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Longfellow unlocked save

pbenjamin

Active Member
Messages
77
Will there be a contest starter save file that has Longfellow's Cabin unlocked? My old save I downloaded from Nexus a year ago doesn't have Far Harbor unlocked.
 
Thanks, it has been almost 9 months since I played Fo4 and I was stumbling around in the debugging console when I brought my character to the dock earlier today. Well I guess I will have to dig up a few things in the wiki to refresh my memory.
 
Just go there and take control of it with: setpv OwnedByPlayer 1

Is there a way to force the Longfellow city plan to the final level? I have never played the mod to that level so I don't know what I should avoid to look different. If there isn't is there a YouTube video of someone that has played it to level 3?

I was disappointed when I duplicated part the Egret Tours Marina city plan in my attempt. I have been wandering the Longfellow Cabin area with the blueprint menu open coming up with ideas to use some of those items but I want to do something different than the default city plan.
 
cqf kgsim_cpmanager unlocklevel -1

Make sure you reload the cell each time after upgrading otherwise you will wind up with pieces persisting from each level.
 
I have a separate character that I rushed to Longfellow over the weekend and the settlement default city plan is at level 0.

So I do:

cqf kgsim_cpmanager unlocklevel -1

then I do:

cqf kgsim_autobuildparent SetAllPlotLevels 3

or is the second command not needed?

Maybe I should not be trusted with the debug console.
  • :bomb
  • :scare:explode:
 
The first one upgrades the city only, not plots.
You will needs the second one to level up the plots.
These commands are in the city plan designer tutorial btw.
 
I looked around with my throwaway weekend character on the complex Longfellow city plan. It was very different from what I was thinking of doing.

I know that I normally do large structures and interior plots like the complex plan was doing but it seems a shame not to use the space for lots of 2x2 residential plots with boardwalks connecting the plots, a real favela feel with the uneven ground.

The only things that I was planning to do that the default city plan was; a greenhouse, a front gate, and paving the causeway from the Super Duper Mart. I could do the paving with stones instead of metal and wood and it would look enough different to not step on the existing plan's idea. The greenhouse and front gate are piratically dictated by the environment.

The museum was a cleaver idea I would never do, how would you move Shipbraker's body in there anyways?
 
If you want a video of Longfellow's Cabin city plan Cordless VII posted a six minute quick tour of the base city plan at the final level.

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Unfortunately Donald Strong did not publish the video that Cordless VII talks about at the end of his tour. He did publish a stand alone non-Sim City player home called Longfellow's Other Cabin located at Abernathy Farm in March 2017 at:

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That is much better than anything I have ever done!
 
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