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I would like to ask for feedback on my Addon for Reboot

VersusXV

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| VFX Addon | Nuka World Settlement (Also relevant due to Conquerors!)
I have gotten some feedback on my addon and from continuing to play have also had gripes with it. So I want to recreate a new ESP for it and basically reboot the addon. What I have heard is that it needs to be feature complete and basically just work without issues/annoyances/problems. I had it in mind for a while but hearing from some of the authors around here really makes me want to proceed with it.

My main ideas for changes are these:
  1. Making it not require any other mods besides Sim Settlements & ideally not require DLC. Currently there are a lot of required files but I think it should be possible to make it using base game stuff with few or no differences in most cases. I've heard a lot that this is a big thing for people.
  2. Making Plots not have included foundation pieces anymore due to issues, which can be instead be an workshop mode addition to (Sim Settlements> Foundations) that's manually placed.
  3. Moving to a System of Branched Residential plots for Options/variants/etc, if you've used Wasteland Venturers V2/AIO you will have seen these with the Townhouse Metal & Townhouse Stone.
  4. Including all types of Plots: Thanks to @CptCOOTS I feel now is a good time to go through with trying to create plots for the types I have never yet attempted including Agricultural, Commercial, Recreational and possibly Industrial/Adv Industrial. His Twitch Stream will cover a lot of scary unknowns with doing the other plot types as well as Navmeshing.
  5. Miscellaneous improvements including custom NavCut/Navmeshing snap points for Interior plots: I will attempt to do decorate version of my own. I personally prefer the interior decorations of the other addons but I feel it may still be worthwhile due to the overall limit on total plot count.

#1 No Mod requirements:
I heard a lot about wishing there was not requirement for other mods like Snappy, Master Plan, etc & a bit about wishing for no DLC requirements. Currently it requires season pass, snappy and a lot of the Master Plan mods. I think at this point avoiding other mod requirements is probably doable, DLC requirements being a maybe at this time.

#2 Foundations:
Basically making the addon double as a Foundations Addon
Had a "You know what really grinds my gears" moment when placing plots on an elevated are(ie on top of a larger structure only to find clipping as a result and limiting my selection to plots that didn't have foundation pieces built in. Really annoying when I wanted to use my addon plot on an elevated surface but literally cannot because beneath the specific location is a walkway.
  • 2 foundation sets I used on my plots. I'm going to make it standalone. These will absolutely not be Activator form, only as buildable Statics that I'll look into setting up Snap Points just like Kinggath's 2x2 Concrete Foundation pieces & Terraformer Blocks.
pLTSxu8.png

  • Demonstrates how they should easily align in an adjacent manner, which means working well when placed 512 units apart on X or Y axis relative to other pieces.
LSiztee.png

  • Demonstrates alignment method. Best way to avoid issues as far as I can tell is basing it off of Concrete 2x2. Hoping to follow template to allow easy use in a City Plan.
ylbM5sE.png

If it's annoying I can make smaller images or edit it back to just links.
The difficult thing here is that I perceive that a Script is going to be needed, (possibly an advanced one?) in order for seamless & problem free addition & removal of the mod without losing part of your build menu. I think Kraggle's Structures & Captain Coots' addon are the only examples that do this. Have not uninstalled Cpt Coots addon mid playthrough but have done it on Kraggle's to switch to ESL or ESP and how he has it is literally problem free, meaning I didn't lose structure when upgrading version(he moved it to a top level Kraggles menu) or uninstalling. You can even have 2 of the menu appear, like when I accidentally loaded both ESP & ESL. I would also like navmeshing and snap points on the foundation pieces so they can function just like Concrete 2x2 foundation for very easy placement of plots and snapping multiple of them together or with stairs. Extra: I might look into what foundations were built into other Addons I love such as Industrial City, to help make it easy for the authors of the addons to make No Foundations versions. I might look into mesh edits for cases like short versions of the foundations though 3DS Max is pretty difficult to work with, the benefit might not be significant for most users and it will mean an increase in the file size(A big issue on the Xbox One due to 2GB Limit!).

I would like any suggestion for foundation pieces to include here as I'd like my addong to double as an AIO problem free custom Foundations. I'm thinking about Brick / Concrete Rubble & Trash Terraformers though I don't know if these will happen as I imagine custom textures work will be required. Cpt COOTs will cover some retextures work in his tutorial series so I will try to do Terraformers but will call it a maybe, since it likely won't be exactly comparable.

#3 Branching Plots System:
unknown.png

#3 Branching Plots System: As someone who uses pretty much every addon there is except the Horizon one because I don't use Horizon or play survival I do notice delay on build plan select due to there being over 100 options for Residential and probably over 100 for the rest combined. I would like to avoid cluttering Build Plan selection menu. Basically it would call for only 2 dynamic build plans, whereby I would distribute either all of my house buildings between them or just those that make sense(mostly applying for Simple)

VFX Variety Houses - Simple: Designed to work basically anywhere in any CP, anywhere a 2 story house can go. The upgrades will give some different options but player can leave it to automatic upgrades. Idea is pretty much summed up by the famous words "It Just Works" by the one and only Todd Howard. I feel that 2 story are okay given that Base Sim Settlements includes 2 story plots such as Max Shack, Raised Shack, Metal Prefabs, Sofa King, etc including in the random plot rotation. Most addons do the same as well. Personally when working on a settlement I accept that I might have to change the build plan, maybe even play around with it a bit or choose an Interior Plot instead if I am designating an area for my plot where only 1 story buildings will fit(300 or less in vertical space).​
VFX Variety Houses - Custom: 3/4 story buildings like are currently there. This would be manual selection only, it wouldn't appear in random plot rotation. Ideally it would contain every level 2 & level 3 house I make, it would be up to the player to know what they're like and if it makes sense or not.​


I am not sure exactly what precise form this would take beyond the above but oftentimes I usually only get natural ideas for Level 3 and Level 2. So it might be like: Level 1 always is the same or is random from a few pretty similar brick houses. For those who like the current Level 0/1's, I would have them still exist but be manual selection only and banned by default so as to not clutter the build plan selection menu. For the normal Build Plan Selection I am thinking of doing possibly 2 main options for houses: VFX Houses Simple, VFX Houses Custom.

#4 Including all types of Plots:
It certainly does not feel feature complete without making use of all of the plot types, though things are more complicated for Industrial plots, Advanced Industrial plots and Commercial Plots that may sell customized items. In particular Cpt Coots' stream covering creation of one of each encourages me that I by following I can be sure to include all expected features. I think what would be most disappointing would be including Industrial/Advanced Industrial/Commercial plots that don't behave as expected.

#5 Miscellaneous improvements including custom NavCut/Navmeshing snap points for Interior plots: A lot of the difficult things I'd like to look into actually doing, now that I have been through experience of doing basic addon.


I would really like some feedback on the above ideas &/or
any plot ideas for consideration! I'm also interested in suggestions for Foundations
 
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I'm going to add a bit about the plan for Xbox One's versioning/updates in the (hopefully not distant) future.

For Xbox I'm just going to say V1/V2/V3/etc. I am thinking I will use separate pages for the Xbox users so that they can select according the size they've got available/are willing to spend on this.

Starter V1 : Only what's there currently, 10mb size. Will update only to resolve issues on the existing plots. Plan is for Nothing to increase the size.
Future V2: Likely 8-10 plots in total including the V1, aiming for size of about 20mb. Updates would be only to resolve issues on the existing plots.
Farther Future V3: I'll begin to worry less about size, this will be the "XL" version. This version I might just add to perhaps.

Just wanted to explain it clearly since the 2GB limit is such an issue on Xbox One

Order of operations will be as follows:
(Currently):
  • Creating Foundation pieces
  • Recreate existing plots without mod requirements and at least trying to avoid DLC requirements
Future(any order)
  • Investigate creation of branching Residential plots, plan for Simple/Custom system
  • Creation of other plot types for Agricultural, Commercial & Recreational. Industrial & Adv Industrial will be called Maybes for now since I don't have exact ideas for them in mind.

Current plot concept for Brainstorming:

The Church of CD Projekt RED(/Witcher/Cyberpunk)​
I feel that alongside Bethesda, CDPR are the kings of RPGs so I would really like to create a shrine to CDPR. The Witcher 3: Wild Hunt, alongside Fallout 4 really helped renew my interest in gaming. I'm not sure exactly how I would do it but it's definitely the first thing that comes to mind when I think about Recreation Plots which are something that brings happiness.
 
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All of the pieces I made so far though the diamond city exterior themed one will need mesh edit to flatten it out, in order to avoid clipping for plots placed on it.
vZUcSTC.png

BOS one fit like puzzle piece, & slight vertical offset between pieces avoids any of the lame shimmering effect.
xd7igFT.png

EezDOMb.png
Going to possibly try some wild experimentation with these, if some are deemed useless they may be removed. I plan to ask Cpt COOTS about how to script in these into the build menu, so I'll need a fair set of them. I really want problem free install/uninstall with no lost menus. Since oftentimes for troubleshooting we need to disable mods.

I'm not sure what the end goal will be with these but I tend to be grumpy about stuff so probably it'll fall into place naturally. I don't know maybe a dozen to 2 dozen may be fair estimate for these. I would like there to be enough to justify using the addon for those even if not super into the buildings I make and for the implementation on both sides to make things work smoothly enough that it isn't a problem to have the addon serve both purposes.

After observing importance of Draw Count/Build Limit Gauge in the contest I want to do minimalist ones, second pic should do fine anyways as they'll be Combined Statics. I think this can be helpful for City Plan Contest, in particular if difficult location gets chosen. Stuff like Country Crossing, I never seem to get any good ideas for.

Yellow text!! aaaaaaaah!
hehehehe
View attachment 2772
Should I change it? Oh right I always use Dark theme on like every site possible so maybe not great for those who use light theme. My chrome theme also the same too.

I'll edit them to green for now. @woodfuzzy Is that better? Would hate if people would just go too bright couldn't read. Would be best to form a good plan.

Getting with the times!
I know right? This is exactly why I want to go through the trouble of making my Sim Settlements Addon double as a Foundations Addon. No one should be using activator based foundations, since the core Sim Settlements mod has stopped using them and they're only for Legacy Support.
 
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Making it not require any other mods besides Sim Settlements & ideally not require DLC. Currently there are a lot of required files but I think it should be possible to make it using base game stuff with few or no differences in most cases. I've heard a lot that this is a big thing for people.
It's been 3 years. People should have the DLC by now. No, XBOX isn't a valid excuse in my opinion.

Moving to a System of Branched Residential plots for Options/variants/etc, if you've used Wasteland Venturers V2/AIO you will have seen these with the Townhouse Metal & Townhouse Stone.
I hate this idea with a passion. The support for branching plots in a City Plan is non-existent. I need to make signage for each Industrial Revolution plot I build. I am never ever going to do it for a housing plot, and actively avoid placing branching non-IR plots in city plans.

Non-city plan designers however may like this idea. I am not that use case.

Including all types of Plots: Thanks to @CptCOOTS I feel now is a good time to go through with trying to create plots for the types I have never yet attempted including Agricultural, Commercial, Recreational and possibly Industrial/Adv Industrial. His Twitch Stream will cover a lot of scary unknowns with doing the other plot types as well as Navmeshing.
More options are always welcome. If you do make unusual Agriculture plots, please for the love of $DEITY, make sure it puts the items it makes into the workbench too!
 
More options are always welcome. If you do make unusual Agriculture plots, please for the love of $DEITY, make sure it puts the items it makes into the workbench too!
I didn't know Agricultural added stuff to the workbench. Will try to do so, as long as it isn't overly hard to do. Probably is just an option on the build plan menu though.

hate this idea with a passion. The support for branching plots in a City Plan is non-existent. I need to make signage for each Industrial Revolution plot I build. I am never ever going to do it for a housing plot, and actively avoid placing branching non-IR plots in city plans.

Non-city plan designers however may like this idea. I am not that use case.
It does not work for Residential plots like Townhouse Metal/Stone, for you too? Though I was kind of thinking for the Simple version, it maybe wouldn't even be a branching plot but just be random anything out of the buildings I make. Random for each level but not more than 2 stories. And of course no foundations as those are going to be separately placed as added customs(Or foundation just not placed at all, if that is preferred or is functionally better for a situation).

Would it be bad if the Variety Houses Custom branched plan is there but is both hidden & banned by default? It would be a banned plan by default meaning never seen unless the player specifically goes to the banned plan drawer in the City Planner's Desk to unban it, like not even in manual build plan selection.

Non-city plan designers however may like this idea. I am not that use case.
The whole idea was to make 2 dynamic build plans for this reason, to support both use cases. With the Simple version the whole idea would be that it should Just Work including City Plan usage case. Complex would be tucked away by default, so as to never be a problem for City Plans. These are also things that would probably only potentially enter the picture when there's 10 or so houses in the addon.

For Simple the most it would have(and reason why initially grouped in the image as a "Branched Plan") is that some personalization options might be included but base structure would remain the same. All I had in mind for the (possible)Simple plan branches would be to have decorated version and non decorated version which would be for use with Interior plots. If it would avert issues I could try to make the branch be unlockable. If however it 100% won't work for city plans then Simple would be shelved idea for now and likely would be a randomized plot without branched plan options. Maybe Simple would be a cancelled idea in this case, since I wanted the ability to make changes from at the ASAM Sensor.

From the sounds of things, I will go make Suggestion about support for branching house plans and the "VFX Variety Houses - Simple:" will hinge upon this. Kinggath said it's a potential future plan to for Adv Industrial plots in a City Plan to lock until player has fulfilled unlock conditions. Then I assume it would progress as normal, with preselected upgrade path fitting the designer's choice. Branched housing plots might be a good suggestion since it doesn't have unlock conditions coming into play. From testing I found branched plots to work if the importing player character has built each stage the plot took on at some before on their save. If any have not been built then it selects a random Adv Industrial level 1. For the townhouses it seems to be the same, though it gets confusing because the player needs to have built the exact level 1, exact level 2("Player Bed"/5-bed plus the color & all) & exact level 3. Or else it will pick a random level 1 house & not use WV2 Townhouse, which could be counterintuitive to players as the Townhouses don't have any special unlock conditions like the Industrial Revolution plots do. I think I did try making my test blueprint's Designer choice be Level 1 Townhouse Metal, but I still had to have built Townhouse Metal before on the importing characters save otherwise it'll be randomized. Then I just decided not to use it, though I did assume I may have been doing something wrong.

Really good feedback though, I definitely won't make the branched ideas ever be the defaults(unless perhaps full support for branched plots in City Plans & any other feature that is needed to avoid problems do get added) and will reconsider how to do them. I think a lot is missing if an addon cannot be used by City Plan makers. With contest CP I experience difficulties trying to use my addon's plots due to stuff like the foundations so it helps convince me that change is needed.

It's been 3 years. People should have the DLC by now. No, XBOX isn't a valid excuse in my opinion.
True. And it does go on sale a lot IIRC.
 
I didn't know Agricultural added stuff to the workbench. Will try to do so, as long as it isn't overly hard to do. Probably is just an option on the build plan menu though.
For special crops, you'll need to make some changes. I'd look at the Happy Plots in WV, and the Farms in AAF for special stuff.

It does not work for Residential plots like Townhouse Metal/Stone, for you too?
As per Kinggath, the City Plan system and RotC does not support the branching plot system, and will only ever build the Level 1 plot.

Personally, I don't care if there are 200+ plans in the list. I only care about specific plots when planing a city, and even then, I often let externals go random until something nice appears. But branching plots - well, I can't force eg @CptCOOTS addon to put the Minuteman bunker down, or @Tinuvia addon to put one of the multiple bed townhouses down. I get stuck with level 1 - and I hate making signs for advanced industrial. I never want to make it for other plots. @mytigio has some awesome martial plots that I can't use in plans, because I don't think I can get them to unlock in order on a players game.

At the end though - I want you to build it the way you want to. I have a specific frustration as a city plan designer, that other users may not have.
 
What would you guys think if future plot might be less lore friendly or different in terms of theme?

For special crops, you'll need to make some changes. I'd look at the Happy Plots in WV, and the Farms in AAF for special stuff.
Great to know thanks, though so far I think I might just do standard at first.

I get stuck with level 1 - and I hate making signs for advanced industrial
Does it give you the Level 1 version of what you wanted, like if you had a Nuclear plot it gives Iron Mine but does random upgrades, or just does total random(could be any level 1 Adv Industrial)? When I test I got random anything but could have been something I did incorrectly.
 
I'm also interested in suggestions for Foundations
Since you asked for them!

I'd really appreciate some foundations that cover applications that aren't represented in the vanilla game. There's already lots of solid concrete blocks, especially with DLC. But there's only 1 Stilted Foundation (in the wood/shack tab). Alternate stilted foundations (like the brick one you have in the screenshot provided) would be great. Other stilted suggestions:
  • Something based on the girder and grate construction you find outside the Corvega Assembly Plant would be especially cool (I've been wanting to be able to build that stuff since I first saw it).
  • Maybe something more solid, based around the pylons/docks in Boston.
  • Something junkier, more akin to the shack bridge in the wood misc. tab.
  • A platform on concrete pylons.
I'd also like more foundations intended to work with water ways. I think the 'jagged' concrete one in the screenshot you provided is based around an erosion resistant design. But I'm sure there are references around Bostons' waterways. Maybe use the stone wall texture from the walls by the river in Sanctuary for a foundation?

I also quite like the texture of the front porch/sidewalks in sanctuary. A larger block using that, or a similar texture would be nice. Make a nice contrast compared to the more bleached concrete blocks already provided in Vanilla/DLC.

Maybe something that mimics the foundations left after you scrap the ruined houses in Sanctuary (I think you may have one in the screenshot provided, but the washed out look makes it hard to tell).

Anyway, I hope that gives you some ideas to work from.
 
There's already lots of solid concrete blocks, especially with DLC
I'm cool with those if I can possibly make it so they optionally appear. Like so they just get excluded if player lacks the needed DLC, then they can use vanilla ones. Though I may just decide to use DLC stuff anyways for the custom foundations, been a while and Season Pass goes on sale often.

I'd really appreciate some foundations that cover applications that aren't represented in the vanilla game. There's already lots of solid concrete blocks, especially with DLC. But there's only 1 Stilted Foundation (in the wood/shack tab). Alternate stilted foundations (like the brick one you have in the screenshot provided) would be great. Other stilted suggestions:
  • Something based on the girder and grate construction you find outside the Corvega Assembly Plant would be especially cool (I've been wanting to be able to build that stuff since I first saw it).
  • Maybe something more solid, based around the pylons/docks in Boston.
  • Something junkier, more akin to the shack bridge in the wood misc. tab.
  • A platform on concrete pylons.
I'd also like more foundations intended to work with water ways. I think the 'jagged' concrete one in the screenshot you provided is based around an erosion resistant design. But I'm sure there are references around Bostons' waterways. Maybe use the stone wall texture from the walls by the river in Sanctuary for a foundation?
I love this feedback TBH. Exactly what I hoped for in terms of feedback on Custom Foundations!

Anyway, I hope that gives you some ideas to work from.
Fantastic! I will now have some great leads to find good stuff. Previously I felt frustrated when just browsing in the CK at random, this way I'll be able to get stuff done when I work on this!

I'll try to look into everything you mentioned for consideration to add them. Currently anxiously waiting for a new PSU to replace a dead one to arrive from online order. Estimated to arrive tomorrow, really hoping it does.
 
Currently anxiously waiting for a new PSU to replace a dead one to arrive from online order.
Ouch. That's no fun.

I'm in a similar boat as I'm waiting until I can afford to build an entire PC. But since I haven't been able to create anything at all yet, I don't have the previous experience to know what I'm missing out on.

One question occurred to me though; do you plan on making the foundations 1x1 squares for regular use as well, or just the precombined 2x2s?

I have ideas for other foundations, but they'd probably work better as 1x1s, rather than 2x2s. A stack of junk, including a dumpster that's been reinforced with other junk, for example, would work as a 1x1, but would look odd combined 4 times into a 2x2.
Something ontop of stacked tires, or tires as pylons, could be cool too.
 
I'm going to add a bit about the plan for Xbox One's versioning/updates in the (hopefully not distant) future.

For Xbox I'm just going to say V1/V2/V3/etc. I am thinking I will use separate pages for the Xbox users so that they can select according the size they've got available/are willing to spend on this.

Starter V1 : Only what's there currently, 10mb size. Will update only to resolve issues on the existing plots. Plan is for Nothing to increase the size.
Future V2: Likely 8-10 plots in total including the V1, aiming for size of about 20mb. Updates would be only to resolve issues on the existing plots.
Farther Future V3: I'll begin to worry less about size, this will be the "XL" version. This version I might just add to perhaps.

Just wanted to explain it clearly since the 2GB limit is such an issue on Xbox One

One question occurred to me though; do you plan on making the foundations 1x1 squares for regular use as well, or just the precombined 2x2s?
That's an interesting thing I never thought about TBH. One thing about it though is that there is the point that one of the things I really wanted were Snap Points for Sim Settlements plots. I find Concrete/Wood 2x2 & Terraformer blocks extremely useful for speeding up building. My personal style is to place the 2x2 pieces to outline where I want plots, then I build around & connecting them. I build the plots as the last thing besides finishing touches, unless I'm doing iterations like with my contest settlement in where I build up plots, then tear down all plots to make changes then repeat. Lighting for instance I leave for after since the plot lighting is what I'd go around.

It's extremely convenient to have plots snap ultra easily on these like a magnet.

I have ideas for other foundations, but they'd probably work better as 1x1s, rather than 2x2s. A stack of junk, including a dumpster that's been reinforced with other junk, for example, would work as a 1x1, but would look odd combined 4 times into a 2x2.
Something ontop of stacked tires, or tires as pylons, could be cool too.
I could perhaps mix n match for this on a 2x2 version. If I can figure out making sub-menu trees then I'd be pretty interested in doing 1x1. I'd have this set up for the build menu categories:
  • SimSettlements/Foundations/Theme01
  • SimSettlements/Foundations/Theme02
  • SimSettlements/Foundations/Theme03
  • SimSettlements/Foundations/Theme04
  • SimSettlements/Foundations/"1x1"/Theme01
  • SimSettlements/Foundations/"1x1"/Theme02
  • etc. instead of 100 in the menu, especially since I see on the discord a couple of others like Uituit are working on Terraformers too.

Ouch. That's no fun.
Indeed I'm pretty much stuck with whatever random programs work on this PC. I got an old version of Blender to work which is kind of cool. I'm looking at stuff like Python beginner resources. Forums have been pretty lively too so that's helped too.
 
So I made a new plot & set it up with randomized elements. Including randomized Stage Model. Right now I have it with 10 variants per level, only changes the color via Material Swap. 2 are placeholder for now because there aren't existing material swap but I think there's another brick retextures I might be able to find from searching again.

unknown.png


I am thinking about doing the same to my earlier plots. They would all be randomized in brick color. Later I might think about randomized wallpaper or simply choosing one to go with the brick color for each one. Seems like this stuff might be a good way to spice things up a little when working on it. Also I think I may like the idea of making randomized sets for clutter. Can be hard to decide what's best so may be easier to just pick some themes & have it be random too. I am thinking I may want to move away from the original idea of having the plots be empty & an Interior plot be placed inside.
 
VersusXV, I really want you to only do what YOU want to do! Saying that I want to be clear, I am not a fan of me having any opinion other than downloading and enjoying your creativity.

I enjoy the empty. No one else does that. I humbly suggest. Keep them empty no one else is in this mod space that makes SS-addons is doing that and it is original! I do love the interior plots to though, but with all the variety I like to choose the theme. I then also enjoy adding my own touches. Also, for performance reasons just letting the user add beds and their own stuff is also a good thing

So not so much from a suggestion perspective but an opinion. Just find a way to honestly remove this one statement. I feel this hurts your mod unnecessarily

upload_2018-12-2_19-54-4.png

That is it. At some level, I think folks just want to see their settlers sandbox and interact with the plot. Maybe just nav-mesh and a few idle markers that pull them in?

This is just one user opinion and a most selfish one at that! :bye
 
So not so much from a suggestion perspective but an opinion. Just find a way to honestly remove this one statement. I feel this hurts your mod unnecessarily

index.php


That is it. At some level, I think folks just want to see their settlers sandbox and interact with the plot. Maybe just nav-mesh and a few idle markers that pull them in?

This is just one user opinion and a most selfish one at that! :bye
Funny that, I actually did also just do NavMeshing & Obstacle meshes on all the plots. Only thing is it's highly difficult to actually test/refine so as to get it totally working so I might simply leave that part of the description unchanged for a while. Or might put "Settler Navigation: Possibly". It seems to work but I can't really tell. They're not stuck when inside the plot & seem to be able to move around as well as seeming to not walk into walls. Before, they never enter and if you force them with moveto/setpos they become stuck in place, they'll animate like they're walking/running but stay in place.

Ordering them(settler after using SetCommandState 1 or a companion) to move can be unresponsive or take longer but this isn't noticeable anymore if you force them to be hostile with SetAV BrainCondition -1 after giving them only melee. I do have navmesh on the stairs but it seems they are not able to tell if you're above or below them, they'll try to run to where you are but on 1st floor and melee there. It's like it doesn't account for Z positions of themselves and the target, except that in dungeons they do account for that. Could be a quirk related to navmesh on generated stuff though? It does make it really frustrating because I would like to have it just work as intended and be done right, I do feel big time annoyance when a dev is lazy/seems to not care so I don't like to leave it kind of sloppy. Unfortunately the navmesh is straightforward and very simplistic so I can't think of anything that can improve. It was basically identical to in the Builder's Toolkit PDF, just some more floors.

Maybe I'll put it to Yes and then simply welcome any suggestions/ideas that can improve it. After all, part of the idea is that it's also useful for cover/high ground for sniping.

I'll try adding in some markers too, kind of forgot about those.

I enjoy the empty. No one else does that. I humbly suggest. Keep them empty no one else is in this mod space that makes SS-addons is doing that and it is original! I do love the interior plots to though, but with all the variety I like to choose the theme. I then also enjoy adding my own touches. Also, for performance reasons just letting the user add beds and their own stuff is also a good thing
Good to know, I like that feedback and it's the same reasons I like it, why I originally did it that way. Mine are not super fancy so I like for them to be as lightweight as possible like maybe closer to Base Sim Settlements plots, so as to leave more room for the super deluxe plots. I tend to be really fond of using stuff like WV2 which are pretty tricked out but can be a little more demanding. My usual favorite job plots tend to be Advanced Industrial too. Always loved the aesthetic of having them together, it actually gives a steampunk kind of look reminiscent of Final Fantasy VII's towns or Final Fantasy VI's towns.

It's good, that does mean I can instead work on new stuff instead of going through & decorating. I had some doubts too about decorating the old ones since on my new plot the file size will increase a fair bit even with me having it so L0 & L1 will actually use the same StageModel but be differentiated by spawned items. File size would probably reach 50-80mb for the Xbox if I do this, instead of the 10mb it is right now & probably 20 with the new plot. I think I will just add random colors for them, since that won't increase file size. Though on the other hand it may be a "Nothing we can do about it" scenario, since there's that 64mb limit

Then someday I can eventually make it be both, when City Plans are able to support branched plots. I like to pick & choose but setting up as branched makes it not work for City Plan Designer's Choice. Iit will build random instead unless the player has build the very same plot and very same options at each level before, branched Residential technically have to be "unlocked" this way. I think it might be something to get fixed when sim settlements gets a re-coding but that's probably a ways out. Maybe I wait for that before passing through the old plots again, unless issues get reported?
 
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I see you have updated the add-on.

Will you be putting up pictures of the new foundations?
 
I'm trying some little changes, would it get annoying if I did little hotfixes with these? for instance with this I am trying to use Outfit Studio to kitbash stuff similar to how COOTS does. I'm making it so just the glass is a Spawned Item, the statics I couldn't SCOL before just had the glass deleted. So now they can be randomized instead of only black at L3 or being individually randomized which probably would look dumb if different colors selected.

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I kind of relate if anybody would find frequent tiny updates annoying.


I see you have updated the add-on.

Will you be putting up pictures of the new foundations?
Added some I had on hand. Also gotten a couple ideas about how I could make some stuff that fits my city plan I had, started thinking about it because the new color options fit better

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Am thinking of using this kind of setup as template for future images. Will do a few in 4K then a few sets of 1080p on a single 4K image.​

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Dang, those foundations are gorgeous!

Frequent upgrades are fine as far as I'm concerned.

The specific technical points you discussed went completely over my head.
 
If you're still interested in suggestions for foundations, I had another idea the other day.

Hybrid Foundations.
Basically a combination of different ones in a logical fashion. For example, two concrete foundations with two stilt type foundations. Useful for slopes where you'd be more likely to use the concrete when the slope is shallower, but more likely to use stilts as the space between the foundation and the sloped ground increases.

I know it's easy enough to build those with regular foundation pieces, but I believe the combined 2x2's you're making are more system resource efficient. I couldn't say if the resource savings would be worth the effort in making them though.

Edit: I'll add that I'd take frequent hotfixes/updates as a good sign the mod/addon is still supported.
 
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