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Favorite screenshots?

:smile When you can get all this out of just one plot! :declare

uituit1.jpg

I mean look at the swing in Harley's arm :good

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I just hope Murla :kiss2 doesn't start eating that fish food :poo:

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My favorite fish farm plot!
 
I was doing yard work for most of the weekend. It was actually kind of neat the way it came together. ENH20190922194645_1.jpg
This is the new walkway I put in at Abernathy. There's some up and down stretches from the back of casa Abernathy out to the house.
ENH20190922213810_1.jpg
The walkway itself is made from concrete Sanctuary walkways that I twisted and turned. One end has a stair section and using that helped in keeping the walkway level over the terrain.ENH20190922213125_1.jpg

The fence railings & stone posts are from Hozsa's Easy Homebuilder mod. I tried using
the Covenant wall sections first. It was a royal pain. The sections of those were too long to fit around the curves. ENH20190922212045_1.jpg
Looks like there's a good bit of poison ivy growing on this side of the path. The trees with ladders are apple trees from GenghisKhanX's Apple trees mod. Assign a settler and one tree cranks out 6 food each. Not great, but it's a nice detail.
 
I was doing yard work for most of the weekend. It was actually kind of neat the way it came together. View attachment 6662
This is the new walkway I put in at Abernathy. There's some up and down stretches from the back of casa Abernathy out to the house.
View attachment 6663
The walkway itself is made from concrete Sanctuary walkways that I twisted and turned. One end has a stair section and using that helped in keeping the walkway level over the terrain.View attachment 6664

The fence railings & stone posts are from Hozsa's Easy Homebuilder mod. I tried using
the Covenant wall sections first. It was a royal pain. The sections of those were too long to fit around the curves. View attachment 6665
Looks like there's a good bit of poison ivy growing on this side of the path. The trees with ladders are apple trees from GenghisKhanX's Apple trees mod. Assign a settler and one tree cranks out 6 food each. Not great, but it's a nice detail.

So, those things with the little roofs are not Spunkymonkeys beehives but lights, next to the walkway?

That reminds me. I need to hurry and build some beehives. :scratchhead

Hahahaha, of course. Why would anyone build beehives next to a walking trail? :lol

The pictures are excellent as always!
 
Up closer to the house, the path goes through a wooded section. I put in a small staircase so people can get access to the apple trees and mushrooms out in the woods. ENH20190922212328_1.jpg

Just past that, there is the main landing area, built with bricked walkway sections. A section branches off to the right and curls up around a rise that leads to a staircase to the second floor of the house. Out here I used stairs from the G2M mod because the terrain was steeper.ENH20190922200812_1.jpg
ENH20190922202102_1.jpg
Out to the left of this is the downstairs entrance. Out behind the fence next to the house is a flower garden. Most of the greenery out here came from Creative Gardens.ENH20190922211620_1.jpg

The Japanese lights along the walkway make it much more safe at night.......ENH20190922203209_1.jpg
ENH20190922203242_1.jpg
 
I doubt this is possible otherwise someone would have done it already:

A mod that tells the engine not to spawn grass when there is a workshop item within x units distance. You wouldn't want it for everything but there are keywords for that. I just don't think there's any way to tell it not to spawn grass on certain coordinates on the fly. Who knows, maybe someone like registrator2000 or kinggath know.

As soon as I get excited building something neat I notice the grass popping through. Then I end up abandoning it to go hunt brotherhood patrols.
 
I doubt this is possible otherwise someone would have done it already:

A mod that tells the engine not to spawn grass when there is a workshop item within x units distance. You wouldn't want it for everything but there are keywords for that. I just don't think there's any way to tell it not to spawn grass on certain coordinates on the fly. Who knows, maybe someone like registrator2000 or kinggath know.

As soon as I get excited building something neat I notice the grass popping through. Then I end up abandoning it to go hunt brotherhood patrols.

I would love this, I tg in the console because I like the more barren look but mainly because of grass/weeds coming through the floors in settlements, it drives me crazy.
 
I doubt this is possible otherwise someone would have done it already:

A mod that tells the engine not to spawn grass when there is a workshop item within x units distance. You wouldn't want it for everything but there are keywords for that. I just don't think there's any way to tell it not to spawn grass on certain coordinates on the fly. Who knows, maybe someone like registrator2000 or kinggath know.

As soon as I get excited building something neat I notice the grass popping through. Then I end up abandoning it to go hunt brotherhood patrols.
I think there is one, but I haven't DL'ed it.....YMMV.
https://www.nexusmods.com/fallout4/mods/36442
 
I think there is one, but I haven't DL'ed it.....YMMV.
https://www.nexusmods.com/fallout4/mods/36442

Yeah, but that's just the grass/asphalt things, which don't really bother me. I was referring more to any time you build over grass. I don't know how things are done at bethesda, but I assume they would have the tools and know how needed to code the engine to recognize that their grass is clipping through some floorboards. I also assumed that the invention of computers would have us living in a star-trek like utopia today, so.... maybe I'm a little too optimistic, lol.

You'll like this...... SOTS
It's called the Ashland cowl, you can craft it at the chem station.
It also might not be as cool as you think.........
View attachment 6676

That hood makes your character look as though they just strolled through the doors in a cantina on the hunt for some troublesome jedi.
 
The Mysterious Stranger keeps showing up in my game, despite not having the perk (story for another day). So, I figured I would execute his ass, and I did. Problem was that, opening the console didn't keep him from vanishing, however, I did get a screen of his inventory. lol. I will try again using my pause hotkey but yeah, conqueror executes rule!

ScreenShot160.png
 
Oops more:

I insist you all take a guess as to what this is:
ScreenShot142.jpg
If you guessed Mirelurk Hunter, you were right! Congratulations you have played too much Fallout 4 and your Steam copy is being unauthenticated. Go enjoy the sun, lol!

This was found near where they took out the peoples brains for the Robobrains, which implies that it is pre-war. Were deathclaws created? I'm not up to speed on my lore. Or was this just convenient?
ScreenShot147.png

Grief makes you bulletproof... or at least grenade proof. Dropped one right in the middle of these guys grieving their fallen comrade, didn't scratch a single one! Cool encounter though. So many I haven't found!!!!!!
ScreenShot121.png
 
The Mysterious Stranger keeps showing up in my game, despite not having the perk (story for another day). So, I figured I would execute his ass, and I did. Problem was that, opening the console didn't keep him from vanishing, however, I did get a screen of his inventory. lol. I will try again using my pause hotkey but yeah, conqueror executes rule!

View attachment 6681
Make sure to let Valentine know the details, lol
 
Were deathclaws created? I'm not up to speed on my lore. Or was this just convenient?
Fallout 4 has been terrible for breaking canon by sticking things in pre-war locations which aren't supposed to be (vertibirds, X series power armour, jet to name a few). The predecessor of the Deathclaw was being developed before the bombs dropped, based on a Jackson's Chameleon amongst other things. The Deathclaw as we know it was supposed to be the result of a combination of postwar mutation and Enclave tinkering.
 
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