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CptCOOTS

Lord of the Desk
Staff member
Verified Builder
Messages
228
A new version is going to be released soon. I'm fixing a subtle problem with the vendors in Nuka and Pip-Boy (any issues with the folks not acting like a vendor are a deep, dark mystery to me).
Yet another attempt to fix the fancy desk.
Some faction desks!
And a note to my loyal listeners, I've been MIA for a while because I'm working on a bunch of special, badass stuff for KingGath. Sorry Y'all. :)
 
Huge fan of this mod! Was just curious if the faction desks had been released for Xbox yet? Really itching to see what you came up with! Also I’m still not seeing the interior or exterior Slocum plots. I completeted the quest and the franchise by kinggath works for me. I also checked your holotape for a Slocum fix command but didn’t see anything. Thanks for your hard work!
 
Greetings
I've been using this mod for about 2 months with no problems at all and enjoyed it muchly I might add! Very recently I started a fresh new game and have run into a problem. Building plots all seem fine however I have tried to assign Dogmeat to Red Rocket and he wasn't showing up when trying to assign him as leader. I just arrived at Sunshine Tidings and Professer Goodfeels is not showing up either for that settlement.

I have used the craftable tape for this mod just the same as I did previously but am just not seeing Dogmeat and Goodfeels. Any suggestions? I checked that both of them have been marked/registered in the settings tape with an X against there names. Don't know if there is anything else I have forgotten to do. :confused: I am an old fart so might have not done the right thing this time around. Any advice would be welcome. :)

EDIT: I haven't touched the terminal for Goodfeels at Sunshine and I moved Dogmeat from Sanctuary to Redrocket as I had been adventuring with him and had parked him there.
 
There's an option in the holotape to fix Goodfeels (and Deezer and Ronnie Shaw) that you have to run while in Sunshine. What I found is you also have to fast travel away, and when you come back, Goodfeels appears in the leaders list.
 
Greetings
@jsalemi Thanks for the tip! I ran holotape leader repair function and did the fat travel thing and it worked, Goodfeels is back running Sunshine. No idea why it was different this play through but at least it worked. Now I just hope I can get Dogmeat on the job too sadly he has no holotape repair function. It will be interesting to see how Ronnie Shaw works once I take the castle back. Thanks! :cool:
 
Greetings
I've been using this mod for about 2 months with no problems at all and enjoyed it muchly I might add! Very recently I started a fresh new game and have run into a problem. Building plots all seem fine however I have tried to assign Dogmeat to Red Rocket and he wasn't showing up when trying to assign him as leader. I just arrived at Sunshine Tidings and Professer Goodfeels is not showing up either for that settlement.

I have used the craftable tape for this mod just the same as I did previously but am just not seeing Dogmeat and Goodfeels. Any suggestions? I checked that both of them have been marked/registered in the settings tape with an X against there names. Don't know if there is anything else I have forgotten to do. :confused: I am an old fart so might have not done the right thing this time around. Any advice would be welcome. :)

EDIT: I haven't touched the terminal for Goodfeels at Sunshine and I moved Dogmeat from Sanctuary to Redrocket as I had been adventuring with him and had parked him there.

With those two dudes in particular they really need to "reload" to have the correct tag set (the one that makes them commandable). Generally speaking Dogmeat should get dismissed somewhere and then you should go to where you want to assign him and he should work. Goodfeels needs you to leave Co-Op, by a lot, and then return (usually fast travel works). Sometimes after doing this shit they still don't work and I suggest saving, exit to menu, and reload the save. As always wait a good 30-60 sec to give scripts sometime to catch up
 
Huge fan of this mod! Was just curious if the faction desks had been released for Xbox yet? Really itching to see what you came up with! Also I’m still not seeing the interior or exterior Slocum plots. I completeted the quest and the franchise by kinggath works for me. I also checked your holotape for a Slocum fix command but didn’t see anything. Thanks for your hard work!

Did I.... Did I forget to update on Bethent!?
 
Did you fix the pip-boy vendor itself, with the flickering textures and the missing vendor inventory?

But anyway regarding physics: I think there is a script to disable physics on object creation. That's probably the easiest workaround.

I have had a shitload of physics-related problems when I was making some workbenches (part of AWKCR now).
Here's my post in Nexus forum from that time: https://forums.nexusmods.com/index....-and-havok-physic/?hl=collision#entry56296356
 
So the flickering was fixed. I forgot that once upon a time I was spawning in random crates and I fucked up and SCOLed them all. I got rid of the spawns so it should be good now. As far as the missing inventory, which CC paint jobs do you have? I split them into L1+, L2+, and L3 paint jobs and they aren't the most common things in the world.
I got the use animation fixed (forgot to replace the keyword) but the physics is still bunked up. I went to the nifs and tried turning off the requisite flags, but they're fucking stubborn.
 
Son of a I love you. I was just double checking and I think I lost the edit where I removed the crates... suffer with it for a while.
 
I maked you a replacer, for now. I think this will work.
 

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Oooh, so the shop only sells CC content? I thought you added some paintjobs there. Well, I guess I shouldn't be surprised then.

And yes, this forum's swearword censoring replaces various words with "i love you".

Edit: in one of my old threads, someone mentioned the script "DefaultDisableHavokOnLoad", which supposedly can be put on "physical" objects and turns them static. Maybe that works for you?
 
It sells CC paint jobs, CC painted pipboys for settlers, unpainted pipboys for settlers, and malfunctioning pipboy scrap items.
 
Oooh, so the shop only sells CC content? I thought you added some paintjobs there. Well, I guess I shouldn't be surprised then.
Yep, it should do most of the skins that have been free, and a few paid ones too. When people send Coots the form details he can add support. I think he had a thread for it somewhere ...

@CptCOOTS Does it also do your Brotherhood of Steel paints?
 
I've only seen the vendor selling malfunctioning pip-boys. No settler pip-boys either. Or did the CC add a new item for that, too? I only know of the item from the vault-tec workshop.

Imagine someone were to create a new paint job.. Would you be willing to add it? :)
 
I've only seen the vendor selling malfunctioning pip-boys. No settler pip-boys either. Or did the CC add a new item for that, too? I only know of the item from the vault-tec workshop.
There are actual pip boys available too. You should get a plain one if you don't have CC content.
 
With those two dudes in particular they really need to "reload" to have the correct tag set (the one that makes them commandable). Generally speaking Dogmeat should get dismissed somewhere and then you should go to where you want to assign him and he should work. Goodfeels needs you to leave Co-Op, by a lot, and then return (usually fast travel works). Sometimes after doing this shit they still don't work and I suggest saving, exit to menu, and reload the save. As always wait a good 30-60 sec to give scripts sometime to catch up

Greetings

@CptCOOTS Thanks for the information! Goodfeels is working just fine after a fast travel and then a walk back to Sunshine. As regards Dogmeat hes a Bad Dog and just not wanting the responsibility, he just wants to quietly sit and play with his teddy even after trying all the things you suggested over a period of several play sessions. But that's ok I'll manage without him. :dogmeat: BadDog!
 
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