VERSION 1.7 IS UPLOADED Added 4 new machines : Dirt loader shovel up/shovel down Heavy Duty Forklift Forks up / Forks down Forks up version also has a pallet that you can use for either a guard post or a simple turret stand (sorry no snap points for a ladder so either placing mod or get creative). All found in Structures/misc Wanted to make the operator cabins from scratch but making the shovel etc. was near impossible with the assets the game provides and would have looked terrible..
Note: no physical changes made so you can swap to this version but save prior and away from the location just in case.
Ive done some tinkering with the crane and got it to move like i want... No rotation though because the game doesnt have this motion so that we can use it at all (really sucks) Also made it LOD enables so you can see it from pretty far away..(posted a pic in a reply below..) Im also making my own trucks and hopefully craftable (only issue is that the one open bed truck i intended to be used as a guard post wont allow placing without a placing mod ( its a scol )
Hey Geekrage. I am wondering if mirelurk queen will repeatedly spawn somewhere that you placed stuff. It's hard to tell in the pic where that location would be, but in my vanilla game, she respawns every single time I visit and always in the same location so I try not to put anything there. Also, did you add light fx in ck that I would not be able to scrap in game? Thanks
Ok. I see you left that pond kinda open for her. What about lights? What if I want to scrap some of the buildings and light fixtures? Will there still be light despite nothing there because it was done in ck like starlight?
Hey! I was wondering if you would allow me to incorporate this in my vanilla overhaul called “hope in the ruins” it’s basically a giant map overhaul changing stuff. I will obv credit you and put your name on the Ingame monument I have with the rest of my supporters/helpers. Lmk when you see this!
No no, I am fully overhauling the map by myself, no other mods, not a collection, but I wanted to use the construction assets from this mod, like the trucks
Hmmm this is tricky... Im gonna let you but... I want a link to the mod when youre done and a link of this mod in the description with the credits... Also note... The moving crane cant copied because it was built on location and the animations are separate so if youre going to make a similar one you need to setup all that stuff again by hand...
Yup I will, I think I can use some xedit magic to copy over the crane entirely, but that’s a maybe. I will credit you and link the mod, now worries, and I will link you my mod when I’m done! Thanks man !
Another 10 out of 10... the crane is highly amusing lol. The author of APC Transport has graciously made me a patch for this and your Nordhagen Haven mods (both are already worked into the latest update's FOMOD), I can confirm the APC is working with both location patches as well as with a slew of other settlement mods. He's also provided me with tutorial content to further update the APC and I'm planning to release a series of patches when I have the time. Thanks for all your work on these, they're a huge improvement over vanilla.
A problem has arisen with one of the props you installed unfortunately - the massively oversized test tube used for part of the piping from the water pump to the silo fell somehow... Now it's just laying on the ground and the water is free-floating to the silo like it's magic lol. Is there any way to fix this? It was kinda funny to watch but now I'm bummed I don't know how to fix it.
aside from the missing textures of one item, I am seriously diggin' the WS assets. You were right, that crane as a stand alone is a helluva addition :)
i am guessing this needs to be activated Prior it having been to Murkwater? none of me SS2 city plans or layouts will build and this looks very nice and... compatible. ... But i have already claimed and started building. (built a 'park' of sorts around the central 'pond' area and a huge boardwalk strait out from the WB, hmm.. NE, i think, with docks and such.. kind of a failed 'Resort' thing) like South Boston was 'Gentrifying' the old warehouse district. will definitely use on next play-thru but, how about now?...
Know this is old but just thought I'd point out that most mods overhauling settlements won't work properly with city plans. This is due to things not being where the city plans expect, etc.
You should avoid loading mods that significantly alter vanilla settlement locations (i.e., mods that change the land shape or change the existing structures) that you want to have Sim Settlements 2 build automatically using a City Plan. The other features should work fine.
Sorry but an overhaul isnt meant to stay as it is...Thats why its an overhaul..
When i mod a location i mod according to what inspired me and have a specific vision that i try to make into a reality. I never mod according to another mod's standards..because that would severely limit me and modding will become a chore and not fun to do... So...It is what it is... If a location isnt suited for "city plans " or whatever else..That isnt an issue for me... Another point of many mods is basically giving the player a CHOICE or choices of what they want to use or not use...
i use greekrage mods Because my ss2 city plans don't work, not to use 'with ' them. i place ss2 'plots' where i can then. AND because i really like his work.
This is an area my husband and I talked about something needed to be done to...for years. Leave it up to you Greek!! This is a kids dream come true. And I love the fact that you can go to the top of the crane!! Brilliant!! I use the mod Forest for more trees...so had to take a bunch out but this looks amazing! Check out the pics! and Thank you yet again!!
Hi,I think your mods are very nicely designed and I downloaded a few of the new locations. I only worry about the old ones you made new. I wanted to start with SS2 as the core now after 5 years. I just wanted to know what's up with the precombines and CTDs. Actually I just wanted to know if all mods are safe or if I should keep my hands off which ones. (my english is a disaster sorry, i used google translate^^)
precombines are a headache...because people use mods like previs repair pack or the unofficial patch etc.. that have precombined/previs data and that data WILL conflict if a location mod has its own regenerated data. To be honest ive never had a CTD due to precombine issues....occlusion/visibility issues etc... yes but never a ctd... I cant simply list mods that may or may not cause a problem because it varies and also depends on combinations of various mods... For now simply avoid mods that edit 2 settlements that are too close to each other like redrocket and sanctuary for example or my hangmans with wallington etc.
Good to know, normal problems are okay. my only concern was CTDs. then I only have to install your mods^^ Thanks for the quick reply and I wish you the best of luck.(sounds kinda weird with google translate^^)
As always I love your work. A crane like that would not have a control chair on casters :p but that's not a huge deal or anything, it's just the industrial safety in me.
the only reason i used that chair was simply because i would have to make one from scratch. What you should have noticed is that the crane is on a small base with no extendable legs to widen its foot print :P But that is also done out of necessity so that it doesnt take up too much space .. ;)
oh wow i always disliked how depressing this settlement was considering a damn mirelurk queen spawns here lol. now i have a reason to actually take it over because it actually looks awesome to idle at .
62 comments
Added 4 new machines :
Dirt loader shovel up/shovel down
Heavy Duty Forklift Forks up / Forks down
Forks up version also has a pallet that you can use for either a guard post or a simple turret stand (sorry no snap points for a ladder so either placing mod or get creative).
All found in Structures/misc
Wanted to make the operator cabins from scratch but making the shovel etc. was near impossible with the assets the game provides and would have looked terrible..
Note: no physical changes made so you can swap to this version but save prior and away from the location just in case.
No rotation though because the game doesnt have this motion so that we can use it at all (really sucks)
Also made it LOD enables so you can see it from pretty far away..(posted a pic in a reply below..)
Im also making my own trucks and hopefully craftable (only issue is that the one open bed truck i intended to be used as a guard post wont allow placing without a placing mod ( its a scol )
Also, did you add light fx in ck that I would not be able to scrap in game? Thanks
Im gonna let you but...
I want a link to the mod when youre done and a link of this mod in the description with the credits...
Also note... The moving crane cant copied because it was built on location and the animations are separate so if youre going to make a similar one you need to setup all that stuff again by hand...
Is there any way to fix this? It was kinda funny to watch but now I'm bummed I don't know how to fix it.
will definitely use on next play-thru but, how about now?...
From the SS2 Known Issues Page:
When i mod a location i mod according to what inspired me and have a specific vision that i try to make into a reality.
I never mod according to another mod's standards..because that would severely limit me and modding will become a chore and not fun to do...
So...It is what it is...
If a location isnt suited for "city plans " or whatever else..That isnt an issue for me... Another point of many mods is basically giving the player a CHOICE or choices of what they want to use or not use...
To be honest ive never had a CTD due to precombine issues....occlusion/visibility issues etc... yes but never a ctd...
I cant simply list mods that may or may not cause a problem because it varies and also depends on combinations of various mods...
For now simply avoid mods that edit 2 settlements that are too close to each other like redrocket and sanctuary for example or my hangmans with wallington etc.
Thanks for the quick reply and I wish you the best of luck.(sounds kinda weird with google translate^^)
What you should have noticed is that the crane is on a small base with no extendable legs to widen its foot print :P
But that is also done out of necessity so that it doesnt take up too much space .. ;)