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Masters Contest Rules

Yagisan

Rebuilding the Commonwealth.
Staff member
Verified Builder
Vault Librarian
Knights of Spamalot
HQ Support
Messages
744
What about add-ons that uses DLC resources, like my NuCa Ola Cafe..? Are they accepted since they technically uses DLC resources...
Plots are fine, standalone items (such as furniture) are not. I've used dlc/creation club plots in plans before. If players don't have them, SimSettlements will randomly choose another plot.
 

Iztari

Member
Verified Builder
Messages
53
Perhaps an stupid question:
Is the settlement leader counted in the max settlers count? (aka 19+Leader, or is it 20+Leader?)
 

Yagisan

Rebuilding the Commonwealth.
Staff member
Verified Builder
Vault Librarian
Knights of Spamalot
HQ Support
Messages
744
19 + leader = 20
 

Rudy

Well-Known Member
Community Rockstar
City Planner (S3)
Wiki Contributor
Messages
415
Can we use the disable command from the console to clear out unwanted bits or does that break pre-combines as well?
 

MadGax

Well-Known Member
Messages
300
Can we use the disable command from the console to clear out unwanted bits or does that break pre-combines as well?
I don't think you will be able to use disable on anything that vanilla or WSP does not touch, Unless you have scrap everything installed.
I remember Coup Manor pre-combines being broken by the UFO4P update on the April contest that allowed you to disable items that should not have been able to disabled.
As far as I understand, unless that has happened again disable will not work anyway.
 

MadGax

Well-Known Member
Messages
300
I saw someone mention that there is a problem with cell loading on Spectacle Island.
Can someone expand on that so we might avoid any pipfalls?:good
 

Phil_T_Casual

Well-Known Member
Community Rockstar
Messages
1,250
I saw someone mention that there is a problem with cell loading on Spectacle Island.
Can someone expand on that so we might avoid any pipfalls?:good

If you build something at one end of the island and fly to the other end it you will see it disappear (unload). This is problematic for plots as not only are they visually unloading, their data also unloads. This affects calculation of resources, KG has some fixes in the pipeline for this but we need to help out by keeping plots reasonably close together, ie; don't build plots at the 4 corners of the island.
 

BeloopCeda

New Member
Messages
9
Looks fun. A few conflicts with the Rugby World Cup but nothing too serious. Just a couple of questions:

1) Am I right in thinking I can use ANY Sim Settlements AddOn Pack that was posted on nexusmods before the start of the competition?

2) Can I use console commands to delete the dead settlers at the start of the game? I don't want them to be there at Level 0.
 

harkness13

Active Member
Messages
137
So I'm moving around (not scrapping) some stuff from that big-ass container barge and getting that issue where the world disappears and flickers (Preculling? Is that the term?) Currently considering ignoring it and hitting that tpc command.

Can I get away with that? The realist in me says no, not everybody wants to hit that tpc or use a mod to fix this; but the city planner in me says why not? I don't want to be unable to utilize this big-ass landmark and the gigantic nothing-blocks on it. I've already taken some off the sea floor (I doubt people swimming down there will care) but I wanted to get more opinions before I continue shifting stuff around.

Thoughts?
 

Phil_T_Casual

Well-Known Member
Community Rockstar
Messages
1,250
Moving what stuff around?
The majority of what's on that barge is within the precombined.
 

harkness13

Active Member
Messages
137
Oh, sorry. The containers themselves. Not moving them all, just the few on the topmost layer and two which are slumped off the eastern and southern sides of the barge.

I'm emptying them out and then moving them for a... project I have in mind. Using Place Everywhere and the extra object selection to do it.
 

Phil_T_Casual

Well-Known Member
Community Rockstar
Messages
1,250
Build no more on that save because you have something breaking precombineds.
None of those containers should be moveable, even with "extra object selection"
That's why you are getting the culling issue.
 

harkness13

Active Member
Messages
137
Aw, fuck me dead. I really wanted to re-purpose the top of that barge pile, and get rid of those annoying little danglers. Not even for settlers to navigate, just for aesthetics.

I don't even think settlers can path up there anyway.
 

Phil_T_Casual

Well-Known Member
Community Rockstar
Messages
1,250
I would be more worried about what's breaking precombineds that not being able to use that barge if I was you.
 

harkness13

Active Member
Messages
137
Surely I can still be pee'd off about it though. What a waste of a landmark :no:

Gotta be honest, I'm still green when it comes to what precombines *actually* do. I know breaking them is a bad thing and must be avoided but like, what about it is actually bad? Someone care to lecture this absolute idiot?
 

harkness13

Active Member
Messages
137
Thanks, man! I know better now 0:D

So these items I haven't taken from the barge, just one from the shoreline and two from underwater. Normally couldn't move them. My build... she is fucked now, yes?
 

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