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Question More questions...

Desamona

New Member
Messages
8
Ok. So, a few more questions.

What is the difference between the 'powered' and 'unpowered' lights that kg has created? Powered seems to mean that they will work with the Lv 2 & 3 buildings since that's the way the plots work. So, I expect them to throw a light source while I'm in the render window of the CK. But, what about the unpowered ones. I kinda expected them not to throw light when placed on my plot, but they do. I suspect I do not fully understand lights and their functionality. Also some of kg's light entries have a lightbulb picture beside the Editor ID and some have what looks to be a human fist (I think they are an activator type) What is/might be harmful to use this type?

If I want to build more than one plot in my mod, do I have to create a new building stage cell for each plot? I am assuming that is the case. So, for instance, I have a library building, and now, say I wanted to create a Bowling Alley, and after that, a corner store. Do each of these need a new building cell?

How do you get banners to hang/flutter from the streetlight/power poles in the corner of the plot? I have found some banners designed for that purpose, but don't know how they're supposed to function.

Sorry for all the newbie questions. There is so much information that it's hard to keep it all organized and in control in my head.

Thank you in advance!
Des
 
If I want to build more than one plot in my mod, do I have to create a new building stage cell for each plot? I am assuming that is the case. So, for instance, I have a library building, and now, say I wanted to create a Bowling Alley, and after that, a corner store. Do each of these need a new building cell?
No. Do it in different layers. Then hide the ones your not using.
 
Ok. So, a few more questions.

What is the difference between the 'powered' and 'unpowered' lights that kg has created? Powered seems to mean that they will work with the Lv 2 & 3 buildings since that's the way the plots work. So, I expect them to throw a light source while I'm in the render window of the CK. But, what about the unpowered ones. I kinda expected them not to throw light when placed on my plot, but they do. I suspect I do not fully understand lights and their functionality. Also some of kg's light entries have a lightbulb picture beside the Editor ID and some have what looks to be a human fist (I think they are an activator type) What is/might be harmful to use this type?

If I want to build more than one plot in my mod, do I have to create a new building stage cell for each plot? I am assuming that is the case. So, for instance, I have a library building, and now, say I wanted to create a Bowling Alley, and after that, a corner store. Do each of these need a new building cell?

How do you get banners to hang/flutter from the streetlight/power poles in the corner of the plot? I have found some banners designed for that purpose, but don't know how they're supposed to function.

Sorry for all the newbie questions. There is so much information that it's hard to keep it all organized and in control in my head.

Thank you in advance!
Des
Powered, means the light will come on without a wire connection. ie its powered by the plot. So as long as the plot is powered, the light will be.
If you want to use a light that is not "plot powered", make a duplicate, name it with your prefix, then add the plot powered keyword to your item.
 
How do you get banners to hang/flutter from the streetlight/power poles in the corner of the plot? I have found some banners designed for that purpose, but don't know how they're supposed to function.
Find the banner you want to use. (I don't know which ones actually flutter, you may need to test them, by just adding them to your plot, go into game and see which ones do, (if you want flutter ones)), Place/position them in the CK on a temporary added plot activator model so they hang from the right place depending on the street light for that plot type.
I think, if you open the nif in Nifskope, there will be extra data in the node tree that indicates it has flutter data by means of behaviour data. But I might be either wrong, or inconclusive with this info.
I always add stuff in, then check it in game to see if it actually does what I think it should. And like I said, even adding say 10 banners into a plot for testing, either by adding them into the static for that level, or just spawning them in and actually seeing them in game, is normally a quick and easy way to see the results and help you make a decision regarding what you want to include, and where.
 
Yeah use layers ,child layers are a cool tool to use ,just click on a layer and create a child layer and you can do that multiple times within the layer.
I would keep about 8 to 10 plots in a Cell and just make a new cell when needed :)

Not sure if you can change those banners , but there are two types in the CK .Statics that dont move and are safe to SCOL and movable statics that have to be used as a spawn item ,they flutter and move.
layers.png
 
Yeah use layers ,child layers are a cool tool to use ,just click on a layer and create a child layer and you can do that multiple times within the layer.
I would keep about 8 to 10 plots in a Cell and just make a new cell when needed :)

Not sure if you can change those banners , but there are two types in the CK .Statics that dont move and are safe to SCOL and movable statics that have to be used as a spawn item ,they flutter and move.
View attachment 7465
And thats why I was unsure about what actually flutters.
 
No. Do it in different layers. Then hide the ones your not using.
Ok. So, I it would look like this?

Library_Lv1_Building
Library_Lv1_Clutter
Library_Lv2_Building
Library_Lv2_Clutter
Library_Lv3_Building
Library_Lv3_Clutter
Bowling_Lv1_Building
Bowling_Lv1_Clutter
Bowling_Lv2_Building
Bowling_Lv2_Clutter
Bowling_Lv3_Building
Bowling_Lv3_Clutter
CStore_Lv1_Building
etc..
 
Ok. So, I it would look like this?

Library_Lv1_Building
Library_Lv1_Clutter
Library_Lv2_Building
Library_Lv2_Clutter
Library_Lv3_Building
Library_Lv3_Clutter
Bowling_Lv1_Building
Bowling_Lv1_Clutter
Bowling_Lv2_Building
Bowling_Lv2_Clutter
Bowling_Lv3_Building
Bowling_Lv3_Clutter
CStore_Lv1_Building
etc..
Not sure what you mean here to be honest.
Regarding your list, I would have a Library layer, a bowling layer and a CStore layer.
Then, as @uituit says, a child layer for each level. This makes it easier to select stuff for each level nif you need to make. I make sub layers for statics and spawned items. So I can select then easily. But when I first started, I didnt use sub child layers, and that made it more tedious to select the things I wanted to include in a stage nif, versus the spawned items.
 
I now use the xedit method to add items to the building stages etc, and that's why I sub child layer almost everything, in order to make it easy to export the items as a list.SO much faster than waiting for the CK to update etc and display what things you are trying to either spawn in, or add as a stage item.
And I wish I had done this as soon as it was available. But, being an old fart, I did it the long winded way for sooooo long.
 
Not sure if you can change those banners , but there are two types in the CK .Statics that dont move and are safe to SCOL and movable statics that have to be used as a spawn item ,they flutter and move.
View attachment 7465

I don't think I need it to flutter, per se.... but I was thinking that the streetlamp in the corner of the plot has a 'offshoot' for a banner (see attached pic) and I found one with a banner here:
setdressing\signage\StreetlampBanner06

And I wondered if banners were utilized in SS, and if not, if it would be 'relatively' easy to add it to my mod.
 

Attachments

  • streetlamp F4.png
    streetlamp F4.png
    141 KB · Views: 4
o yeah those poles come with banners once in game.
but no reason why u cudnt add more banners of to the side or further up as long as u don't block the ASAM ,plaque and power conector.
 
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