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Patch 3.1.4 and the City Planner's Toolkit

kinggath

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Tiny patch available for Sim Settlements (no need to update IR or RotC).

The real exciting news is that the City Planner's Toolkit is available!

- Ability to convert Transfer Settlements Blueprints and share them with Xbox Players.

- New mods for PC players with thousands of buildable objects, many not available in any other workshop mod.

- Tutorials and Guides for creating your take on the Rise of the Commonwealth style City Plans, with full gameplay and level support.
 
Does it fix the CTD? :blum
The CTD issues seem to be related to certain settlement builds being too much for some players, especially in combination with heavy load orders. Optimized versions of all of the settlements are being worked on.
 
I only have 116 mods...and my specs are decent but I'll give those a try when they're ready.
 
What kinds of objects? Could you post some screenshots?
Also, that made me think: you should add some new magazines, created by the magazine factory, which unlock new objects :D
 
I think a few in the community missed the point with this release.

These are the tools needed to roll your own settlement plans. Now you can make a sanctuary, a warwick, a finch, a mod added settlement that is perfectly suited for your purposes and release that to other players, including on the Xbox. You aren't limited to not having just this mod and the core game. You can release settlements with whatever dependencies you want.

Does it fix the CTDs? The answer is it depends on how much other stuff you've loaded and unloaded in that save, how many footprints are left in the sand and what conflicts remain in your load order.
Texture mods? Weapons and Armor Mods? Load and unload a few added settlement mods? Conquest?

The closest I can come to describing the sheer number of things in the toolset would be to tell you to meditate on how it would be if homemaker and ocdecorator had a love child that was raised by sim settlements...

Can you crash your PC doing this? Sure and you can crash in vanilla too building a lot of stuff in a single place. Is it perfect? Nope.

As for screenshots, you need look no further than your own RotC settlements. The objects available in there are the objects available in the tool.
 
/me begins wild fistpumping. I have *so* many settlement ideas. Time to rebuild the Commonwealth, in my image.
 
Add screenshots of the workshop menus inside xEdit! Best way to showcase a tool ;)
 
Give it a go and please remember that it took a team of close to a dozen people 6 months to complete the settlements you see today. They're not perfect but all of them more or less work as set pieces and most actually work as settlements.

The best advice I can offer you is don't bite off more than you can chew. Building a settlement for release means deciding your conditions up front: what are you going to force for requirements for addons. Keeping this number small to nil is likely going to have the most impact on the reception of your build by the community.

Maybe say you're going for a vanilla + SS build on a clean and simple settlement for starters. The tool is a little quirky but VERY powerful once you start digging in.

Get to "know" place everywhere in a biblical sense VERY early on in your first build. Experiment with it, learn its hotkeys and how to use them.
 
... I'm going to have to... I can't believe Im saying this...

I'm going to have to ditch all my building mods and blueprints and start a new game to see what I can build using just this mod.

I hate/love you guys.

ps I'll probably keep my vault 88 specific pieces COLD DEAD FINGERS
 
The closest I can come to describing the sheer number of things in the toolset would be to tell you to meditate on how it would be if homemaker and ocdecorator had a love child that was raised by sim settlements...

On that note, how nicely does Project Blueprint play with Homemaker? Is having both installed at once going to bork anything or will there just be some possible menu redundancies?
 
Seems much more stable so far, though oddly I lost all of the cot mattresses in Red Rocket. Also looks like the sleeping bag in the car lean-to has gone missing post patch as well. Doesn't seem as though immersion breaker does anything nor did refreshing the city.
 
On that note, how nicely does Project Blueprint play with Homemaker? Is having both installed at once going to bork anything or will there just be some possible menu redundancies?
Anything that works with Sim Settlements main mod should work with Project Blueprint.

After all, everything you see in RotC is made with it (and the RotC xpac only contains the blue prints, all the functionality is in the main mod). The Project Blueprint only uses objects from the vanilla game files (including some dlc stuff). The team that built the settlements for RotC ran wild in the FO4 world, used console commands to ID cool stuff to build with, noted them down in a massive excel sheet, and then Kinggath made those objects build-able (edited - KG did stuff that I have little knowledge about).

You really really should have Settlement Menu Manager installed for this.
 
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Seems much more stable so far, though oddly I lost all of the cot mattresses in Red Rocket. Also looks like the sleeping bag in the car lean-to has gone missing post patch as well. Doesn't seem as though immersion breaker does anything nor did refreshing the city.
That's very strange. If you want to post a bug report on that, the team can look into it.
 
adding snap points

That's one thing I did not do - that's probably a 200 hour project... Since we used automation to generate most of the tool, it's definitely got some quirks - but the pool of items is crazy huge!

Settlement Menu Manager is actually required to use the Project Blueprint mods, none of the items will show up with out it.
 
That's one thing I did not do - that's probably a 200 hour project... Since we used automation to generate most of the tool, it's definitely got some quirks - but the pool of items is crazy huge!

Settlement Menu Manager is actually required to use the Project Blueprint mods, none of the items will show up with out it.

Just took a look and I'm feeling pretty overwhelmed by the amount of stuff there is there. Wow!
 
Does it fix the CTDs? The answer is it depends on how much other stuff you've loaded and unloaded in that save, how many footprints are left in the sand and what conflicts remain in your load order.
Texture mods? Weapons and Armor Mods? Load and unload a few added settlement mods? Conquest?

I knew it didn't fix the CTD; I was just ribbing him a little. :grin

That said I am interested in trying to make my own plans. I think it's great to have the tools to do that.
 
Instant question, I assume that if I wish to build a city with the All Settlements Expanded mod as a dependency that I will need to make a crap baseline as the settlement borders now encompass a larger area?

edit: Ok, I just read a little further in the pdf and the answer is yes, too much of a hurry! Garrrh!
 
Instant question, I assume that if I wish to build a city with the All Settlements Expanded mod as a dependency that I will need to make a crap baseline as the settlement borders now encompass a larger area?
Yes, it even says that in the tutorial PDFs I read last night.
 
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