What's new
the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Interesting.

You should see what the Brahmin get up to when nobody is paying attention...
 
They can also fly and migrate to the nearest roofs for breeding purposes... you've not lived until you've had a 4000 lb cow standing on your roof breeding with another 4000lb cow while you're trying to sleep.
 
I don't think you should remain inside the house, it's probably not strong enough to take the load of the 10k units of every type of junk you ever dumped into one of those Harry Potter magical red tents we call workbenches!
 
They can also fly and migrate to the nearest roofs for breeding purposes... you've not lived until you've had a 4000 lb cow standing on your roof breeding with another 4000lb cow while you're trying to sleep.
I must admit that I questioned whether it was a good idea to have navmeshed the roofs of the buildings in my plugin when I discovered a sentry bot provisioner along with its accompanying brahmin on top of one one time.

Unrelated, when I decided to release my plugin as an esl, I also elected to move all unnecessary records (SCOLs, cell edits for building etc) out of the release .esl and into a separate dev plugin, which reduced the number of records in the .esl by about 3/5. This means that I then had a main dev esp with only release records in, and a second dev esp that holds non-release records and has the other esp listed as a master in the header. The CK hates having esps with other esps marked as dependencies, so it strips them from plugins any time a plugin is saved, which is terrifically annoying. On a whim I edited the dev non-release .esp to use the release .esl as a master instead, then loaded it up in the CK and saved and - what do you know - the CK is perfectly fine with allowing .esl masters. That saves me a good headache, and is a good thing to know in case any other modders decide to go down the esl route I did.

Also unrelated, someone made me aware of a PCGamer article someone wrote about my mod:
http://www.pcgamer.com/fallout-4s-sim-settlements-mod-add-on-simplifies-resource-sharing/
The cynic in me reminds me that the author probably writes 5 articles a day, and only gets paid $20 per article, but it's still pretty cool regardless.
 
With great power fame comes great responsibility amount of people making you requests. (You know who I'm talking about)
Guess is a good thing kinggath is beefing up security, or the forum would go down quicker than tankthing's house.
 
Hey now, my settlers did a great job of propping the house roof up with empty cans of beer filled with dirt, the tie rods out of a 2050 chevy and hope... Those cows are as safe as they'd be standing on the ground, at least until I find my hammer.
 
BTW, I've been using IDEK's Logistics Station since it first popped up on Nexus, and so far it works great with RotC. The only challenge has been that there aren't always industrial plots laid down in the initial phase of RotC's building, so I find I have to shuffle the plot around later once the settlement has built up more. Which tends to mean they've already leveled up by then and have to restart back at 1 in their new plot location, but that's minor.

And in the past week he has also added an interior plot version, which works a lot better with some of the existing RotC city plans.
 
BTW, I've been using IDEK's Logistics Station since it first popped up on Nexus, and so far it works great with RotC. The only challenge has been that there aren't always industrial plots laid down in the initial phase of RotC's building, so I find I have to shuffle the plot around later once the settlement has built up more. Which tends to mean they've already leveled up by then and have to restart back at 1 in their new plot location, but that's minor.

And in the past week he has also added an interior plot version, which works a lot better with some of the existing RotC city plans.

You can use Place Everywhere to move the plot base and then refresh afterwards. So far that seems to work ok. Normally I use it if buildings overlap each other because they overhang the plot. You need to scrap the power and re-connect afterwards though.
 
The only thing I've been seeing is the plans(recipes) for the logistics station vanishing or just flat our not showing up when I go to build it after it's already shown up before.

When it works for me it works as some. When it doesnt... yeah...

Further information, I suppose. I'm on Xbox. I've tried messing with load order, etc. Sometimes it works fantastic for a while(even whole playthroughs!) then bam. No worky.
 
Last edited:
@Elithis That's @kinggath's addon blueprint collation system being slow, because it rebuilds the blueprint list for each plot type from scratch every time you load a game (at least, this is what I've gathered from observation, though I've never dug into the scripts themselves so I'm not fully certain on this). This system is sensitive to Papyrus load, and it seems that in many cases it takes several minutes or more between the list being reset and every addon blueprint being added back to the appropriate list. Load order is not involved in this process in any way. You're probably the 30th person to report this, however there's realistically nothing I can do about it.

I do wonder if the system could be rewritten to create a cache of plot blueprints in a script property/variable, and once every single addon blueprint has been processed and stored in the temporary cache, only then reset the appropriate formlists (I assume they're formlists?) and commit the cache all at once. I haven't looked into how the system is structured, but that's how I'd handle it if it were my code.
 
Last edited:
Top