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  1. Cranky Cat

    Discussion The Settlement Recovery Procedure

    I think the ForceClearSettlement console "Nuclear Option" would be much more useful if there was a "Neutron Bomb" option which would at least not delete named NPCs which weren't script created; i.e. the original robots at Gray Garden, the original Minutemen settlers who came with Preston, etc...
  2. Cranky Cat

    Suggestion Cornerstone for positioning blueprint builds

    I know making the blueprint object snappable has been mentioned but since it's not really a typical object then how about snapable "cornerstones". A simple square with an arrow on top or some other indication of direction. You could put it where you want the near/left corner of your build. Any...
  3. Cranky Cat

    Question Auto Change Layer with just the default layer = very bad

    I wasn't actually doing anything with layers and was just trying out some building kits and my active scripts grew to over 1000. What I was doing was working with just the default layer and with the "Auto Change Layers" option set to on "On". I selected a group of 200+ objects and the game then...
  4. Cranky Cat

    Announcement Known Issues/Conflicts

    I still use a hacked version of Clipboard to export builds since I had a bunch of them I was originally planning to post before the author disappeared and stopped updating for F4SE.
  5. Cranky Cat

    Announcement Known Issues/Conflicts

    Perhaps they'll work again after your next upgrade of WS+. I wouldn't count on it though if the blueprints have things stripped from them or are otherwise corrupted. You probably need to decide if putting up with your 1.04 issues is worth it and hope they get resolved soon.
  6. Cranky Cat

    Old Post Why don't settlers Move Out Of The Way?

    Fus Ro Dah! I'll give it a go. Thanks!
  7. Cranky Cat

    Old Post Why don't settlers Move Out Of The Way?

    I have the settings meant to accomplish moving NPCs when you bump into them but I still can't push settlers out of the way. Heck, they push ME out of their way instead! The specific settings used are: fBumpReactionSmallWaitTimer from 1.0 to 0.5 fBumpReactionMinMoveDist from 75 to 150...
  8. Cranky Cat

    Mega Pack Year Two - Now Live!

    Could the load order matter for the door and menu options?
  9. Cranky Cat

    Mega Pack Year Two - Now Live!

    It did work at first when I installed just the MegaPack but then the menu was gone at some point so I installed the original mod. Perhaps running the Settlement Menu Manager rescue removes it?
  10. Cranky Cat

    Mega Pack Year Two - Now Live!

    @Samutz I just loaded the original VT Tools and that takes care of it. I'd rather not have the extra mod but perhaps merges like the mega-pack won't add the extras.
  11. Cranky Cat

    Question Robot Workbench still available with the workshop?

    Ok, It used to be the Robot Workshop @ L2 instead. I see where the description of Junk Bot garage changed.
  12. Cranky Cat

    Resolved SLI and invisible plot objects?

    Actually, it appears that the problem is disabling vSync with SLI. If I enable vSync then the display issues appear to go away. Still, SLI doesn't seem to be doing much for the frame rate in this game for me so disabling it wasn't really noticeable!
  13. Cranky Cat

    Mega Pack Year Two - Now Live!

    @JamesBowen I tried that and it worked at first but then the VT submenu disappeared later. The Settlement Menu Manager menu rescue didn't do anything after that unfortunately.
  14. Cranky Cat

    Mega Pack Year Two - Now Live!

    And you don't have the original Vault-Tec Tools mod still installed? The Megapack is just 2 ba2 files and an esp so it'd be hard to install it incorrectly without bigger problems. I tried the Settlement Menu Manager rescue but that didn't do anything.
  15. Cranky Cat

    Resolved SLI and invisible plot objects?

    The problems I had with certain city plan objects always being invisible stopped when I switched to a single card as well; i.e. the Egret barge halves. I do use custom texture mods with a selection of FlaconOil, VividOil, and Valius that I removed from loose files and added to a custom texture...
  16. Cranky Cat

    Mega Pack Year Two - Now Live!

    Along the same lines as Vincent, the Vault-Tec Tools additional menu item under SS also had dynamic furniture which doesn't appear to be in the mega-pack. Do we need to keep the original mod to have those "accessories"?
  17. Cranky Cat

    Resolved SLI and invisible plot objects?

    Has anyone else had issues with invisible chairs, tables, etc. particularly on internal plots? I have. It started to get really annoying. I normally had SLI with two Nvidia (GTX 1080ti) cards and with ENB running so I disabled both and rebooted. I repeated the test from the same game save every...
  18. Cranky Cat

    Version 7.0 Now Up

    This was with the latest 7.1 after you had fixed the material files. I repacked the archives which came with the mod and that fixed the issue. The year 2 megapack doesn't have the issue though and I switched to that now.
  19. Cranky Cat

    Version 7.0 Now Up

    Oh hey, my favorite RS plots are in the megapack :-) In my case it was already level 3 in Taffington which had the bakery but I Tenpines was using the city plan so didn't have it. I've never been clear about how the megapack + original mod worked to decide which is newer for a particular plot...
  20. Cranky Cat

    v1.0.3, Desk Textures

    Hi @RayBo, the ba2 files which come with v1.03 need to be repacked using Fallout4\tools\archive2\archive2.exe. Default compression is fine for both of them.
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