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Bethesda creation kit randomized tree placement
Bethesda creation kit randomized tree placement







bethesda creation kit randomized tree placement
  1. BETHESDA CREATION KIT RANDOMIZED TREE PLACEMENT PATCH
  2. BETHESDA CREATION KIT RANDOMIZED TREE PLACEMENT UPGRADE
  3. BETHESDA CREATION KIT RANDOMIZED TREE PLACEMENT CODE

The options are set so that many things are automated, and a few of the difficulty features are enabled.

  • City Simulator: This is akin to playing without the wizard prior to this patch.
  • Automated: Most gameplay in SS is set to easy mode and just about everything that can be automated is enabled, all difficulty features (such as Dynamic Needs) are disabled.
  • Answering Returning offers you several profile options:.
  • Answering New simply sets your game to the Automated profile (see below) and skips to the Performance mode select screen.
  • You will be asked whether you are a New or Returning user.
  • You can still access the original Wizard from the holotape under Tools > Configuration Tools > Configuration Wizard.
  • For new saves, the startup wizard after loading the holotape the first time is greatly simplified.
  • This should alleviate some of the spamminess of Sim Settlements notifications.

    BETHESDA CREATION KIT RANDOMIZED TREE PLACEMENT UPGRADE

  • For new saves, most plot notification messages will start disabled, with the exception of Upgrade notifications.
  • bethesda creation kit randomized tree placement

    Added Mad Scientist trait to the Explanation screen.Otherwise, once the appropriate quests are completed that involve those settlements, you will receive a message telling you City Plans are now unlocked there. Settlements with City Plan locks (currently Vault 88 and The Castle), now offer you an opportunity to bypass the locks if you accept the risk when selecting a City Plan.The Castle City Plans are now locked until you collect the artillery plans.Previously, you would have had to pay attention to happiness to avoid losing control of the settlements. This essentially represents a neutral happiness level if all needs were met, and those two options are signaling to SS that you aren’t particularly interested in micro-managing happiness. When Citizen Needs Requirements is off, or Involvement is Low, happiness in City Plan run settlements will always trend towards 80.Fixed the names of several DLC City Plans.Removed “” from all of the RotC City Plan names.Oupost Zimonja (Note that there are several wires and a lightbulb that will not scrap with code, they are scrappable in WS mode though).Cleanup project team has completed the cleanup and rebalance of the following settlements:.Nuka World Red Rocket: Complete the main DLC quest or kill the leaders.Sanctuary: Complete the first part of Out of Time.Mechanist’s Lair: Complete the main DLC quest.Mechanist’s Lair, Sanctuary, Red Rocket, Covenant, and Nukaworld Red Rocket are all set to not allow City Plans until the quests/events they could interrupt are completed.This only occurs (and this option only appears) if you have Autoplace Plot Foundations enabled. Added Set Default Foundation for Plot Type option to the Customize Plot sub-menu, this will allow you to choose which foundation spawns automatically when you build that plot type in the future.Added Change Foundation option to the Customize Plot sub-menu, this will allow you to spawn a dynamic foundation to attach to the plot.Moved Change Plot Type option to the Customize Plot sub-menu.Added new option to ASAM Sensor menu “Customize Plot”.Dynamically spawned foundations can be scrapped separately from the plot.You can find an option to make this happen automatically in the holotape/MCM under Usability > Autoplace Plot Foundations.These will attach to and move with the plot. Non-foundation plots can now spawn their own foundations.

    BETHESDA CREATION KIT RANDOMIZED TREE PLACEMENT PATCH

  • Terraformers placed after this patch will now have the edge and corner pieces move with the terraformer instead of needing to be respawned each time they are moved.
  • Eliminated some unnecessary files to reduce overall file size of the mod.
  • This should make it less likely to cause stack dumping when a large number of City Plans are upgrading one after the other.

    BETHESDA CREATION KIT RANDOMIZED TREE PLACEMENT CODE

    Improved the speed of the City Plan code dramatically.City Plans from community packs should appear much more quickly at the City Planner Desk options.Improved snapping on the 2x2 foundation blocks.That was a Debug message I had failed to comment out before release of the previous patch. Removed a pop-up that could show on start-up that would tell you the tax system was migrated to a new data format.I've Gotta Have More Foundations Released - 07 December 2018









    Bethesda creation kit randomized tree placement