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Depreciated H.I. 2.0.1 News,Updates

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Great mod first of all and second what's up with hidden home? Lol I've been looking for details but I can't find where you talk about it.
  • Open console
  • type " help kevbal 4" (no quotes)
  • look for "Eden by kevbal" and note the ID
  • Open your workshop and build a residential plot
  • Open console and select the plot
  • type ( cf "testbuildingplan" ID 0 ) dont use brackets, replace ID with the item ID for Eden by kevbal and use a zero after the ID.
  • now just assign a settler, or let a settler find it naturally.
beware its 400k poly count. might CTD so save before building it
 
oh hahah. damn. guess you cant see it. its extremely risky to load it anyway and 400k poly would blow up an xbox.
 
Great mod first of all and second what's up with hidden home? Lol I've been looking for details but I can't find where you talk about it.
the hidden home was an idea I had that kevbal made reality (in game that is) but the poly count was too high and would cause a ton of lag in bigger towns. in order to spawn it in you have to use console commands on a residential plot.

Open console
  • type " help kevbal 4" (no quotes)
  • look for "Eden by kevbal" and note the ID
  • Open your workshop and build a residential plot
  • Open console and select the plot
  • type ( cf "testbuildingplan" ID 0 ) dont use brackets, replace ID with the item ID for Eden by kevbal and use a zero after the ID.
  • now just assign a settler, or let a settler find it naturally.
these are the instructions as per kevbal's post a little farther up. I spawned it in and it looks really awesome but I did notice some extra lag in any of the larger settlements. Feel free to try it out though.

EDIT: I see you are on xbox, I didn't realize. prob wont be able to try it out then and would probably crash your game on xbox if he put it in the active spawn list
 
@kevbal

wanted to let you know I tested out the majority of the plots. So far I have had zero issues with them and the settlers have been able to get around the houses and gardens inside and out. I'm still testing though but ill be sure to let you know if I find anything. At this point I'm looking for tiny details that have anything wrong since I couldn't find any big problems so far.
 
oh hahah. damn. guess you cant see it. its extremely risky to load it anyway and 400k poly would blow up an xbox.

psh, I've got one that's closer to 500k in my mod and nobody on xbox has died in a house fire yet. (I assume? Survivorship bias perhaps?) I'll be fixing it in my next patch :P
 
@Yuisaniv your such a big help, Thank you very much!
Glad I could be of assistance. Tested all of your plots on a clean save, no bugs or weird textures that I could find. All building stages seem to progress as they should and each of the plot's usage amounts are being reflected correctly. Built two of each just to be on the safe side and it all looks good!

Let me know if you need anymore testing done on anything new/old/updated and I will take care of it to the best of my ability.

If any other author's would like me to test their plots I would be happy to do it, just leave me a reply or message me or w/e and ill do it to it. :)
 
@Yuisaniv actually have you noticed if all my agriculture plots are working correctly? food wise? I dont care how much food, just that they increase the settlement food.
 
@Yuisaniv actually have you noticed if all my agriculture plots are working correctly? food wise? I dont care how much food, just that they increase the settlement food.
Let me launch the game real quick and ill double check, but I didn't notice any discrepancies last night while I was messing around with it.
 
@Yuisaniv actually have you noticed if all my agriculture plots are working correctly? food wise? I dont care how much food, just that they increase the settlement food.
so far 'Tarberry Conc' does not add food. ill keep going through the list and check the ones I haven't gotten to yet

EDIT: actually it does produce food, it just didn't produce any when I used the Architect tool on it. Also tried to re-assign settler to the plot to see if food production would update but that didn't work either. I'll play around with it a little and see if I can find out what is going on.
 
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Architect tool then hammer
I tested it out, and it seems that after using the architect tool, you have to either use the IBB or the holotape and refresh plots. that was what got it to work for me. all of your plots work and add food with the exception of the melon grass plot. that one didn't work for me no matter what I did to it. still want to try a couple things first but ill let you know asap
 
@Yuisaniv actually have you noticed if all my agriculture plots are working correctly? food wise? I dont care how much food, just that they increase the settlement food.
I started over and went one by one to make sure it wasn't something on my end causing the problem with the melon grass plot. Every single one of them works and gives a proper food value. Something to note would be to use the 'Refresh settlement plots' in the 'city manager holotape' OR go around with the 'Immersion Breaker Breaker' after using the 'Architect's T-Square' any time an existing plot is changed to something else.

Obviously this should probably be noted on all the author's mods if it isn't included already in their FAQs but that is just my opinion. Will probably prevent false bugs from being reported.

So I guess I can refer you back to my original post from earlier :agree: All is good to go, no bugs or issues that I could find on my end. Looked for anything I could with AND without other mods active.
 
@Yuisaniv so ive been working on a vip that I think you'll like. think ive got a tiny bit more to add to it but if you want to beta test it i can pack it up for you. PC only. mini quest/dungeons and danger + rewards.
 
Gets ready to test his changes; double checks the mods active on nmm; and its corrupted! Oh no.... What ever will he do??? AND a backup saves the day! Wooo! fk u creation kit bs.
 
I love btw. your new tree! Will try to build one in most of my settlements

wf5scu42.jpg
 
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