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Is using Vanilla assets that are not in the build menu legal?

Eldarth

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If there is a vanilla asset I can find in console "help" search, can I use "player.placeatme" to spawn it in and use it?

Thinking something like maybe using a water asset to make a small lake in the low part of the Oberland settlement?
 
If it's vanilla.. rock on!
Just remember to link it to the workbench or it wont export.
 
I can see no reasons why not, I assumed everyone was doing this. I read over the rules very carefully and it doesn't specify anything indicating otherwise. IMO it even recommends using Place Anywhere, that's what gave me the idea to do so(since not all vanilla pieces have snap points). And also that Project Blueprint has sets that are incomplete, and given what the rules set is I can think of no alternatives for if the piece we need is absent?

I've used this heavily, since there was no other way to do what I wanted for my idea.

If it's vanilla.. rock on!
Just remember to link it to the workbench or it wont export.
This 100%.
 
Link it to the workbench? How does one link a static to a workbench? Is that a property? I don't think I've ever heard/seen that.
 
Link it to the workbench? How does one link a static to a workbench? Is that a property? I don't think I've ever heard/seen that.
Select the object in the console, then run:
setlinkedref X WorkshopItemKeyword
X is the Workshops Object reference ID. Click on the workshop in the console to find it.
 
Select the object in the console, then run:
setlinkedref X WorkshopItemKeyword
X is the Workshops Object reference ID. Click on the workshop in the console to find it.

Dang that's gonna be a pain in the tookas if I have a lot of console spawned objects -- I know I have 5 empty wooden baskets at the least.
Is that a Transfer Settlements thing?
 
Good Question. I've only had to use that on (mod added) settlement locations that failed to export existing structures correctly.
 
Official from Kinggath, this is fine but as Woodfuzzy says you need to link it properly. :D
 
Dang that's gonna be a pain in the tookas if I have a lot of console spawned objects -- I know I have 5 empty wooden baskets at the least.
Is that a Transfer Settlements thing?

I believe that it is necessary to link things so that they count as player built items fro the TS export, otherwise it will treat them as non-player built. I've always assumed that this how TS can export things that I've placed outside the borders, because TS doesn't care about the border, just what has the 'linked to current workshop' property. I stand ready to be corrected. :)
 
Select the object in the console, then run:

setlinkedref X WorkshopItemKeyword

X is the Workshops Object reference ID. Click on the workshop in the console to find it.
Are there any differences between that command & kgpbp link X?

I believe that it is necessary to link things so that they count as player built items fro the TS export, otherwise it will treat them as non-player built. I've always assumed that this how TS can export things that I've placed outside the borders, because TS doesn't care about the border, just what has the 'linked to current workshop' property. I stand ready to be corrected. :)
AFAIK this is right. I've found in my other settlement that it does export things outside of the build zone though I am not sure how far it goes? Maybe depends in uGrids number? I started placing Hazmat Processing Plant outside the build zone when my plot selection didn't really intend to use it but did so anyways to unlock nuclear power plant, this was before the change to have unlocks apply to all settlements. Since it's a storage shed and typically the settler didn't really spend time there it made sense in a few settlements to put it outside city wall. I think the most I did was having it at the edge then modpos 1000 units out.

Official from Kinggath, this is fine but as Woodfuzzy says you need to link it properly. :D
That's great!
 
Sorry, cqf kgpbp link ID
 
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