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CC stuff in plots?

Jernau

New Member
Messages
4
Does anyone know what the "rules" (i.e. what the legalities are) are around using creation club material when making SS plots? Do we treat the stuff like it was made by a mod author (which it was), or the same as a Fallout 4 dlc that we purchase (which we did)?

I'm asking because the Slocum's Joes and Arcade stuff seem ideally suited for turning into SS buildings. Is anyone working on or thinking about working on anything like this?
 
It should just be a "requirement" like a plot that uses DLC assets. If you don't have it, it won't show up.
 
Does anyone know what the "rules" (i.e. what the legalities are) are around using creation club material when making SS plots? Do we treat the stuff like it was made by a mod author (which it was), or the same as a Fallout 4 dlc that we purchase (which we did)?

I'm asking because the Slocum's Joes and Arcade stuff seem ideally suited for turning into SS buildings. Is anyone working on or thinking about working on anything like this?

2 options here:

1) do what woodfuzzy suggests, make the CC a master if possible (I assume the normal esp fake-master method will work, but try it out).

2) if you can't make them a true master, you can use the GetFormFromFile() method to spawn items if the esl is available, and spawn some other object if it isn't.
 
There are people who hate CC content with a passion. Keep in mind that you will lose those if you make an addon which requires CC content.
 
I'm currently making an addon pack with options in the FOCOM to install plots that require Arcade and others that require Slocum's Joe. The CC is a master no problem and it works like a charm.
BTW: to keep people happy I'm also doing the heavy lifting on my end and doing all the merges so it is only one .esp from me.
 
Thanks Pra. I was thinking that was likely the case, I imagine the target audience would be people who are ok with CC content. Thank you Ben, and Mytigio. Sounds like I can use the CCs as a master no problem.
 
I'm trying to make my own arcade terminals ATM, without any CC content. After getting criticism for inofficially updating that other guy's mod... Unfortunately, I'm not that good at textures. But if I manage to do it, I'll explicitly allow anyone to use it in their mods
1f0e750add457b200ee5851df69adac0.png
 
Pra, please keep my up to date on this. I'd love to make the dependency optional.
 
I'm currently making an addon pack with options in the FOCOM to install plots that require Arcade and others that require Slocum's Joe. The CC is a master no problem and it works like a charm.
BTW: to keep people happy I'm also doing the heavy lifting on my end and doing all the merges so it is only one .esp from me.
as someone who owns nearly all the CC (still not got the first furniture pack as i still have "trial" version) i'd love to see how they get used creatively gunna keep an eye out :)
if the pack is as good as i might think it is, i may end up upgrading that other one i have :P
 
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