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Covenant Compound - L3 COMPLETE

Modhunter

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I've read (in a few posts here) that the Extra Object Selection of Place Everywhere will Not let you break the precombines.
Of course if you be one of those crazy people that uses scrap mods, all bets are OFF. ;p
 

harkness13

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137
I'm really tempted to just delete the houses lmao
I wouldn't. I had a look at what would happen by picking one up and moving into the spot where it used to be. World starts to disappear - that's a precombine thing, right?

You Can go to 15, the City Leader can work a Job as well. 1 plot makes a Big difference sometimes.
If you put the Desk near their plot they will tend to use desk, at least with martial plots.

HUGE IF TRUE. Gosh dang do I need just one more job plot.
 

uituit

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i just tried PE on the houses and i cannot scrap them .
Make sure you dont have a scrap mod installed.

Turrets i could scrap with PE so it should be safe.
 

Sirlach

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@Tiamazzo @Modhunter @xMORIDARx - Lets not get carried away. :) You can remove the turrets using Place Everywhere. (You will still be left with the smoke effect). But anything else will likely lead to breaking pre combine territory which falls into the No scrapping mods rules!
This is part of why we saved Covenant for last as it is really annoying and limited but you cant remove much without getting into deep biological waste. I would highly recommend focussing on what you can do with the existing space and not rely on deleting things.
 

Sirlach

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I have updated the Rules for this month to cover this.
 

harkness13

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It needs to be bUseCombinedObjects=1 in the Fallout .ini, right?
Because I had mine on 0 and have just realized. Oopsa spagett :oops:
 

Modhunter

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I wouldn't. I had a look at what would happen by picking one up and moving into the spot where it used to be. World starts to disappear - that's a precombine thing, right?
Sorta, happens when you go through/behind walls that have Occlusion in them, which I Think only Precombines have baked in. Sadly we don't have our own (performance goes up when the engine can ignore 'everything behind these walls'). We need to make our Own Precombines for that :(
HUGE IF TRUE. Gosh dang do I need just one more job plot.
Leaders can work a plot as well as being leader, play styles vary, but I always have mine working rather than sitting at the desk, and as such always have enough jobs for all the population. You can always have more jobs than population, max population is worked out by beds/ residential.
Ya... that 15th job makes the difference sometimes.
Good luck.

I just got back from testing those houses myself. So I'm Not going to build there. Guess I'll look at Dalton now...
 

Tiamazzo

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158
@Tiamazzo @Modhunter @xMORIDARx - Lets not get carried away. :) You can remove the turrets using Place Everywhere. (You will still be left with the smoke effect). But anything else will likely lead to breaking pre combine territory which falls into the No scrapping mods rules!
This is part of why we saved Covenant for last as it is really annoying and limited but you cant remove much without getting into deep biological waste. I would highly recommend focussing on what you can do with the existing space and not rely on deleting things.
I just meant like, if PE let you. =)
 

Sirlach

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@harkness13

Yes sir.

Fallout4prefs.ini

[General]
bUseCombinedObjects=1
bUsePreCreatedSCOL=1
 

harkness13

Active Member
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@harkness13

Yes sir.

Fallout4prefs.ini

[General]
bUseCombinedObjects=1
bUsePreCreatedSCOL=1

My most grievous error has been rectified, and my dismay increased tenfold when I discovered that no, I actually cannot move or remove that Covenant sign!

Also a lamp that used to be on the bed in the first house on the left... looks like someone's getting their own plinth, because I'll be damned if I'm adjusting the layout I have already.
 

harkness13

Active Member
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137
Uhh... so my ability to send settlers to Covenant has been compromised and I'm not sure what I've done to cause it. I normally CC them in and then move them to the settlement and this is literally the first time I've encountered this problem.

I killed the original settlers and then disabled their corpses, would that be causing problems?ScreenShot46.png
 

xMORIDARx

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128
Uhh... so my ability to send settlers to Covenant has been compromised and I'm not sure what I've done to cause it. I normally CC them in and then move them to the settlement and this is literally the first time I've encountered this problem.

I killed the original settlers and then disabled their corpses, would that be causing problems?View attachment 9273
I use this to spawn in settlers!
 

Tiamazzo

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158
Uhh... so my ability to send settlers to Covenant has been compromised and I'm not sure what I've done to cause it. I normally CC them in and then move them to the settlement and this is literally the first time I've encountered this problem.

I killed the original settlers and then disabled their corpses, would that be causing problems?

Try:
cqf kgpbp settlers #
while in the settlement, # being the number being of settlers.
 

Karvoc

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player.placeatme 20593 normal settlers for fallout 4 also works.
 

harkness13

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player.placeatme 20593 normal settlers for fallout 4 also works.
That's always been my go-to, but now that I know of "cqf kgpbp settlers #" I'll be using that in the future.
EDIT: I will still continue to use "placeatme bb873" and then "addkeyword workshopallowmove" because it just feels right to have Minutemen in settlements and on defense plots.
 
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