Ricee_MCXI
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It would be cool if when we help out some of the unique settlers at their settlements (such as the fungal cave) we could use that settlement as our own and start building there.
And there you have the reason why it most likely won't happen! Congrats!There's more than a few places even just in the base game that'd "make sense" to be converted into settlements too (without inventing entire new zones), more sense than some of the places Vanilla NPCs live now - as an example, I know there's already at least one mod that does it, but Lukowski's Cannery springs to mind...
You're right, I don't know what I was thinking. Of course that'd cause Problems™, any hypothetical new ones added would pretty much HAVE to be completely independent cells that nothing else touches.The more you try to use other places that are used by other mods the more potential conflicts you create and KG has always tried to avoid those when possible (as far as I've seen at least). It's one thing to have a quest to kill stuff in place X, it's already what 99% of non settlement/city space is afterall, space to kill stuff, but creating a settlement somewhere can really start getting into conflict.
Maybe not... but the question would end up being... where would you feel comfortable you would not cause issues with someone else's mod by taking control of a block of buildings for settlement purposes? I mean some spots in the glowing sea could work and I would 100% support sim settlement doing that! Abso-freaking-lutely.You're right, I don't know what I was thinking. Of course that'd cause Problems™, any hypothetical new ones added would pretty much HAVE to be completely independent cells that nothing else touches.
That was exactly my idea....... I'm not quite sure it's something they want to do as they often said thy don't want to alter too much of the outside world but in the case of an interior cell, another vault? A new section of the subway system? An abandonned giant empty factory? There are quite a few options that would be possible. ........
Interior cells can get messy and full fast. The game engine itself can only handle so much before it pukes. I literally set an Xbox on fire trying to super build a vault. Even the best PC is only as fast as the slowest component. And that's the games engine.That was exactly my idea
a empty interior Cell with just a Vault Entrance that has a few outgoing Ways they are sealed at the beginning.
and then you could start to build rooms, stairs, corridors, etc. wich snap on the before seald ways and also after placing them, the sealed doors open/get accessable.
and in the new rooms, corridors, etc. its the same: a few sealed outgoing Ways to snap your new ones
there you could get an infinite space for your personal Vault
Vault 1 Xbox 0I literally set an Xbox on fire trying to super build a vault.
Well for sure there are Limits and it's not really infinite. But this brings me to the idea for multiple cells:Interior cells can get messy and full fast. The game engine itself can only handle so much before it pukes. I literally set an Xbox on fire trying to super build a vault. Even the best PC is only as fast as the slowest component. And that's the games engine.
I forgot about that smh... I guess one would have to wait until Uituit updates it.Last I checked, that "Forgotten Vault" didn't link properly with SS2's Caravan Network systems. That was a few patches ago, though.
Yeah, trust me, I'd be linking the Into Darkness version 24/7 if it worked. I love that place.I forgot about that smh... I guess one would have to wait until Uituit updates it.
well thx for the info, will check this soonThe Forgotten Vault Settlement
Forgotten by time ,an unfinished Vault. Plenty of space to build in. All DLC needed.Clone of the first section of vault 88 , more to come.www.nexusmods.comThe Forgotten Vault Settlement Into Darkness
Forgotten by time ,an unfinished Vault. Plenty of space to build in. All DLC needed. Fully Dark versionClone of the first section of vault 88 , more to come.www.nexusmods.com
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