Your entry should be posted to Nexus by midnight CST on the 28th.
We will gather all the entries up over the next few days for internal voting, then within 2 weeks we'll be contacting the top 3 to get tour videos made so we can set up the final round of public voting. The winner will be announced on the 28th of April.
Setting it to not highlight objects that are 'illegal' doesnt work. Passive Water Recources and others still get highlighted and I have to purge it reguarly to keep them not glowing.
No keyboard input avail after exit vault with this loaded FYI not going to compete, just want to use the toolbox for my personal creations. Issue is like this. Start a new character. After the first point the game lock you in position. IE: Vault tec guy that interview you. Cant move after that, stuck at the front door, game fails to release the character. Load a save from end of Intro before exit Vault (Clean save) You cant move after you surfaced. Stuck in the center of the elevator. Again we been into creation and naming. Load a save from just after you left the vault, no problem, character can move as usal. Have not done a extensive testing to se what mod combination causing this. All I know is that it worked before I loaded this mod in. FYI this mod load as the last plugin. Issue 2: Turning of the check for illegal mods and the purple highlightning. Just don't turn them off. So having blinking scenery is a bit annoying. Again can be a mod that dosen't play well with this one. But since I for now only use it for my self and my loadorder it would be good to be able to turn it off. issue 3: Any cinematic scenery has a high probability to induce the same behaviour, no respons to keyboard input, sometimes the ESC key not working either and only way out is console (this key always seems to work) and QQQ. So something preventing the game to release back the keyboard control to player, have tried to use the consol command to give back control to player but it's not working. If anyone run into simular peoblem and have a solution I would appriciate if you took the time and replied with a solution. Have a nice Day
Hi, Just a quick question. I'm using my own fresh save for doing my build. It was a clean install, with only the listed mods used for the contest.
Is there something I need to do to gain all the plot building designs? I don't seem to have any building types for the small residential plots. I placed them without checking them for the designs, just figured I'd do random. But when I did a forced plot upgrade to look at my base design with the actual buildings, none of the small square residential plots developed past a few items on each spot. When I checked the ASAM, it had no designs available for the plot type.
Do I need to unlock them somehow?
EDIT: I decided to export my build over to the clean save provided by you and it seems those small residential plots aren't in the build list anymore, aw well I'll need todo some replacements and tweaking, but no worries
The description is a little confusing, does the included save allow one to design a city at any of the vanilla(dlc included) settlements, or just the contest settlement of the month?
You can use the mod and save file for anything. The mod itself will automatically claim ownership of the current month's entries, but Workshop Framework has a tool to claim any settlement.
would it be possible in a future update to have the contest mod unlock the gated DLC objects, like the vault pieces or the Nuka World stuff, like the arcade machines?
No, I didn't get a chance to do it - vacation chewed up my time - will try and remember to add it for next month. There should be some bat files to do this on Nexus as its just a set of globals that need to be set afaik.
Should we disable non-Sim Settlements mods while building, or is it okay to have them enabled as long as we don't use any of their objects? Also, I assume WRK objects are permitted?
Its ok but a clean profile is best ,less rosk of adding a object by mistake and if a problem occurs a tiny mod list wud be easier for us to make changes or fixes to save files if needed.
24 comments
Your entry should be posted to Nexus by midnight CST on the 28th.
We will gather all the entries up over the next few days for internal voting, then within 2 weeks we'll be contacting the top 3 to get tour videos made so we can set up the final round of public voting. The winner will be announced on the 28th of April.
FYI not going to compete, just want to use the toolbox for my personal creations.
Issue is like this. Start a new character. After the first point the game lock you in position. IE: Vault tec guy that interview you. Cant move after that, stuck at the front door, game fails to release the character. Load a save from end of Intro before exit Vault (Clean save) You cant move after you surfaced. Stuck in the center of the elevator. Again we been into creation and naming. Load a save from just after you left the vault, no problem, character can move as usal. Have not done a extensive testing to se what mod combination causing this. All I know is that it worked before I loaded this mod in. FYI this mod load as the last plugin.
Issue 2: Turning of the check for illegal mods and the purple highlightning. Just don't turn them off. So having blinking scenery is a bit annoying. Again can be a mod that dosen't play well with this one. But since I for now only use it for my self and my loadorder it would be good to be able to turn it off.
issue 3: Any cinematic scenery has a high probability to induce the same behaviour, no respons to keyboard input, sometimes the ESC key not working either and only way out is console (this key always seems to work) and QQQ. So something preventing the game to release back the keyboard control to player, have tried to use the consol command to give back control to player but it's not working.
If anyone run into simular peoblem and have a solution I would appriciate if you took the time and replied with a solution.
Have a nice Day
Just a quick question.
I'm using my own fresh save for doing my build. It was a clean install, with only the listed mods used for the contest.
Is there something I need to do to gain all the plot building designs?
I don't seem to have any building types for the small residential plots.
I placed them without checking them for the designs, just figured I'd do random.
But when I did a forced plot upgrade to look at my base design with the actual buildings, none of the small square residential plots developed past a few items on each spot. When I checked the ASAM, it had no designs available for the plot type.
Do I need to unlock them somehow?
EDIT: I decided to export my build over to the clean save provided by you and it seems those small residential plots aren't in the build list anymore, aw well I'll need todo some replacements and tweaking, but no worries
Thanks for a great mod.
diziet
If Not I may just go into CK and make and ESL that removes the requirements from the DLC Items