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Issues at The Castle

Whisper

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@kinggath - for your perusal.

Two boxes left floating when I started up my test CP (I had scrapped them in the Scrap Profile):
20191222201254_1 (Large).jpg
A couple of objects rotated when they shouldn't be:
20191222202156_1 (Large).jpg
20191222202315_1 (Large).jpg
Wall lights not powered (they were on export, as was the light in the kitchen - in addition, the light in The General's quarters has disappeared):
20191222202337_1 (Large).jpg
And the water purifier is not powered:
20191222203300_1 (Large).jpg
Note that I'm using the ESL version.
 
Same issues using the .esp version.

(Forgot to say that the moved chemistry bench has not shown either.)

I'm now testing by importing the L0 blueprint.
 
The T/S Blueprint brought everything (except the chem workbench) in correctly - nothing twisted or pushed out of where it should be or the like.

I am forced to conclude that either:

1/ I made a mistake in the three exports (I will attempt that again)
2/ The creation of the City Plan is not working correctly for me for some reason

I will test again in a couple hours.
 
not having those issues, but I am having issue with the pre-existing 'work objects' The Castle has.
I figured I'd leave 2 spots for the old bat to run her shop, and the radio dude. (so 15 res, 13 work).

But at L0, plots don't really spawn (so far), because of the 4x work objects built in.
 
Try scrapping the Guard Posts/Tower and then trying it again. Those things are a pain - I am thinking of replacing them with the decorative versions in PBP. Keep a prior save of course.

KG told me the issue with the rotated stuff is unfortunate rounding errors. I can't release until those are sorted. :(

The power issue...I'm not certain about.
 
already did that.
There's:
Radio Guy
Ronniw Shaw
Patrolling defence
unknown Pub (beer icon on settler).

Dunno how to get rid of the last two....and because they exist, plots will not spawn for settlers/minutemen to assign to.
 
Haven’t seen that lot yet.

On the other hand, I’m having enough other troubles. I just scrapped and replaced every single bit of powered vanilla objects at the castle to see if that gets the junk powering up in the plan.

Driving me crazy. :jester
 
I think I may have worked out some more information on this issue. I've just been moving the vanilla power items in the Castle and my settings are to replace vanilla items. As such when the conduits are replaced, they are not connected as they are a new item. The old wires still hang there looking like they are still connecting, but they are not. Also when the vanilla bulbs are moved they appear un-powered, needed to move them again to make them powered. If you go round all the conduits moving them, then deleting the old wires then reattaching them it all seems to work properly. I've not got far enough to test if it works in a city plan, but it seems like that may have been the problem.
 
already did that.
There's:
Radio Guy
Ronniw Shaw
Patrolling defence
unknown Pub (beer icon on settler).

Dunno how to get rid of the last two....and because they exist, plots will not spawn for settlers/minutemen to assign to.
I've not noticed anyone assuming a bar job when overpopulated. I know about the defence jobs, I've been playing around with making a plan that leaves the guard points looking appropriate so when overpopulated the extra folks wont be stood looking at walls or trying to get into an object.
 
I have my settings to auto-assign away from vanilla beds and jobs. Perhaps that's why I'm not noticing it?
 
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