 
At least your rant was shorter than mine after the first test run. LOL!
 
With 3.1.4 Is it safe to use the Castle City Plan after completing Old Guns? Will quests after that one work? Or is it still recommended for after the game to build the City Plan?
 
Old Guns is, I think, the only significant quest there that might get affected by the city plot. The only remaining one is the "defend the castle" one from the Institute or Brotherhood of Steel if you artillery the Prydwin.

However, in my case, I'm having a dickens of a time with the Castle getting stuck. It has placed an extra residential plot down than is necessary (Ronnie Shaw, Preston Garvey, and 5 minutemen, plus the radio operator), but the radio operator wont build a house. That's fine, I can lay a bed out for him. However, for some reason, I have an available settler without a job, and no job plots are being laid. Actually it shows that three job plots from optimal are there, which based on a quick survey of settlers, means it is including Ronnie Shaw (who is the leader, thanks to a leader mod), that one settler, and the radio operator. Otherwise, there are four employed settlers and Preston. There also appears to be invisible defense markers around the parameter of the upper walls that I can't get rid of. They're actually there BEFORE any ROTC plans kick into gear. I never knew those were there.
 
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