I haven't been around here in a long while
Howdee!
I had to deal with a lot of stuff IRL these past few months and I only came back to that WIP city plans collection. As usual I first had to deal with some issues with updates, mods suddenly breaking, you know...
At the moment, I finally finished working on a couple city plans for modded settlements and more may come eventually (vanilla places and mod-added ones). It's not much but they're among the ones I could say I'm proud of because I like what I built even if they're rather
simple compared to a lot of city plans I saw. Also, as I said,
they're just a way for me to save what I made, they're not leveled plans, and I would struggle to do something like contest entries. (Hell, I don't even know if I will finish working on this collection this time before some new IRL stuff happens and I'll have to go away for months,
again.)
That's my main goal at first, just to keep some of the settlements I liked building
They're in no way balanced, they just include all I deem to be necessary in my playthroughs with very easy SS2 difficulty settings and basically entirely autonomous settlers (what I was looking for when I first played with SS1); that is: enough food and entertainment for my settlers to stay alive and happy, enough beds for everyone (I'm not entirely sure their numbers do check with the number of jobs or entertainment plots, when I built these plans I had robot settlers which don't need beds, mainly assigned to martial plots), sanitation/health is covered, and I sometimes add power relay plots to help HQ, stuff like that. Power and water generation don't need settlers because I find them more useful elsewhere, defenses are
kinda overbuilt (yet raiders still try my defenses and idk how they sometimes successfully raid my walls of turrets if I don't come there in time; I'll never understand how that computes, defense score is several hundreds, it makes no sense) though I add a couple martial plots here and there mainly because I like how it looks.
Anyway. I present to you :
Weymouth Bridge Town (a city plan for
Weymouth Fore River) and
Granite Cul de sac (a city plan for
Granite Valley) !
The two first city plans I'm releasing here are made for mod-added locations that are a bit broken and which have conflicts with nearby locations affected by mods. That's why I prioritized dealing with them, to be able to start a new save without these broken mods and experience with other ones. So why am I doing this if I say they're broken? Well, I have not much knowledge about programming and in-depth modding, but if I'm not mistaken these two mods affect a lot of cells (meaning a large area is forbidden for other mods, hence a lot of conflicts) and they're settlements areas with lots of items but they don't generate previsibines to have a clean place you can arrange to your liking (meaning that, except with something like Scrap Everything (which is a mod I won't use as it will most likely break my game), those places are full of unscrappable trees and junk, there are very few things you can interact with like a pair of camping items added for survival players by the mod maker, and the workbench if you use something like Place Everywhere's extra object selection like I do), also walking into items like tree branches create weird visual glitches where a lot of the surrounding world becomes invisible (not sure it's a problem from these mods tho), plus navmesh seems off but afaik navmesh is a bit broken in most of Fallout 4 so whatever. Then, I don't recommend using either Weymouth Fore River nor Granite Valley, though I would love it if someone could redo these mods from scratch or make a cleaner version of them, to have better settlements in these places, because they're rather nice locations really, that's why I liked building there on the edges of the map and around the unscrappable items which eventually made for a nice challenge. For now, I'm finally moving away from them as I wanted to try other incompatible mods that are safer to use. Sharing these plans is kind of a way to say goodbye to them!
(idk why imgur automatically flags these screenshots as NSFW, they're not)
Weymouth Bridge Town consists of a small walled farm in a swampy area south of Quincy, built around a highway pillar. The soil here is perfect for agriculture (yay, destroying wetlands in the apocalypse), and lots of water can be pumped and purified. It's guarded by
some turrets (like most of my settlements), and opens to a series of two elevators in order to reach the elevated roads which are refitted into a safe little town. Some platforms and stairs hang from the sides of the aerial way in order to reach the top of it and double as terraces for settlers and visitors to hang out (pun intended). In the middle of the two-stage bridge are most of the houses and utilities. The topmost floor offers a stunning view and some leisure with yet another terrace, shops and guns! Look at those guns! Shoot the Gunners from the safety of the
Bridge Town! Oh, there's also another house over there, a communications shack, and if you have
Flyable Personal Vertibird installed you'll be pleased to find a vertibird pad by the gun store. If you don't have FPV, another version of the city plan is available without it and the vertibird pad is replaced by one more terrace (tbh I was very lazy with this replacement).
(Speaking of mods, this require
Shackin' Up for a cabin (though I guess you could live without it, it's only just one small building that houses logistics services, it could be easily replaced). I made sure to remove any other mod-added item (I barely have any besides SS2 and addons) though I built junk walls around the farm using
Snappable Junk Fences and I'm not sure whether this can be a problem or not if people don't have it installed, I guess not as it just allowed me to align walls easily using new snap points, but please feel free to correct me.)
File names : No vertibird pad version =
SS2WeymouthBridgeTownNoMod.zip
; Version with a vertibird pad =
SS2WeymouthBridgeTownVertibird.zip
Both versions are ESL mods because it seems to be important to make ESL files for some reason for people with a lot of mods.
(idk why imgur automatically flags these screenshots as NSFW, they're not)
Granite Cul de sac consists of a secluded town between hills. It's not too easy for everyone to walk all the way up here but the journey is rather rewarding; from the comfort of this community you can see all of Nahant and Lake Cochituate while enjoying a meal or a drink, and trade with farmers but also visitors from afar (a trade caravan post sits in the middle of this little valley, bringing traders from Bunker Hill). Guard posts and
some turrets (less than in Weymouth, I think) make the place safe from raiders, while pumped underground water springs bring life to some farms as well as drinkable water to the settlers - when filtered, that is, otherwise it's not guaranteed that it's not radioactive or otherwise polluted (offer subject to conditions). This place also boasts the latest in power generation technology (scrapped from before the Great War) and communications, with more antennas than you need (like two antennas) in order to listen to the radio even though the neighbouring moutains should scramble the waves.
(This requires Shackin' Up too, a couple more shacks from that mod are used here as well. No other mod was used besides SS2 and addons.)
File name :
SS2GraniteCulDeSac.zip
Also an ESL mod.
I haven't edited the files after I created them through the City Plan V2 Plugin Creator, I never used the Creation Kit or anything yet. I would like to make my files look as clean etc as the ones I download in my mod list, I'm not sure how I'll do that and what I'll change.
Thanks everyone who inspired me or helped me understand better how city plans work, and thanks in advance to anyone who would like to try these. I might share all that in another thread and I will try to come back in not too long with more city plans I had on hand.