Fallout 4

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RobotSmell

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  1. RobotsSmell
    RobotsSmell
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    V13 up now. Please see change log for details.
    One last update to come to correct 2 more silly bugs / issues. And incorporate the last file size reduction, and that's me done with this mod.
  2. javikrules
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    For the structures that have more than one bed -- I'm a little confused. Do I need to assign multiple settlers to that plot, or does Sim Settlements automatically know about the extra beds and will assign people to them? I noticed I can't actually interact with the beds, like in other add-ons. I assume they still work as a settler bed? Thanks.
    1. RobotsSmell
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      Sim Settlements knows the beds are there. It will assign settlers to each bed plot as required. Unless you want to specifically want to assign them. ie Jun and Marcy long to the same house! The Bunk house does need to have the relevant interior plots placed and the correct building plan selected.
  3. javikrules
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    When scrapping the plot that the bunkhouse sits on, I still have these 3 lights that hang around and I can't delete them. Aaargh. Also, the table with the instruction books sticks around too. Any ideas?

    Screenshot:
    https://imgur.com/Ji4nKT8

    1. RobotsSmell
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      They should all go. They are all included in the scrap plan. (depending on what version you have). Are you Xbox or PC?
    2. javikrules
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      I'm on PC and using the version of RS Buildings that's inside one of the Mega Packs. Though reading your other reply, I think I better update to latest RS.
    3. RobotsSmell
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      Yeah. Good call. The inclusion in the Mega Packs is mainly as a taster. They were complied ages ago. I know of least 3 issues with my pack in the Mega Packs, and I have correct them in my mod. Problem is, people don't have time to keep an eye on updates etc to keep the Mega Packs up to date. I know for say Xbox users it would be preferred if they could be kept up to date in order to keep there load order etc down. But there is of course limitations to everything. To be honest, I have even found issues with the version of my mod here on Nexus. I have had time during this Covid Crisis to go over it and check things out. I have found issues with meshes, spawns, sleeping bags etc etc. I am in the process of fixing these things and of course adding new content. I do have a dilemma regarding what I include and what just delete coz its just not worth it. But, at least the version on line is more up to date than the Mega Pack. Hope it all improves for you if you decide to download the mod as a separate. Thank you for the comments and feedback, it all helps in case KG decides to update the MPs etc. And of course it keeps me on my toes!
    4. javikrules
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      Well I updated to your latest version and these lights are still hanging in the air, and the table is still there.There's no option to individually scrap the objects, and any new structure I put there just has these things colliding with them. Very weird.
    5. RobotsSmell
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      Prolly coz they were places using the MP from ids etc. You could go into console, identify the number for the rogue part("xxxx000x") then type disable xxxx0000x. This will "remove" the item.
  4. javikrules
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    How do I update this if I have it included in a Mega Pack?
    1. RobotsSmell
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      If you have this , then it will be used in favour of the Mega Pack.
  5. LotusSaintcrow1
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    Quick Question: Will this work with RotC? I usually like to let my settlers build on their own for the most part but I was curious if this mod will work with RotC or if I have to build these manually.
    Regardless, beautiful work, good sir
    1. RobotsSmell
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      Why thank you. Yes it will work with ROTC. Of course if you use City Plans out of the box, they will build the authors preferred plots, so you will need to manually swap them out I think. Some CP's do use some of these plots by default, (mainly plots by @yagisan). Some plots here do provide items and some are just for fun. Just be careful you don't put the city plan out of balance (needs etc). It shouldn't really be a problem if you swap out like for like plots. ie, the sewage plant will give enough water if you replace a different water plant with this one and the trash burner gives you plenty of power.
  6. Captainradish
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    A little bit clunky perhaps, but quite innovative. There are so far only a handful of lots I've seen that include spaces for additional internal lots (something Kinggath himself said he wanted to include in the base Sim Settlements). Very nice!
    1. RobotsSmell
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      Clunky?

      Synonyms: incompetent, fumbling, inept, unmanageable, gawky, ill-chosen, bungling, inapt, ungainly, cumbersome, awkward, unwieldy, clumsy, bunglesome. Antonyms: graceful, unhearable, inaudible. clunky(adj)

      Dont use it then!
    2. Captainradish
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      You seem to have overlooked the rest of the sentence. It IS a bit clunky putting everything together, but that's not really the fault of this mod, simply the idiosyncrasies of the game itself and the somewhat patchwork (and undoubtedly maddeningly complex scripting supporting) Sim Settlements. This is not any kind of real criticism as there really is no other way of doing the lots you're creating as far as I can tell. There have been, as far as I can tell, few other creators to try and tackle the challenge of putting multiple lots together. I've found a 3x3 farm that had an internal slot, but so far no others. I use the dual shop/residential lots all the time.
    3. RobotsSmell
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      Fair point. I forgot how tricky it can be sometimes with those dual plots. Might be worth checking out the Bunkhouse. You can add 5 other custom interiors. Also, although a "special" the Mega Mall lets you put loads of others in it. Only thing is, the mall is not "Wasteland Style" The later ones do have helper skins to let you choose a temp skin, place the other plots on the spawned in snap points, then change back to the right one. Just never got round to changing the others, as they are possible to do. Thank you for your comments and reply to my knee jerk reaction.
    4. Captainradish
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      I probably should have been a bit more thoughtful anyway. It didn't really occur to me until now how unpleasant it would be to have something you've obviously sunk a great deal of time and love into being called "clunky."

      So far my favorites have been the dual shop/houses as they fit very well just about anywhere (except the gun store, alas!) and the big scrap merchant (although it drove me insane trying to replace the dirt transformer before figuring out I can't).

      These lots, as I said, are highly innovative and I hope to see more. If you have the patience to get them to fit together you are quite well rewarded. I will say a guide of at least the names of what internals/externals go together would be highly useful. The in-game instructions are good (and I very much liked the scrap merchants posters) but it took me a little while to figure out the names of the external lots.
  7. xHEINZx
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    Masterpiece. Your bunk house is just AAA. That sayd, i can use it perfectly, except some times the mail box is placed correctly in the front of the plot, but the stairs and the front of the building is built on the back of the plot (thus outside of the plot).
    Some times i have to scrap and rebuild multiple times until the front of the building be built in the front of the plot.
    1. RobotsSmell
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      Thanks for the comments.
      If the stairs are at the back, it means you have either selected the helper plot, o r the helper skin. These 2 items are there as aids to snap the internal plots to. You can start with the helper plot, place the internals. then select the proper (main) plot. However, it is much easier to use the skin on the main plot, then just remove the skin when finished.
  8. ray57913
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    I am trying to build a set of bunkhouses side by side but I'm having trouble getting the interior plots to connect back to back. any suggestions?
    1. RobotsSmell
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      Oh, never tried that. Have you used the helper skins in order to place the interiors?
    2. ray57913
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      I didn't use the skin for the building I used the helper building plot then just changed it, just noticed skins a few hours ago
    3. RobotsSmell
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      Do they help letting you place plots back to back?
    4. ray57913
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      Yeah even with the skins it is jumping to the sides of the internal plot from the building next store
    5. RobotsSmell
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      After a little bit of messing around, I managed to get them back to back. Using the skins applied to the main plot.

      I did "Building one" stuff first, then whilst standing in "Building Ones" area, placed the interior plots on "Building two".
      It did jump about a bit, so not saying it was straight forward, but at least it is possible.

      I never expected anyone to build them next to each other, so until you found this little "issue", never knew it was going to be problematic.


      Hope you manage to replicate what I have.
  9. xheox
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    Dont know if it a bug or intended but i cant buy anything from the NPC i assign onto the Shack Bakery (middle), everytime i ask the person i assign to the bakery(an NPC- not Companion), it automatically switch to trade item , your mall works fine, i have option to buy stuff from the NPC assign there but not here, also they never stand at the counter so that could possibly be an issue?,already try re-assign, assign other NPC, refresh plot, assign other NPC, none works, i want to buy some bread xD.using Mega pack .
    1. RobotsSmell
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      Not intended. You should be able to buy bread etc. Looking the problem now.

      Level 3 works for me. (Not using Mega Pack) Going to reset the building and try all levels

      Works ok my end. Barter dialogue etc.All levels. But I did have to refresh the plot after unlocking level 2. Mega pack submission was a long time ago and I have made changes and additions since then. Might be worth adding this mod as an extra to the MP.
      Cant see any issues with the forms etc, so cant fix what I cant see whats broken.
  10. ludi1989
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    Hello, I have a minor problem... whenever I build trash burner the game crashes to desktop. No problem with other power-supplying buildings from other mods, only the trash burner is causing crash.

    What is more, some time ago I've built trash burners in some earli game settlements and they are functioning up to now. But it is impossible to build a new one.

    Help, please! :)
    1. RobotsSmell
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      Are you using the mega pack or stand alone? I have recently built a trash burner myself with no issues. However, it could be a missing item in the mega pack. Does it crash right at the start, or as it builds up? This may help me find whats causing the issue.

      edit 24th jan:
      Yeah, Thanks for the update! Glad I keep an eye on this to try and help out with issues!
  11. Sniperwolfe03
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    I’m not quite understanding the Agriculture plot. It says it can be in a row of 3 but the plots still do their own individual build without joining together as one? Am I missing something?
    Btw freaking love your mod. Just this plot has been giving me some confusion
    1. RobotsSmell
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      Hmm. Don't think I explained that one enough. Sorry. The new External agri Beef n Wings plot can be stand alone, or part of a row of the ranch types. If you select it as stand alone skin, then a fence will be spawned that covers the right hand side. If you don't have stand alone, then the right hand side is open, to allow access into The Abattoir. This then leads into the CFC plot, and again if selected as a stand alone, extra doors or fences are added. And, if the CFC is set as standalone, then fences are added to the left hand side of the plot. The Production Combo screen shot tries to show what I mean by 3 in row. If this is still confusing, please let me know and I will try to describe it differently.