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Old Post Version 3.2.1 of the City Planner's Toolkit

kinggath

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The first update to the toolkit is available! This add hundreds of new items and a new tutorial.

Whenever grabbing the updated version of the toolkit, be sure to check out the New in This Version pdf which will outline changes to the toolkit itself, as well as relevant changes in Sim Settlements that might affect how you approach designs.

New Special Items

One set of items worth discussing are the Patrol and Guard markers. These are special markers used by the Ally leader traits, which cause guards from certain factions to show up in the settlement if the player assigns a leader with that trait.

Patrol: There are 10 patrol markers, you can use as many of these as you like, the patrolling guards that are created as part of the trait will create a loop going from 1 through X and then back to 1 to start the loop again. So whether you use the first 3, the first 5, or all 10, or some other number, just know that the last one you use will be reconnected to number 1.

Guard Spawner: A faction guard will be spawned at these and will snap into the nearest furniture marker, which includes the blue-men animation markers. The exception are when the system spawns Brotherhood knights in Power Armor, which will instead patrol out into the Wastes.

To test your Patrol points and Guard spawners, use the console command: cqf kgsim_recruitmentmanager testguards true This will always create Brotherhood of Steel guards for the sake of testing. Alternatively, you can assign a leader with an ally trait and then fast travel away and back.

Vertibird Landing Pad: When a city reaches level 3, if the leader has the Brotherhood Ally perk, a Vertibird will spawn to patrol the settlement. If this object is found, the Vertibird will start at this point.



If you find additional items you have questions about, feel free to @kinggath me to ask after them.
 
Patrol: There are 10 patrol markers

Do these markers work if some of them are out of the build zone?
Is there a mximum distance between markers?

I ask because I cannot get them to work at the moment.
 
Yes they work out of the build zone. So long as the npcs can find a path between them, the distance doesn’t matter.
 
Yes they work out of the build zone. So long as the npcs can find a path between them, the distance doesn’t matter.

Ah, I was afraid you'd say that:) 'Cos that isn't happening for me. The test guard spawn, walk to the entrance of the settlement (Longfellow's Cabin), hang around, walk back to the spawn point then either walk back to the entrance - where marker 1 is - and stay there, or then try to walk through the sea, even though marker 2 is where they spawned and marker 3 aong the road towards far harbor!
Is is possible that the computer calculates the whole route pathing in advance, and it is actually somewere further along my markers that is causing the problem?
 
I'm not sure how the pathing is calculated. It should be very difficult for them to be unable to find a path though because they just have to be able to get near each marker.
 
Would it be possible to have more markers? If I can get it working I have a groovy idea for my Longfellow's Cabin design. With each marker having to be in sight of the one before/after ten isn't enough! :)
 
Ha - yeah i can add that to my list. Might be a bit before i can get them added. I’m on a very tight dev schedule right now.
 
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