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Safely remove Bad Neighbor/Slum Lord

Rayhne

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Since it doesn't look like these will be updated and will probably end up not working with future updated of SS, does anyone have suggestions on how to remove them?
 
Hmm, in my opinion I would build some small and cheap beds (those classical standard quadra things of wood/steel). Then you give the settlers, who houses in the homes of the mod, those beds. After that destroy ther old homes and rebuild them :)

But perhaps there is even a better way. Use the bell to call all the settlers, run to ther homes and destroy them. After that you will see who misses a bed, give them a new home.
 
I'm more worried about scripts ... I still have rebellious molerats hanging around, even after I removed that molerat den.
 
Hmm, shouldn't be to harsh. You can copy & paste the files into a new directory, then delete the old one and see what happens. If the game crashes, just use the copy & paste-files again at ther old directory. But i'm actualy a newbie to mods, could be the wrong way
 
After an update to the Home Improvement addon I got a message that the esp was missing when loading the game.
As if the mod had been disabled/delete.

Once in game, I anxiously trekked towards Starlight where I knew some houses where made using the Home Improvement plots.
Awaiting the impending crash of doom the closer I got I was very please to see that those plots were just being built again. As if I had changed the plan for the plot.

So the addons seem pretty safe to remove.
 
So I removed the mods and as soon as I get in the game I get a message that a citizen has built a farm. Apparently the fish farm was from one of these mods and the game simply built a different farm. Pity ... I liked the fish farm.
 
Sim Settlements scrubs its lists every time you load it- then when you show up at a settlement that had buildings from an addon you removed it will automatically start building something new on those plots.

So removing addon packs should always be safe as far as the Sim Settlements code is concerned.
 
I guess at some point in the future, my little slum district will just...spontaneously decide to tear down their houses and make nicer ones, huh? I'm not really worried about removing Slum Lord yet, but like the OP says, it'll probably have to happen eventually.
 
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I guess at some point in the future, my little slum district will just...spontaneously decide to tear down their houses and make nicer ones, huh? I'm not really worried about removing Slum Lord yet, but like the OP says, it'll probably have to happen eventually.
Not if I can help it! I try to always code backwards compatible- you should see the hell I went through to make the new complex building plans still work with the existing system. ;)
 
So I removed the mods and as soon as I get in the game I get a message that a citizen has built a farm. Apparently the fish farm was from one of these mods and the game simply built a different farm. Pity ... I liked the fish farm.

The fish farm is from his Bad Neighbors DLC edition
 
Yeah, obviously the whole modding community is chasing the almighty dollar, get out while you can!!!

Ya right. Well will he at least allow someone to "adopt" his mods?
 
Well I am sure your decision to uninstall my mods had nothing to do with the fact I banned you from downloading all of them, but thats ok, Rayhne. I received your message on the Nexus you sent this morning begging to be un-banned so I un-banned you. I turned off comments on my mod so I wont be tempted to ban you again.
 
Ok the mods are combined on nexus are they as well on xbox/bethesdanet there are 3 on there but to be honest the discription only says yu have left moding not if two are the mods single and one is combined I just thought the one was the non dlc one. Also I was honestly thinking about uninstalling them cause of maybe not being compatiable with the new expansion to make room on my load order but if they are combined that makes it easier and like was said above would you consider allowing some one to adopt them if only to update them for the expansion
 
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