It seems that the issue with IDEK's Logistics has been tracked down. Kinggath the author of simsettlements says he is waiting on the next version of Transfer Settlements to lay the issue to rest. When that happens I will update the city plan.
Having a very strange issue - the central projector tower keeps disabling.
Incredibly bizzare. It is the core object from the main game (not modified by another mod). I am suspecting it is another mod (have no idea) but was curious if anyone else had anything like this happen.
I have all of the designers choice mods installed but i imagine that the 2x2 martial plot next to the big screen i supposed to be Knob Defense? And i cant find any pictures that show what it's supposed to be, is it supposed be junk gate or something?
FYI. Make sure you have at least one settler at the Starlight Drive-In to prevent the game from disconnecting when using the planner station to build this settlement plan. I have the latest Sim Settlement patch that doesn't require a settler to build a settlement, but I guess Starlight Apartments still requires one settler.
If by 'idle poses' you mean the blue markers then that's part of sim settlements, the pole is a recreational plot from Wasteland Venturers https://www.nexusmods.com/fallout4/mods/24136
I haven't tested with the 3in1 version, there's only so much different configurations I have time to play with, I know of no reason it shouldn't though. Yeah sorry about the name change, being new to putting things on nexus i hadn't realised how updates worked so I've had to start from scratch with my City plan uploads.
As per description page: Designer's Choice requires the following add-ons, Jib's Residential, IDEK's Logistics, Industrial City, Altairp's Animal Farm, B84'sThemedResidentials, Wasteland Venturers2 All in One. DLC needed for Designer's Choice are Far Harbor, Contraptions, Wasteland Workshop and Vault-Tec Workshop.
I suspect that Wasteland Venturers will work if instead of trhe all-in-one you have the separate addons 1 and 2, but I haven't tested that:)
I mean did you specify a Brahmin milking pen? And did you specify a specific martial plot at the gate of the settlement? (The name escape me at the moment) or the bus stop home?
I want to stick to your plan but the bus stop home seems to be missing textures, the milking pen wouldn’t appear correctly even after refresh and the current martial plot is too big and interferes with the sign. I also switched the recreational plot, the first one to form.
I've added some images that show what the martial plots should look like at the gate, if their positioning is wrong have you tried refreshing the city plan? You are using All Settlements Extended mod yes? Without that there will be collisions since not all items will be scrapped that should be scrapped. The milking pen problem is one I had and tried to troubleshoot with the author on simsettlements.com but couldn't fix, the plan only includes plot name, formid and position, so any bug I have can't be passed over. Looks like you have the same issue I have, unfortunately I don't know what causes it. Perhaps try an earlier version or two of Altairp's Farm? Look at the image for the recreation plot you changed, you will need to consider removing the prayer markers:)
As an example of what goes into the city plan here is an excerpt from the Transfer Settlements export that froms the basis for simsettlements city plans: { "ConnectedObjects" : "", "ExtraData" : "", "FormID" : "004366", "FormID_dec" : 184566630, "PlotPath01FormID_dec" : 0, "PlotPath01Plugin" : "", "PlotPath02FormID_dec" : 0, "PlotPath02Plugin" : "", "PlotPath03FormID_dec" : 0, "PlotPath03Plugin" : "", "PlotPlanFormID" : "002151", "PlotPlanFormID_dec" : 385884497, "PlotPlanPlugin" : "SimSettlements_AddOnPack_Defences_Brae.esp", "PlotStage" : 0, "PlotVIPStoryFormID_dec" : 0, "PlotVIPStoryPlugin" : "", "RemoveHavok" : 0, "Scale" : 1.0, "idx" : 1471, "isActor" : 0, "isAssignable" : 1, "isCreated" : 1, "isFarmAnimal" : 0, "isFood" : 0, "isGenerator" : 0, "isPowered" : 1, "isTamedCreature" : 0, "isTurret" : 0, "isWater" : 0, "name" : "Martial Plot - 2 x 2", "plugin_name" : "SimSettlements.esm", "posX" : -35624.8515625, "posY" : 59097.19140625, "posZ" : 3894.25146484375, "rotX" : 0.0, "rotY" : 0.0, "rotZ" : -188.41806030273437 }, as you can see there is nothing there that can be a problem with my system passed on to yours, as for the pos[X,Y,Z] there I have checked in the console here and they are correct for the 2x2 outpost by the gate.
I ended up with the wrong martial plot ... which one should it be? I'll switch over to it. And I can switch back to the original rec plot, no problem. Right now the milking station is at level 2 ... I'll see what happens when it gets to level 3.
The 2x2 martial plot by the gate is the basic outpost, which faces the 'opposite' way to other martial plots. It's from Brae's Defences: https://www.nexusmods.com/fallout4/mods/24668 also from that add-on is the artillery station at the rear (by the screen).
Can you post a screen shot of that? it sounds like a problem that a few people have reported on other plans at simsettlements.com. Given the info that goes into a city plan - basically a Transfer Settlements blueprint - it's hard to see how the problem could be plan based, but if I could see the plots involved I could check the blueprint files.
Rayhne, that is a problem that is happening at other settlements for me as well, so I don't think it is a specific problem to this plan. A city refresh fixes it, but you'll want to direct this over to KingGath at simsettlements.com instead.
34 comments
Having a very strange issue - the central projector tower keeps disabling.
Incredibly bizzare. It is the core object from the main game (not modified by another mod). I am suspecting it is another mod (have no idea) but was curious if anyone else had anything like this happen.
thanks in advance.
And i cant find any pictures that show what it's supposed to be, is it supposed be junk gate or something?
Yeah sorry about the name change, being new to putting things on nexus i hadn't realised how updates worked so I've had to start from scratch with my City plan uploads.
Designer's Choice requires the following add-ons, Jib's Residential, IDEK's Logistics, Industrial City, Altairp's Animal Farm, B84'sThemedResidentials, Wasteland Venturers2 All in One.
DLC needed for Designer's Choice are Far Harbor, Contraptions, Wasteland Workshop and Vault-Tec Workshop.
I suspect that Wasteland Venturers will work if instead of trhe all-in-one you have the separate addons 1 and 2, but I haven't tested that:)
I want to stick to your plan but the bus stop home seems to be missing textures, the milking pen wouldn’t appear correctly even after refresh and the current martial plot is too big and interferes with the sign. I also switched the recreational plot, the first one to form.
I love how the letters are appearing.
The milking pen problem is one I had and tried to troubleshoot with the author on simsettlements.com but couldn't fix, the plan only includes plot name, formid and position, so any bug I have can't be passed over. Looks like you have the same issue I have, unfortunately I don't know what causes it. Perhaps try an earlier version or two of Altairp's Farm? Look at the image for the recreation plot you changed, you will need to consider removing the prayer markers:)
{
"ConnectedObjects" : "",
"ExtraData" : "",
"FormID" : "004366",
"FormID_dec" : 184566630,
"PlotPath01FormID_dec" : 0,
"PlotPath01Plugin" : "",
"PlotPath02FormID_dec" : 0,
"PlotPath02Plugin" : "",
"PlotPath03FormID_dec" : 0,
"PlotPath03Plugin" : "",
"PlotPlanFormID" : "002151",
"PlotPlanFormID_dec" : 385884497,
"PlotPlanPlugin" : "SimSettlements_AddOnPack_Defences_Brae.esp",
"PlotStage" : 0,
"PlotVIPStoryFormID_dec" : 0,
"PlotVIPStoryPlugin" : "",
"RemoveHavok" : 0,
"Scale" : 1.0,
"idx" : 1471,
"isActor" : 0,
"isAssignable" : 1,
"isCreated" : 1,
"isFarmAnimal" : 0,
"isFood" : 0,
"isGenerator" : 0,
"isPowered" : 1,
"isTamedCreature" : 0,
"isTurret" : 0,
"isWater" : 0,
"name" : "Martial Plot - 2 x 2",
"plugin_name" : "SimSettlements.esm",
"posX" : -35624.8515625,
"posY" : 59097.19140625,
"posZ" : 3894.25146484375,
"rotX" : 0.0,
"rotY" : 0.0,
"rotZ" : -188.41806030273437
},
as you can see there is nothing there that can be a problem with my system passed on to yours, as for the pos[X,Y,Z] there I have checked in the console here and they are correct for the 2x2 outpost by the gate.
It's not a huge deal ... refreshing the city works it out.
This is actually happening with other city plans as well so maybe just a SS quirk.
On a side note, what happened to the endorse button?
Ah, well I wasn't expecting an actual endorsement to be honest:) First time city and all.
I've reenabled it.
I'm currently working on Longfellows Cabin. But I'm having to troubleshoot the patrol markers so it won't be soon!