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Fixed Rum Hole light doesn't light when powered

spacefiddle

Well-Known Member
Messages
576
Er, well, that's it really. The Rum Hole is L2, it's powered, it's functioning; but the light on the pole stays dark.

FO4 being what it is, this could be a local issue to me, or just the mesh loading bad and killing emittance, or something; but all the other pole lights seem to work consistently, so might be worth looking at.
 
Hi Spacefiddle!
Do you have the latest version of Wasteland Venturers (1.1.2)? I know I missed to add the lamp to the streetlight in one of the earlier versions, but I thought I had it covered now :) I'll check anyway before next update. Thanks for letting us know!
 
I was using 1.0.1, but just upgraded to 1.1.2 and I'm afraid it's still dark. Would I need to smash the plot and let it start over?
 
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:) I'd love to know if it's working anyway - you send your little building plots out in the large Wasteland of the Nexus not knowing how they'll fare so it's always nice with a post card from them now and then.
 
Have you used the IBB on the plot? (It doesn't update on its own once you've built it)
 
Not sure why this is in my forum, but not sure if I can move it over to yours Tinuvia.

Edit: turns out I can move it! Moved.
 
I tried but can't move it :( so I thought I'd at least answer :)
 
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