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Safely remove Bad Neighbor/Slum Lord

I'm more worried about scripts ... I still have rebellious molerats hanging around, even after I removed that molerat den.
I haven't removed the mod, but I tore down a Church of Atom and the plot is gone, but it's 'still there'.. if that makes sense. The pile from the un-built plot won't go away and I can't delete it. I've been meaning to make a bug post about this myself but I've been having too much fun with my other settlements. Taking screenshots on Xbox and trying to find a way to get them online (my One drive is full, and has been since day one- no pun intended) is more effort than I care to make right now. So I'm dealing with it lol.
And for the record, I came across a "friendly" mole rat in one of my settlements.. it didn't attack any of us. Now I know where it came from lol.
 
I'm more worried about scripts ... I still have rebellious molerats hanging around, even after I removed that molerat den.

The new combined version of Jose's mods says it addresses the script cleanup issue.
 
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

I need to verify, but I believe the new one has some verbiage that the assets/etc can be used in a mod that won't be used in any pay mods. As such, someone might be able to pick it up and incorporate many of his plots into a new maintained Add-On and progress with bug-fixes and such? Hopefully he spots this and clarifies if that was his intent or he meant someone could pick it up and he'd transfer the nexus page over to them.

Edit: and I just realized I can ping him @MrJoseCuervo
 
Wait, so your back?

He didn't leave Discord/the site as far as I can tell, he just chose to stop updating his mods in protest of paid modding. Having said that I don't see him actively on discord as much either so he probably is checking in less frequently
 
Sure.

Feel free to improve upon my contributions to SS. As long as you keep it "Forever Free" do what you like with it. The only thing I ask is leave the Mole Rat farm ginormous...

If I could pick someone to take it over I would say @Tinuvia but I really don't care.
 
I can take a look at the All-in-one and most likely add new features for SS 2.0 while still keeping to your intentions, including giant scary molerat farm - but @MrJoseCuervo, I suck at scripting, you may have chosen the wrong guardian ;)
 
Luv the giant molerat farm would miss it if it went :(
 
I can take a look at the All-in-one and most likely add new features for SS 2.0 while still keeping to your intentions, including giant scary molerat farm - but @MrJoseCuervo, I suck at scripting, you may have chosen the wrong guardian ;)


When you start digging you will see I don't use much scripting at all. I like your eye not your scripting =) You think out of the box when it comes to design.
 
Reading between the lines here and I gotta ask, @Tinuvia, are you taking over this mod from @MrJoseCuervo?

I get MrJoseCuervo's reason for leaving the FO4 modding scene and he doesn't deserve any grief for the choices he's made. There are some out there that live with the mistaken belief that their self-entitlement trumps his desire to not do unpaid volunteer work when he has a fundamental conflict with the direction Bethesda is taking their franchise. We see hints of self-entitled behavior from certain members of the community from time to time in forum posts and God only knows what these folks put up with in private messages and emails.

While his choice to drop out seemed sudden to me, I have not walked that mile in his shoes so I am unqualified to judge him or his choices in any way. I challenge anyone that has been throwing hate at him or any mod author to go do better themselves if they don't like what they've gotten for free that was done for the love of the game by volunteers.

That having been said, if there's any room for reconsideration at this or any future time, I hope you at least consider rejoining us @MrJoseCuervo . Your mods are just that fun to play with and Sim Settlements overall is enriched with your stuff around. If this is being handed off to @Tinuvia, don't forget to come back and visit once in a while.

@Tinuvia, if you are taking this series on, I think you'll be just the right person to take up the mantle in the absence of the original creator. You have my vote of confidence if it means anything that some random dude on the internet believes you're going to be awesome at it.
 
When you start digging you will see I don't use much scripting at all. I like your eye not your scripting =) You think out of the box when it comes to design.
Sweet ;) that sounds promising! Then discord for practicalities?
 
@Tinuvia if you are taking this over you fully have my vote. @MrJoseCuervo I am sorry to see you go and after reflecting on your reasons I can understand them I hope you will stay around you may not be moding any more but I hope at least you are still playing and enjoying Sim Settlements and the other addons
 
MrJoseCuervo has given permission to us, Myrmarachne and Tinuvia from Wasteland Venturers, to continue to add support for his superb mods, adding features from coming Sim Settlements updates. We will eventually also try to solve any bugs you may experience with his All-In-One Bad Neighbors/Slum Lord mod, and it will of course stay Always Free!
 
That is the plan! Jose has said OK to port, but I haven't yet figured out how to add/change author at Beth.net. It's really easy on Nexus. Once we get the SS 2.0 features working for the pc version, we will have a go at it (counting on you Xbox-users to help spot any oddities, as usual).
 
That is the plan! Jose has said OK to port, but I haven't yet figured out how to add/change author at Beth.net. It's really easy on Nexus. Once we get the SS 2.0 features working for the pc version, we will have a go at it (counting on you Xbox-users to help spot any oddities, as usual).
We are here to report any bugs!
 
Is this going to be merged into the Wasteland Venturers Mod or kept separate?

On the one hand, it'd be one less mod in crowded mod lists if you merged but an argument could easily be made that they have two separate visions so shouldn't be merged.
 
I know the issue with too many esp's, but we'd like to keep Jose's mods separate at least for now - he has done all the work and is the creative genius, so should stay the author.
 
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