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Desk Location and main power location reveal

victoriaks01

Active Member
Messages
194
It is frustrating when you spawn a settlement using the plan of your choice it is like pulling teeth to locate the planners desk (sometimes I just give up and spawn another) and the location of the main power source is almost impossible to locate. It would be nice if both locations were marked with a sign, light or something to point the way or identify where they are.
 
If you have the City Manager Tools holotape you have an option to track Manager's Desk and different Plot types. That's saved me a lot of time once I made one for myself (at the City Planner's Desk)
 
It is frustrating when you spawn a settlement using the plan of your choice it is like pulling teeth to locate the planners desk (sometimes I just give up and spawn another) and the location of the main power source is almost impossible to locate. It would be nice if both locations were marked with a sign, light or something to point the way or identify where they are.
Something like this would be up tot he city planners. I don't know how often they check this section of the forums.
You might consider making another request for this over here:
 
It might be nice if that municipal power pole would be clearly different from the vanilla pylons, for example orange or mac yellow etc.

I have personally had to resort to the tracking to find the planner's desk in plans, so I hear ya on that account. But there is the tracker you can use.
 
It might be nice if that municipal power pole would be clearly different from the vanilla pylons, for example orange or mac yellow etc.
That would be nice even without using a city plan. :agree:
I wonder if that could be done with a simple material swap... :scratchhead I know a lot of nif files have the textures hard defined instead of using a material file.
 
That would be nice even without using a city plan. :agree:
I wonder if that could be done with a simple material swap... :scratchhead I know a lot of nif files have the textures hard defined instead of using a material file.
On the fastest look ever at the texture those pylons use, I'd say it might need to be a brand new texture.
 
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