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A couple of questions about Conqueror/CityPlans

AlyssaFaden

New Member
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26
I have noticed a couple of things while playing my third or fourth run through with the latest Conqueror/Sim Settlements and I am wondering if these are bugs, load order issues, or something I am overlooking.

1) PRESTON: In my current run through I chose NOT to kill him and the Concord gang. I am currently running with him as a companion. When Preston gets "killed" by enemy activity, I am getting the Conqueror Perk as if I killed him. Car explosion? I get the perk. Super Mutant shot him? I get the perk. It seems like he has been tagged as not only killable, but killable without the assassination coming from me. I thought they were meant to drop to their knees and the player hit R while close to perform the execution, but my Preston is basically just mortal ... is anyone else experiencing this? No other companions behave this way, only him.

2) My Finch Farm is definitely bugged. I have it set to a City Plan and half the freeway above and most of the walls of the settlement are invisible. I assume this is a loadorder issue, but I wouldn't even know what to move. To the best of my knowledge my SimSettlements is in the right position. My other city plans are good and I am not seeing this behavior elsewhere; just Finch Farm. What should I be looking for in my load order? What would cause this?
 
The Finch farm issue is one that crops up regularly. You will either have a scrap mod or something which has disabled precombines. There should be quite a few threads on the forum about it (can't link right now). Any mod that does that will cause issues with city plans.
 
The Finch farm issue is one that crops up regularly. You will either have a scrap mod or something which has disabled precombines. There should be quite a few threads on the forum about it (can't link right now). Any mod that does that will cause issues with city plans.
hmmmmmm. thank you. After my recent posts here I went through and removed those mods that disabled precombines and started afresh. Maybe I missed something. It was weird: first sighting of the farm all was good and after a few seconds of standing there things blinked out of existence.
 
The reason why the scrapping mods cause conflicts is because city plans have a scrap profile in the file. That scrap profile is what is used if you decide destroy the settlement. Sort of a default reset.

The scrapping mods change the objects in the settlement to become scrapable, actually convert scenery items into actual objects, etc.

So when you use a scrap mod and try to use plans created without them what happens is now you have two different scrap profiles trying to be used for the same location. It also causes problems in reverse when someone creates plans using scrapping mods and then someone without them tries using them.

This is why all monthly contest entries are not allowed to use scrapping mods.
 
hmmmmmm. thank you. After my recent posts here I went through and removed those mods that disabled precombines and started afresh. Maybe I missed something. It was weird: first sighting of the farm all was good and after a few seconds of standing there things blinked out of existence.
I think there have been some cases where a mod changed the ini setting bUseCombinedObjects, which is then not changed back when the mod is removed. There have also been some mods which weren't obviously changing the precombines, such as those which make some modifications to specific settlements.
 
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