Fallout 4

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MrJoseCuervo and Tinuvia

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MrJoseCuervo

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  1. Tinuvia
    Tinuvia
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    Version 1.4.1
    • adds Children of Atom themed skins to the interior Slum Lord building plans with lots of randomization. Use the ASAM-sensor to Customize plot and choose the skin.
    • adds previews to all building plans but the slumlords (shows up when you choose building plan in the ASAM-sensor menu)
    • adds a chance for a Mutant Hound and a Yao Guai to spawn in the Death Tower at Level 3.
    • fixes the info on the {LERF} Slumlord interior building plan.
    • requires Fallout 4 version 1.10.162 or later

  2. Tinuvia
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    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 try to solve any bugs you may experience with this mod, and it will of course stay Always Free!

    You can find the Xbox version here
  3. MrJoseCuervo
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    In case you are a user who does not want to endorse this Mod because you don't agree with my stance on Paid Mods or just think I'm an unsavory individual...

    All DP collected from this mod is going to Tinuvia. So please show her your appreciation for her work and give her an endorsement!
  4. Badbonez
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    In response to post #71340903. #71343703, #75050253 are all replies on the same post.


    Spoiler:  
    Show

    @mepradayounada Have you tried a binary search - disabling your other mods one half at a time as i described in the post above (make a backup save first that you can go back to after testing)? If you find a mod that conflicts with this one, let me know and I'll see if I can find a workaround. This mod works fine for so many others on the Sim Settlements forums that I'm fairly confident it's not this mod in itself that is the problem. Also, you do have Far Harbor, correct?

    There's also a slim risk that you may have reached the 64mb script limit (but that generally leads to infinite load screens, not ctds). If so, uninstalling any script property heavy mod (such as SS addon packs or city plans) would let you play again.
     


     
    For me it came down to this mod and Fourville ver 1.11, but I was able to download Fourville ver 1.10, load the save, make a new save,  and then re-install 1.11 and that new save game loaded. (**Shrug** "It just works.") Hope this helps someone.
  5. the1holy
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    is this already included in wasteland vernturers 2? i'm hitting the script size limit and i'm removing mods that can be twice installed but this one i'm not sure if it's already included in any pack (i use all official packs and your splendid wasteland venturers 2)
    1. Tinuvia
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      Hi! It's not included in WV or in the Mega Packs, I'm afraid, so no ease on the script limit from doubles. Thanks for the sweet words!
  6. avahzd
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    May Atom bless you with his glow!
    1. Tinuvia
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      And may Atom guide you on your path!
  7. Tunco
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    idk why, but this mod and the all in one pack keeps crashing my game whenever i try to load a save or start a new game (too bad i want to enjoy this mod made by a god of sim settlements comunity :C )
    1. Tinuvia
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      As long as you have Far Harbor installed this mod shouldn't crash. If you do it's likely a mod conflict. To find it, try to load only this mod (and Sim Settlements and Far Harbor). Just uncheck all the other esps via your mod manager (like NMM). If you still have crashes, try the same but on a brand new save (you can download one from Nexus if you don't want to go through the Vault sequence).

      If you can load the game with only this mod, start adding back your mods until it crashes. Easiest is to do this by a binary search (enable half your mods at a time, the half that crashes is your "bad" half so now enable only half of the bad half, etc).
    2. mepradayounada
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      same. had to troubleshoot for about two hours until i found out that this .esp is the problem.

      loading an older playthrough with this plugin is no problem, but starting a new game, saving and then trying to load that save - immediate crash.
      very weird.
    3. Tinuvia
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      @mepradayounada Have you tried a binary search - disabling your other mods one half at a time as i described in the post above (make a backup save first that you can go back to after testing)? If you find a mod that conflicts with this one, let me know and I'll see if I can find a workaround. This mod works fine for so many others on the Sim Settlements forums that I'm fairly confident it's not this mod in itself that is the problem. Also, you do have Far Harbor, correct?

      There's also a slim risk that you may have reached the 64mb script limit (but that generally leads to infinite load screens, not ctds). If so, uninstalling any script property heavy mod (such as SS addon packs or city plans) would let you play again.
  8. Rhaevyn
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    I love these lots. They're so unique and if you don't like how a configuration lays out, you can just grab and drop and get something new. Very innovative!
    1. Tinuvia
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      It is a great idea and Jose's setup gives them lots of variation - and they make me laugh when I see them with the newest version you also get interior SlumLords!
    2. Rhaevyn
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      Yes! I love them too, it's like getting hundreds of new plots without having to download a ton of additional mods. Genius.
  9. Tinuvia
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    Version 1.4.0 adds:
    - 3 new interior Slum Lord plans with lots of randomization. They have Raider Skins! Use the ASAM-sensor to Customize plot and choose the skin. If you are playing with Conqueror, your raiders will automatically decorate their homes raider style.
    - adds The Church of Atom as a new interior recreational plot.
    - adds GraveDigger industrial plot.
    - optimization to reduce script property usage and reduce file size.
  10. MrNeedles
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    Love your Death Tower and Temple of Atom plots
    1. Tinuvia
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      Jose did a good job on them, didn't he :) And they work well for your Child of Atom Conqueror Faction Pack!
  11. thenoticedsenpai
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    any plans to fix the mini gun tower? its really cool, and extremely intimidating, it just is kind of sad that you cant use the mini gun, and the guard cant either
    1. Tinuvia
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      I know Kinggath has been experimenting with the minigun, but so far hasn't managed to get it to work. If he (or someone else) finds a way to make it work on a Sim Settlements plot, we will certainly update the Death Tower with the fix - a functional minigun would be awesome!
    2. Grifman
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      There is a mod with a mini-gun turret. Why not see if you can get permission to use that to replace the non-working mini-gun? By assigning a settler to it, it is as if the settler were manning it.
    3. Tinuvia
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      The way the Death Tower works it needs an NPC actually manning the minigun as there are already turrets to the side of the tower at level 3. So far the only mods I have found with mounted mini-guns are either WIP, have bugs, don't have an NPC working it or only work for the player. If you are using one and have seen the NPCs man the mini-gun, link it and I'll have a look at it to see if it can be made to work with Sim Settlements plots.
    4. Grifman
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      Why not put in a mini-gun turret, and the just a guard point for the settler behind the turret. That way it looks like the settler is assigned to the gun. Of course it may be, and probably is much more complicated than this :)
    5. Tinuvia
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      Yes, I can see how that would be a solution. I would rather not replace the minigun with a turret and a guard position since that would sort of be like replacing a non functional part with another non functional part (though I understand that it might look better). That way the turret would operate even if the settler wasn't near. I'll keep looking, and as mentioned before, Kinggath has been prodding the minigun and he's way better at scripting than me. So who knows, one day it will hopefully work!
  12. Grifman
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    Does the problem still exist where settlers assigned to the guard post have their clothes changed, they revert back to their vanilla clothes if you leave and come back? That was always irritating as I wanted all of my official defenders in some sort of uniform.
    1. Tinuvia
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      This is a tricky bug, I have only seen it happen once and haven't been able to replicate it since. The players experiencing it have so far not been able to give a reliable way to reproduce it either, which makes it hard to tell if it's fixable or due to an unknown mod conflict.
  13. Skyrilla
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    Is it possible for you to simply remove the minigun and just add a machine gun turret instead? It would be a lot less OP and it wouldn't give an issue with Settlers taking the minigun with them...

    Also, maybe remove the dogs so there's no problems at all and instead spruce up the foundation with barbed wire? Just a suggestion. I've been contemplating downloading this add-on because of those issues. Good work for the rest. Mixes and matches very well (I especially love the church).
    1. Tinuvia
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      I likely won’t remove the machine gun and will definitely keep the dogs. You could either ban the plot with the City Planner Desk or use this to change it for your own use.