0 of 0

File information

Last updated

Original upload

Created by

kinggath

Uploaded by

kinggath

Virus scan

Safe to use

464 comments

  1. kinggath
    kinggath
    • premium
    • 3,309 posts
    • 1,847 kudos
    Locked
    Sticky
    The first video tutorial is up, this acts a companion video to Tutorial 02) Creating Your First Building: https://www.youtube.com/watch?v=YVy0JZw1cZo

    The second video tutorial shows the key steps involved in Tutorial 04) Furniture, Clutter, Lights, and More:
    https://youtu.be/cPyisroBjNA

    The third video tutorial goes over the Obstacle Navcutting portion of the Settler Navigation tutorial: https://www.youtube.com/watch?v=HWEVu5fVDQo
  2. kinggath
    kinggath
    • premium
    • 3,309 posts
    • 1,847 kudos
    Locked
    Sticky
    I'm moving all of my mod communication to simsettlements.com

    If you would like to join the Discord server, please make a request here: SimSettlements.com

    Thanks!
  3. kinggath
    kinggath
    • premium
    • 3,309 posts
    • 1,847 kudos
    Locked
    Sticky
    Modified version number of the Builder's Toolkit, it will now follow the same version as the latest version of Sim Settlements that it covers.
  4. Grant3566
    Grant3566
    • supporter
    • 2 posts
    • 0 kudos
    Trying to create the Building Plan, step 4; "reopen your building plan, select the text SimSettlements:SimBuildingPlan under Papyrus scripts, and press the Properties button." The form will freeze and not respond (have waited 30 min and nothing). All the other windows work fine.
    Anyone have any advice or experience with this?
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      sent you reply on the forums and a discord invite
  5. Chaosstripe
    Chaosstripe
    • premium
    • 27 posts
    • 0 kudos
    I'm gonna try to build some add-ons that only require one additional expansion, mod, or piece of creation club content. Wish me luck, this is my first time in the creation kit. Also, may I get an invite to the Discord?
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      SENT
  6. Yulliah
    Yulliah
    • premium
    • 337 posts
    • 35 kudos
    I'd love an invite to the Discord channel!
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      SENT ;)
  7. gamer710
    gamer710
    • member
    • 1 posts
    • 0 kudos
    My name is gamer710 on nexus and I would like access to your discord channel to learn how to use the faction toolkit. I am new to modding but would like to learn the Creation Toolkit and your builder and faction toolkits.
    Thanks for your time.
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      SENT
  8. CodeNamed1
    CodeNamed1
    • supporter
    • 937 posts
    • 9 kudos
    Hi, Wish me luck I am gonna give it a try. Never done anything like this before and have just started using mods approximately some over a year ago??

    Have plans to some Day create maybe guns and other stuff but figured I would start here when there seems to be a good tutorial for getting started and I love this mod!!
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      Good luck :)
      don't forget you can ask for a invite to the builders discord on simsettlements.com
  9. dantes_inferno
    dantes_inferno
    • supporter
    • 36 posts
    • 0 kudos
    Request! :D
    I want to join the Discord Channel - just a modding beginner, but "hardcore mod user" since oblivion. I want to learn to give something back to the community. Front End Developer for 15 years and still learning ;D
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      Here https://www.simsettlements.com/site/index.php?threads/builders-toolkit-discord.72/

    2. dantes_inferno
      dantes_inferno
      • supporter
      • 36 posts
      • 0 kudos
      oops. thank you.
    3. dantes_inferno
      dantes_inferno
      • supporter
      • 36 posts
      • 0 kudos
      big fat red sticky post and I failed to see....
    4. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      hehe no worries
  10. dantes_inferno
    dantes_inferno
    • supporter
    • 36 posts
    • 0 kudos
    Hey :)
    I followed the tutorial and created a building. Now I want to test it like kinggath did it in the vid by typing cf "testbuildingplan" (id) in the console, but I get the message "no script attached to object contains a function...".
    Can someone get me a hint what I'm doing wrong?
    1. dantes_inferno
      dantes_inferno
      • supporter
      • 36 posts
      • 0 kudos
      Ah.... my fault... first I have to assign a settler :D Now it works
  11. b4t3m4n
    b4t3m4n
    • member
    • 66 posts
    • 0 kudos
    Is there a reason you don't use static stage models on interior plots for lvl 1 - 3 and instead just use a marker? Is that unsupported?
    1. uituit
      uituit
      • member
      • 2,504 posts
      • 69 kudos
      I belive you can
      but using the helpertiny marker makes it fast and easy to put togeather a plot
      and not using the scol/nif/static saves space and time
    2. kinggath
      kinggath
      • premium
      • 3,309 posts
      • 1,847 kudos
      Uituit has it correct. You can absolutely use stage models for Interior plots.
  12. sythropo
    sythropo
    • member
    • 50 posts
    • 38 kudos
    Any chance you'll release tutorials explaining how to impliment some of the new changes added in industrial revolution? Especially on branching building paths and animated objects.
    1. kinggath
      kinggath
      • premium
      • 3,309 posts
      • 1,847 kudos
      Just happened to see this - that is covered in the tutorial series as well.
  13. alex050478
    alex050478
    • premium
    • 64 posts
    • 3 kudos
    Possible stupid question:
    Would it be possible to have Sim Settlement mod extensions developers make mods for Sim Settlements that do not include an esp? You know since it's so easy to reach the mod limit of 255 and all. If the Sim Settlements mod could somehow just load files from a location then we could actually install ALL the extra's without being limited by the game engine...

    As an alternative I read somewhere something about .esl files but don't know if that's ready for prime time yet and it would still clutter the plugins.ini/loadorder file... Maybe someone more knowledgeable could give his/her thoughts?

    Thanks for reading!
    1. damanding
      damanding
      • premium
      • 4,033 posts
      • 154 kudos
      Unfortunately it's impossible to not have an esp or esl file, one or the other is absolutely required for add-on packs.
    2. fftfan
      fftfan
      • supporter
      • 1,043 posts
      • 23 kudos
      There are some ways on your end in which you can mitigate the 255 problem, unfortunately it is necessary for the best experience. Advanced way is doing merges/bashed patches. Other way is keeping a personal ESP and where possible adding armor through your ESP rather than the mod's ESP. Unfortunately there is the issue of modifications so I only do this for outfits that can't really be modded outside of generic stuff like purely stats. Customizable stuff like Niero's and others are difficult, so I just use their ESPs and use my own for other mods which would be easier to add into my own ESP.

      ESL has limits on how many records can be used and the limit itself actually varies based on the total number of ESLs installed. So long story short for Sim Settlements addons unless it is a very small addon like IMO tiny enough that it really ought just be beefed up before releasing it will not be able to fit in an ESL. You can't really edit the ESL after the fact either, it is advised for author to keep ESP & work from that for updates. Also, a big issue is that ESLs load after ESM but before ESPs, this is fine unless an ESL has an ESP as a dependency then the ESP will be loaded earlier which of course will cause a bunch of issues. So if we used any building pieces mods then doing the addon as ESL will change your load order. Unfortunately my addon uses such mods therefore it can't be an ESL.

      There are multiple records involved with each building. So the best thing is just to stick to ESP format here. I am a bit hesitant to use ESL because of the dynamic nature of the limitation. I feel like it might become an option for armor/weapon mods. Someday we might have all our armor/weapon mods be ESLs besides the big compendiums. I might offer both with my addon when it gets done but I need to look into it more in order to be sure if it is worth it.

      the technical stuff: The engine can run a maximum of 4096 .esl files at a time, this amount decreases the more form IDs each individual .esl file contains. A single .esl file can contain a maximum of 2048 form IDs (800 to FFF), if all your .esl files contain this maximum of 2048 form IDs, the engine can run a maximum of 300 .esl files at a time). Also remember that armor mods like Niero's have a ton of options, for each of those there are a bunch of records for it. There are a few weapon mods with hundreds of possible modifications as well.
    3. alex050478
      alex050478
      • premium
      • 64 posts
      • 3 kudos
      Thank you for sharing your knowledge! You rock!
      It's a bummer it can't be done but i guess every system has its limits...
    4. alex050478
      alex050478
      • premium
      • 64 posts
      • 3 kudos
      Sorry double post. plz ignore or delete
Top