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Brick & Covenant Fences / Walls

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29
Hi all, new member so hello & customary apologies if this is the wrong place to post this, etc.

I've been digging through the workshop blueprint menus and had a look through the Project Blueprint Menu post on here, but couldn't see the covenant style concrete wall assets anywhere.

Found an image of them on nexus:
8422-1-1452830632.jpg


I have a couple of town builds I intended trying to recreate for sim settlements, the brick textured versions of these concrete fences (not the one pictured) are pretty central to the layout. Gotten via the homemaker mod before I discovered SS if memory serves.

Are these not currently present in the planners toolkit? If not, would re-enabling homemaker and using assets from there cause issues when I try to export the towns for sharing?

Thanks!
 
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Im not sure if they are in the Project Blueprint mods .

But for the contest only vanilla and project blueprint items are allowed.

I belive you can spawn vanilla items but you will need the items codes, VersusXV spawned in a parking garage for his city plan so he can let you know how its done :)
 
Console commands can be used to find codes, type help then one word that should be in items name then 4 to narrow the results. Look down the list for items starting with stat for statics. Then point your cursor point to where you want it and type 'pt' space then the code, hit enter and it will appear. You may need to use console to move it, and as occasionally an object will be undeletable, save before you try.
 
I'll try the console method as suggested, but know from past experience it can be really laborious... And despite tinkering with mods and the console since oblivion, I still don't understand why some static items spawn as selectable in workshop mode and others have to be 'pos/rot x/y/z' via the console or 'disable/markfordelete' if unmovable.

I've been cracking on with my first town build and noticed one or two of the Project Blueprint items are flashing when checking for illegal items (most notably the rolling garage door).

Are items tagged as illegal/ flashing but that came from the project toolkit OK to use?
I assume it's simply a bug.

Thanks for having taken the time to reply, appreciate it.
 
If they come from the main Project Blueprint mods they are legal, if they are from the DLC section ,not for current contest.
 
You will need:
  1. Place Everywhere (Plus being used to using the hotkeys from PE)
  2. Better Console - F4SE
  3. xEdit
  4. Creation Kit(in order to see the statics) which is downloaded through the Bethesda Launcher
  5. Some basics in terms of knowledge about the Creation Kit. If you haven't used it yet, the best bet is to download Sim Settlements Builder's Toolkit for getting set up to make Sim Settlements addons as it has a PDF for Creation Kit Basics

Need to have the above, then go in game where the desired items are found. Open console menu and click on the items in question. Right Control while in console menu enables the extra info to be displayed, need to write down the Base FormID of each item. Mousewheel can scroll through when the spot you clicked on matches multiple objects which often is the case due to effect zones like fog, type should be STAT and you can use ModPos Z {number} to verify that it's the right object that's moving. If you are used to stuff in the CK, a shortcut is to just write down 1 from a set then hopefully be able to find the others by them hopefully having a naming scheme for their EditorIDs, like the ones I used had "PGarage".

When you have them you need to open xEdit, select only Fallout 4.esm & Sim Settlements.esm. In top left there is "FormID" field, Need to paste in the Base FormID of one of the needed items and press enter to search for the record for it. This will tell you the EditorID which could be used to potentially find the other pieces more quickly in the CK.

Need to spawn them in via console commands. Player.PlaceAtMe {Base FormID} {Quantity}. A way to do this a little faster is to set it up in notepad/Word/etc since you can ctrl-V to paste it when console command menu is open, multiple command can be ran by using ( ; ) like you could do "TGM;TDetect;TAI" to simultaneously active God Mode, disable detection and AI. I also suggest moving the player up a few hundred units first since depending on the origin points on the meshes, they may appear underground below the player. Need to link them to the workbench too as otherwise they will not be picked up by TS Export. I will have to look it up again so I do not have any error with this, but I can say for sure that it actually won't work unless the build limit gauge is not full. What I would do to avoid a lot of annoyance is raise the limit fairly drastically just while I spawn in & link everything that I need. I use the linking command together with ModPos Z {number} so I can get visual confirmation on the ones that were done and so I could use mouse wheel to do it through a stack of them. I'd spawn 20 floor pieces then run the command on all of them, using modpos with them ensures none are missed.

These are vanilla meshes not intended for build mode so they won't have snap points or they will have some useless snaps that leave it misaligned with the others(I think some were going to be in the build menu but got abandoned, PGarage had some mostly useless snaps). Therefore Place Everywhere is the way to position them.(=) while highlighting an object in build mode stores positional data, (0) while highlighting an object in build mode will move that object to the stored position. So you will need to find fairly equivalent item that is in the build menu, this can be something that isn't allowed for contest since it's a placeholder for PE to grab positional data. For mine I used Snappy HouseK's parking garage set, they were virtually identical except he added snap points and corrected errors/gaps left by Bethesda.

It might actually be easier to do everything in the CK in an empty cell, create a combined static reference known as a Static Collection but I believe that is not allowed in the rules. I had topic asking about it here: https://simsettlements.com/site/ind...est-also-about-performance-expectations.8004/

Though right now I feel I'd like to up my plot count before entering again. I will finish up my first one but for that I would like to make more plots for use with it. I feel that for it, it needs a set of VFX plots to complete the look as right now it does look pretty odd

Console commands can be used to find codes, type help then one word that should be in items name then 4 to narrow the results. Look down the list for items starting with stat for statics. Then point your cursor point to where you want it and type 'pt' space then the code, hit enter and it will appear. You may need to use console to move it, and as occasionally an object will be undeletable, save before you try.
Sadly most items are unnamed in the CK. It will work for a few things but not many.

I belive you can spawn vanilla items but you will need the items codes, VersusXV spawned in a parking garage for his city plan so he can let you know how its done :)
I am surprised that no one else did this method. My theory was that the contest in part was to teach us to leverage additional possibilities that still will not cause additional requirements for players. The options are far greater if nearly anything in the Creation Kit can be fair game, by loading only Fallout 4.esm & Sim Settlements.esm it ensures that basically anything found is within the rules. Only drawback is it takes some more time for everything.

I think it bodes well for @GeniuneEntropy that he may do this method. I am interested to see what the results will be.
 
Thank you for the very comprehensive reply Versus.
This is my first ever build so I hope you set your expectations appropriately low, haha!

I've started with using the console to spawn non-build-able items I need (as I have for my own builds in the past) but haven't had to the time to investigate the CK in the way you proposed.

The most important bit of advice for new builders I think I've learned this week is to take the time to really, *really* familiarise yourself with whats included in the planners blueprints.

I spent about 4 hours spawning and positioning things laboriously via the console, only to then find that Kinggath had already included workshop-compatible versions in an unexpected section of the blueprints menu hours later! :rofl
 
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