Fallout 4

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kinggath

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  1. kinggath
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    If you use Scrap Everything while designing your settlement, you may find that your City Plan is duplicating all of the scrappable objects. Read this post about some slight variations to the steps while using Scrap Everything:

    https://www.simsettlements.com/site/index.php?threads/city-plans-with-scrap-everything.4688/unread

  2. kinggath
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    After downloading an update to the City Planner's Toolkit, be sure to read the New In This Version pdf in the main directory to get a quick overview of what has been added to the kit, or what has changed about Sim Settlements that might be relevant.
  3. kinggath
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    Latest update adds tons of mesh replacers with snap points to make the Project Blueprint mods even better! Thank you Whisper for adding all of these snap points.

    To get access to the mesh replacers, just replace your Project Blueprint mods with the ones in the latest archive.
  4. Dracathio
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    So not really here for this mod, I'm here to ask if ANYONE has a copy of NevMashFixer by I guess who ever Hoza is.  Because I really don't care to have to add Sim Settlememts just to get the nav mesh fixing this mod has.

    So many good mods... that require other mods I really don't want to use.
    1. SrMininez
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      Did you got it? I'm here for the same tbh
    2. Krendellmax
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      Hello. Hozza's profile has a link to his channel with mods.   https://www.nexusmods.com/fallout4/users/32573435
  5. slimeySlashO
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    Hey, I recently started a new run with all updated mods and this one for the first time and found an issue that took me a while to analyse, so I want to share my experience.

    I am at Covenant with Swanson trying to take the SAFE Test, but cannot answer his questions because the dialog choice does not show up. Turns out that there is clutter (formID: 245a22) on the table between us that is a 'DeskBlotterA' (19B593). The model (SetDressing\ClutterGeneric\DeskBlotterA.nif) is provided by this mod in my load order. This does prevent a line of sight to Swanson while we both are sitting (which is required for the Scene).
    Workaround: Use '245a22.disable' before the scene and '245a22.enable' after the scene.

    I suspect that Scrap Everything might have a play in this, but disabling it did not improve the situation (though the save I used was created with it enabled in front of the town, so the damage might have already been done).

    I am not sure how the models work, but the DeskBlotterA is do not understand how it disrupts that conversation. Maybe the bounds are going too high?
    1. uituit
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      I believe Covenant is on the list of pre build at own risk ,Quests should be done before using a city plan there.

      Try the disable console command on that object and see if that helps. Also scrap mods and city plans dont mix well :(
  6. kennypawns
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    wait wait wait you're telling me i can delete Kuro tab, CVC wasteland, homemaker, USO, SOE and work shop rearranged because this mod has it all???
    1. uituit
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      yes   Project Blueprint is mostly vanilla build objects about 10000 of em  
      Version 2 of PBP is coming soon 
  7. Erdaus
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    Hoping to see a version of this mod with Sim Settlements 2 as its master.
    1. uituit
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      A new toolkit and project Blueprint 2 is coming
    2. Erdaus
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      This mod replaced 90% of my workshop mods, so that's good to hear.
    3. uituit
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    4. TheDoctor08
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      Can't wait to see what you guys have in store for us with project Blueprint 2
  8. TheDoctor08
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    This mod easily replaces most of the workshop mods on nexus.

    Thank you for the mod
    1. uituit
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      Thanks Mate :) Kinggath and the team appreciate ur kind words :)

      More to come New trailer drops for teh xpac very soon https://youtu.be/Q2QoTwOYF8U
    2. TheDoctor08
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      You're Welcome

      Unfortunately, I had to uninstall the mod as it was preventing me from starting the safe test in Covenant
    3. uituit
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      Sounds like a mod conflict is causing that quest to fail to start.
      simsettlements dosnt touch that quest ,do you hav any mods that change covenant ?
    4. TheDoctor08
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      Nope, the only mod I have that changes Covenant is the season 2 city contest pack. I know it this mod because I deactivate all my mods one by one until I uncheck the city planner toolkit. Once I uncheck it I was able to start the safe test in Covenant with no problems. 
    5. uituit
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      Ah so its one of teh Project Blueprint mods that is the issue?
    6. TheDoctor08
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      Uituit, I'm not sure if its the mod or the game engine that causing the issue. The mod might have brought out a bug that was hidden in the game engine. I'm thinking of starting a new playthrough with this mod to make sure it's not the problem.
    7. uituit
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      ok i will ask the testers if they hav had this problem as well.

      Did you use teh prebuild system from conqueror ?
    8. TheDoctor08
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      No, I don't use the prebuild system it takes too long and makes the game crash if you have too many prebuild settlements.
  9. argga
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    How long does it take to learn this mod?
    there are lots of PDF files.
    1. uituit
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      Just read them in order and it wont take long to understand :) and check out simsettlements.com lots of info there about city building and exporting.
    2. TheDoctor08
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      Maybe, I'm thinking of starting a new playthrough with this mod just to make sure. 
  10. NotiH
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    I am very new to modding and I was trying to install a settlement that requires city planners toolkit but I"m lost as to where to begin to install this manually. any ideas ?
    1. uituit
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      What settlement?

      City Planners Toolkit is a resource mod and no city plan is requires this mod if downloading a cp file.

      If you are creating your own city plan then all the ESP and BA files need to go into your fallout 4 data folder. steamapps\common\Fallout 4\Data
    2. NotiH
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      It was the mod a star destroyer in the commonwealth mod. it says it's a requirement along with a lot of other mods :(
      https://www.nexusmods.com/fallout4/mods/43864
    3. uituit
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      Ah.
      You shouldnt need to install the Project Blueprint mods for that other mod to work.

      But to install teh PBP mods from teh tollkit all you have to do is copy all the ESP and BA files and drop them into your fallout 4 data folder.
  11. Jonnan
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    Just as a request, is there any reason not to setup Project Blueprint itself as straight mod so it can be installed/uninstalled via NMM/Vortex?
    1. uituit
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      . Project
      Blueprint, just includes the construction records. That means that everything you build from this tool, will be
      available to players who use your City Plan, even if they don’t have Project Blueprint installed themselves!
    2. Jonnan
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      I'm aware of that. I'm just unsure why this isn't separated from the zip file into a regular mod so that when the project blueprint items are updated we can update via Vortex/Nexus Mod Manager. It's not *difficult* to update it manually, but it is odd that you're *required* to update it manually.
  12. joebenz
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    How do the navmesh blocks work? Are they like invisible versions of regular floors or do they have some improved navmesh pathing (thus placing those on floors i placed in the settlement to improve the navmeshing)?
    1. uituit
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      The Navmesh blocks are helpers , only use them to help settlers get over stairs or other obstacles like ramps and custom stairs. Also helpfull for skybridges and elavated walkways. Just dont over use them ,check out the ROTC city plans to see how they are used in those.
  13. davethepak
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    For anyone who is curious about this update;

    Sim Settlements 4.2.4
    - Added a new section to the Project Blueprint build menu called Contest Winner Items.
    - This provides a submenu for each winner with the items they added to the build kit.
    - New Raider Clutter items and a Nuka Cola Water Tower were added to the build kit for Karvoc, and
    Phil_T_Casual who won our last two contests.