Fallout 4

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RobotSmell

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RobotsSmell

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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. Evilpwn
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    Still waiting update for SS2 :(
    1. RobotsSmell
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      The thing is, this mod had some things that SS2 has by design now.  (Like multi bed residences etc).  As SS2 does it much better than I did, I feel the mod is redundant.  I have started to convert it, but many plots have been removed.  (including some I just feel now are wrong!)  I have added a few new ones, but I am not yet happy with the end results. 
      There are of course many new add on packs for SS2 that I also feel do a much better job than I did, so I do highly recommend you get those and don't "hang on" for mine!  
      The new ASAM set up also makes it very difficult to use the snap point items I used for example in the Mega Mall.  It even frustrates me.  I will keep trying to find a way of overcoming this issue, but real life gets in the way at the mo.

      Thankyou for your support in any case.  Hope you have fun with the other addon packs!
    2. Grundz
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      If you ever felt like just updating the beef n' wings/fried chicken chain as its own pack, I know a few of us SS2 players would love you forever. We miss it. haha
  3. AbblesOfLorule
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    Hi, I love this addon. It's really cool. I have a question and an issue though.

    How does the dual home interior plot slot into the main plot? I couldn't find an image or a marker anywhere.
    And my issue, the bunkhouse plot is really cool, but for some reason the interior plots aren't getting power. The main building is requiring 13 power, which it's getting, but the interior plots got nothing. I tried refreshing the plots but it didn't fix it. Any help would be appreciated!
    1. RobotsSmell
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      Hi, Glad you like it.  The dual home should have a black dome marker thingy to align the interior plot ASAM to.  (It should be near the bed head, on the same side as the door)
      The bunk house power problem is a mystery.  I have had reports of that before, but never seen it myself.  If you select the plot again in workshop mode, then press cancel, so you don't actually move it, it should then self power up.
      Hope this helps.
  4. conejito
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    Hello and thank you for this mod have been enjoying using it. I have been trying to assemble to Scrapyard but I do not have interior plots named as listed on the note which floats inside the barn. I know the bottom floor is residential and top floor is commercial but do not see them in my list. Not sure if I'm doing something wrong of if unlock with progress. 
    1. RobotsSmell
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      Hi,
      Thanks for taking the time to message.  
      It doesn't really matter what plots you add as interiors to the spaces provided.  I only recommended those ones as they fit the layout (door positions etc) nicely.  
      You may find if you try others plots, there entry points are blocked, or a bed spawns at the scrap buildings doorway.  Best to just use trail and error with the plots you do have.
  5. ablev
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    Very nice mod, but can i use this mod for SimSettlements 2 also?
    1. RobotsSmell
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      No.  I am currently trying to convert it.  Will be a separate mod for SS2.
  6. 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.
    2. Teslanbenz
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      Where can i find the abattoir and cnc plot? I've looked through all my building plans. 
    3. RobotsSmell
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      The Abattoir plot is [RS] [IR] Butchers Babes  - Industrial type
      The cnc? (chicken place?) is [RS] [IR] Commonwealth Fried Chicken   -  Rec type

      If these are not the right ones - please let me know!
  7. Bakelite420
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    where is the apartment plan? i cant find it.
    1. RobotsSmell
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      Bunkhouse!
  8. 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.
  9. 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.
  10. 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.
  11. 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.