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"The Den" and Bridgetown

it built fine for me so im thinking maybe its due to cell reset of the mutants but not sure about that.
 
it built fine for me so im thinking maybe its due to cell reset of the mutants but not sure about that.
It seemed fine to me in testing too, but let me know if there's anything I can do on my end! I'll take a look at the city plan again when I get a chance.
 
I can see that I'm missing some add-ons for this one, what did you use for the fish farm in the back and the martial in front of the bridge.

There could be more where I don't have the correct add-on, but the city is in the early stages.
 
I can see that I'm missing some add-ons for this one, what did you use for the fish farm in the back and the martial in front of the bridge.

There could be more where I don't have the correct add-on, but the city is in the early stages.
I'm assuming you mean the martial plot on the right of the entrance, it's called "basic outpost" from Brae's Defences, and the fish farm is "Fish Farm" from Flotsam and Jetsam. Sorry for the late reply! 0:D
 
I get the missing bridge on every visit even on a fresh lvl0 settlement.
Is it possible settlements extended is the reason?
It's entirely possible, but I have no idea. Kinda regret building outside the normal build area if it's become such a problem. It may just be down to where the cell is. Sorry I couldn't be of more help. :(
 
It's a shame that bridge fits like it always was meant to be there.

Reloading a save made inside the settlement sometimes restores the bridge.
I think it might simply be due to cell reset of Everett Estates. If that's the case we could test it with a small mod turning reset off for the cell the bridge head is in.

Another option would be to rug glitch (or build anywhere) wooden floors across the river and see if those remain. If they do while the bridge is removed you could change the bridge into a build able object.
I fixed the bridge near county crossing liberty prime blows up with floors that way. It never vanished, so buildable objects might be treated differently

Update:
I've tested using wood floors, seems the cell reset mercilessly removes anything beyond a certain point.
20200621150400_1.jpg
 
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So I have a question, was going to make a post somewhere in the forums but I have no idea where would be appropriate and this city plan in particular (that I really want but bridge problem is making me rethink) has questions about what mods were used.

I cannot find anywhere here or on Nexus mod that lists each entry and winner, where do we see what mods are needed for each of these plans? Like when you download a blueprint, it has the requirements tab, but not on these. So if someone here can steer me to the right place where this info might be I'd be grateful.

Thanks all you lovely SS peoples!!
 
So I have a question, was going to make a post somewhere in the forums but I have no idea where would be appropriate and this city plan in particular (that I really want but bridge problem is making me rethink) has questions about what mods were used.

I cannot find anywhere here or on Nexus mod that lists each entry and winner, where do we see what mods are needed for each of these plans? Like when you download a blueprint, it has the requirements tab, but not on these. So if someone here can steer me to the right place where this info might be I'd be grateful.

Thanks all you lovely SS peoples!!
Unlike settlement imports that require other mods, the city plans themselves are made using the city planner's toolkit which uses separate build items that SS has built-in. This means that in order to use the city plans all you need is Sim Settlements (3 in 1 preferably) to build them. Here are links to all of Season 1 and Season 2's contest entries, the mod descriptions detail who won and what's included.
 
It'd be a great improvement if city plan submissions would include which add-on packs where used.
It took me a bit to find this plan needs at least Flotsam and Jetsam for the floating farm and Creations by COOTS for a small martial plot.
I'll be honest I've just been lazy, some of the other builders detail how many of each plot there are and what plots are used including links to the packs to download the. I've been spoiled by just downloading every addon pack, but I have to remind myself that some player's only play with a select few. I'll try and include the plots used in the future. 0:D
 
It won't crash, but it will clip and look just terrible.
For this specific plan, I had random plots on and a farm plot with a huge tree instead of the fish farm from floatsam spawned in.
I also have to find any other martial interior plot small enough to fit into the house.
 
It won't crash, but it will clip and look just terrible.
For this specific plan, I had random plots on and a farm plot with a huge tree instead of the fish farm from flotsam spawned in.
I also have to find any other martial interior plot small enough to fit into the house.
You may already know now, but the martial plot used for the interior is called "Prison Cell" by Cpt_COOTS, it's one of his compact interior plots, so yeah the placement isn't designed for a normal-sized plot. It was a design choice I knew may be problematic, but the martial plot can always be scrapped or moved.
 
Unlike settlement imports that require other mods, the city plans themselves are made using the city planner's toolkit which uses separate build items that SS has built-in. This means that in order to use the city plans all you need is Sim Settlements (3 in 1 preferably) to build them. Here are links to all of Season 1 and Season 2's contest entries, the mod descriptions detail who won and what's included.
Hiya Moridar!

Yes, I have the Project Blueprint Mods. I also have a metric sh*t ton of SS mods. I know the plans are made with these items so the downloader doesn't have to download a gazillion mods, BUT... when it comes to designer's choice, and I always choose that, it is relevant because they may be using a plot from a pack or addon mod and if it's not stated somewhere, well, then you gets da wonkiez.

Now go fix my bridge so I can roll around nekkie in my vault suit in the luxuriousness of this plan!!
 
Hiya Moridar!
Now go fix my bridge so I can roll around nekkie in my vault suit in the luxuriousness of this plan!!
I don't think that bridge is easily fixable. As settlement object placed in a cell different from the settlement it will always despawn when that cell refreshes.

Probably the most solid fix would be to have a small mod adding the bridge normally into the world.
That way dyndolod could also properly generate lod for it.
 
Hello! I love your idea of a bridge settlement with taffington boathouse being a bar as well, especially considering it's proximity to the covenant and how it's essentially what should be a major crossing point between the NW and NE sections of the map for traders and the like. If it's not too much trouble, I would greatly appreciate it if you could point me to what add-on packs / other mods you may have used, so that I can use this city plan as closely as possible to your vision. I was able to pick out a couple from this thread such as COOTS and flotsam, and I was wondering if there were any others. Thanks in advance!
 
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