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Moving Caravan Fire Ring

Corvus

New Member
Messages
16
Hello City Planners and Alumni. I'm new to Sim Settlements. I'm trying to learn quickly in order to enter in this months contest. I would like Caravans to hang out at a different at a different location in Tenpines Bluff. ls there any way to move or remove the Caravan fire ring behind the tinpine shack? I would like the Caravans to congregate elsewhere. I assume building over it will just cause pathing issues. Due to scrapping mods being incompatible with City Plans and it being unselectable in the console I'm looking for any other clever solutions. Appreciate your time. Great Mod!
 
You can should be able delete the fire via the console (I have not tested this), but the invisible marker will remain. The Caravan tent you get for doing the bunker hill quests should take priority if you place it in the settlement.
 
It's not the fire ring that needs moved, it's the vanilla idle markers.. which isn't gonna happen. LOL

You can should be able delete the fire via the console (I have not tested this), but the invisible marker will remain. The Caravan tent you get for doing the bunker hill quests should take priority if you place it in the settlement.
The Caravan Post doesn't work until after you complete Traffic Jam & Prep School quests. Then you have to pick & place it again. Same with MM artillery.
 
Sounds like I'm out of luck. I wouldn't mind the location if the Brahmin stomping around. Thanks to everyone for the help.
 
Yeah... Brahmin are a PIA. I usually shrink them by 50%. Their collision scales too, so they fit through doors. LOL
 
Yeah... Brahmin are a PIA. I usually shrink them by 50%. Their collision scales too, so they fit through doors. LOL
That's a good idea. I actually tended to avoid placing trading posts or using the locations they stop at because of it. Might try rescaling them to be very small, maybe automatically invisible like Nightkin in Super Mutant Overhaul. I mostly just hate when they appear on the roof.

I did notice small scaled mirelurks, etc from plots having collision larger than them though? Do they have to be rescaled via CK, NPC record? Or could it be a bug? Doesn't bother me but some plots I want to use spawn these NPCs(even if option is disabled in performance options) and there's some tight spaces. I did at least use navmesh blocks as invisible walls to prevent getting stuck and also so that if you're walking straight towards where you could get stuck it'll "guide" you around it on either side. Since Xbox players can't use TCL.
 
The scaling is a graphics thing. Some things & NPC's will scale both the collision & nif. Others will only scale the nif. I use Place Everywhere to scale them in game, since there's only 4.
Swan for example doesn't scale the collision even in the CK.
 
The scaling is a graphics thing. Some things & NPC's will scale both the collision & nif. Others will only scale the nif. I use Place Everywhere to scale them in game, since there's only 4.
Swan for example doesn't scale the collision even in the CK.
Imagining an ant-sized Swan, trying to find where the concrete lumps are coming from.
 
The scaling is a graphics thing. Some things & NPC's will scale both the collision & nif. Others will only scale the nif. I use Place Everywhere to scale them in game, since there's only 4.
Swan for example doesn't scale the collision even in the CK.
I wonder if I can make invisible brahmin with 0 collision?
 
I wonder if I can make invisible brahmin with 0 collision?
You can. I did by accident in an early version of the Better Caravans Mod.
 
t's not the fire ring that needs moved, it's the vanilla idle markers

Do these markers get exported by Transfer Settlements with the option 'objects not built by player'? Which, if the case, would mean they have a baseid?
 
Do these markers get exported by Transfer Settlements with the option 'objects not built by player'? Which, if the case, would mean they have a baseid?
No, they do not.
 
If you ever had and still have a copy of it, the mod, IMP, does make them visible and able to be scrapped, but I think at the very least the people using your city plan would probably also have to have IMP as well, which is unlikely since the author took it down, and even then I'm not 100% certain it would carry into the scrap profile. There might be other mods out there that make those default markers visible, but same issues would apply.
 
even then I'm not 100% certain it would carry into the scrap profile.

Indeed, as far as i can tell, everything in a TS export file has a baseid, which _was_ the basis of my cunning plan to help out @Corvus, figuring that the json files could be manually edited. But alas this seems not to be possible.
 
I appreciate the effort. @diziet @Yagisan I've learned to accept the annoying Brahmin as a vital part of a world in chaos. Brahmin and the struggle to rotate a 2x4 to the perfect angle will be the world's end.
 
I appreciate the effort. @diziet @Yagisan I've learned to accept the annoying Brahmin as a vital part of a world in chaos. Brahmin and the struggle to rotate a 2x4 to the perfect angle will be the world's end.
I will never accept the Brahmin as a vital part of the world. All progress depends on the unreasonable man, and I maintain the Brahmin are only for eating (and drug production), and not for Caravans.
 
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