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Since the Nexus forums are down I thought I'd ask here:
In skyrim I use spells in a few mods in order to avoid having to have a hotkey for something. In F4 all I can think of is to have a weapon that runs a spell as a damage thingy:)
Since spells exist in F4 is there a simple way to have the...
They're groovy but the plot I'm thinking of was outside, it was classified as a commercial or recreational plot but has a pole and a marker for kneeling in front of it. In my own city plan I added extra kneeling markers around it. The city plan conversion from SS1 to SS2 didn't preserve the...
In SS1 there was plot which had a place for a settler to kneel and worship in front of it, I'm hoping that there is a SS2 version. Anyone know it?
diziet
I removed the city plan and started again with auto assignment turned off, but plots still built and some settlers were assigned. I'm going back to a clean save to test.
diziet
edit: seems to work if I immediately turn off the radio beacon with no settlers present:)
I have problems getting cqf SS2_PlotManager X Y to work:
and although cf forcePlotLevel 0 -1
will instantly set a plot to level 0 the plot then immediately goes to level 1.
I need to get my plots to all stay at level 0 so I can check the city plan conversion has worked.
diziet
I'm aware that one shouldn't use city plan console commands in a regular game, but I have just tried the city plan converter script in xedit and in my testing profile I'm not sure it's gone well. It would help if there was a command to force a particular plan level, not just upgrade like "cqf...
Having discovered Complex Item Sorter:https://www.nexusmods.com/fallout4/mods/48826 and deciding to disable Valdacil's sorter, I found myself down some rabbit holes of links to this and that and it seems that there is a body of opinion that AWKCR is a pile of poo, and to be shunned, but no solid...
If you do have the steam version you can just copy over the creation club content. I made a mod out of it by zipping up the files, so far no problems.
diziet
Adding the design station to the robotics lab still results in the whole outside disappearing:
I've tried loading the lab into the CK, thinking that this was all some 'enable parent stuff I could fix myself; but a) it turned my machine into a total new potatoe, and b) I couldn't see the design...
No matter where I go in a settlement or the HQ this notification always shows:
is there a particular script instance that I could look for in resaver and stop? I've left the player character staring at the floor for hours and it's still there!
diziet
...most fantasy and sci-fi requires some level of suspension of disbelief to enjoy. So in SS2 I find that suspension difficult to keep up with regards to our beloved HQ leader getting involved with all the NukaWorld vassal state shenanigans. As written, the characters of SS2 HQ would seem to...
Ok I'll try that, thanks:)
diziet
edit: well I enabled the old simsettlements.esm as well as ss2, ss2 chapter 2 and extended, the script is chuntering away, it just occurred to me, should I have enabled the old ROTC as well?
As I understand it the Robotics lab is meant to have alternative layouts, in my experiments some upgrades would result in existing one disappearing. But it seems to be faulty
https://simsettlements.com/site/index.php?threads/robotics-lab-issue.24804/
diziet