the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Old Post Sanctuary-New Commonwealth2

C B Wright

Active Member
Messages
246
Ok, let's try this one:

https://www.eviscerati.org/files/images/Sanctuary/Sanctuary-NewCommonwealth2.esp

It still requires:
  • Contraptions
  • Workshop
  • Vault 88
  • Sim Settlements
  • Industrial Revolution
  • Rise of the Commonwealth
  • Invisible Marker Pack
... and as far as addons goes, I strongly recommend Mytigio, IDEK, and the megapack. I also strongly recommend all the other ones too, because I've yet to find an addon pack I don't like but JUST IN CASE the Developer's Choice setting kicks in you need at least Mytigio and IDEK to get the factory placement's right. It probably won't, though, because I can't figure out how to make plot selections stick, so none of those are required at this point. This means that as settlers discover and build new plots, they may make plot choices that Do Bad Things. My classic example is trying to build a mutfruit mud farm on top of a platform right next to Nate and Nora's house -- the immediate result of that is that half of Nate and Nora's house is full of dirt. I generally use the Babylon Roof Garden for those platforms.

It's also missing a fair number of beds. I'd added six beds in the L0 plot that were in the back rooms of the workshop house. They don't show up on my tests. I also added eight beds in the Minutemen offices (that's the house just to the right of the footbridge) -- those beds show up, but they don't register as beds because the blue sleep holograms I assigned to them didn't take.

All of which means you may need to add more beds.

The two houses to the right of Nate and Nora's (the one with the bloatflies in the beginning, and the one with the cellar out back) are always empty so you can build those up as you like. I do build on the roofs as the city levels up.

So basically what I'm saying is this is not yet a hands-free experience. There still lots of fiddly bits. It's a lot better than it was in v1, though. Reading ALL of the directions helps. :-/
 
It wasn't hidden when I first posted these. You probably don't actually need them -- I never had to do anything specific with them in the builds -- the kit provided by Kinggath & co reproduced all the functionality I thought I would need. I did use it to delete a few existing silhouettes, but it won't actually hurt anything.

Now that some of the things that were plaguing me are resolved, I plan to release a v4 that will remove the invisible marker pack as dependency. I'm traveling at the moment, though, so I won't be able to start on it till next week.
 
Top