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Tutorial Workshop Plus Blueprint Resource: Turret Towers and Heavy Guard Towers

Rylasasin

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I'm not sure where exactly this would go, as there's no "General" board for Workshop Plus and no "Resource" flair for this forum.

But I've created a transfer settlement blueprint that is designed to be a WSP Blueprint resource, for people to make blueprints out of. I use these in every settlement I can. The idea here is that you can import this settlement, create blueprints out of what you want, and then delete the objects when you're done.

The blueprint is for Sanctuary (due to ease of access. Almost everyone has easy access to Sanctuary right off the bat, plus it's big enough for most of these things.)

Workshop Plus Blueprint Resource: Turret Towers and Heavy Guard Towers.
 
OK. Time for another WetRats Wild-Assed Not-A-Modder Question:

While I 100% applaud what you've done here, the process is unfortunately cumbersome. (Despite your EXCELLENT instructions.)

Would it be possible to use the Furniture Store mechanism for complex objects like prefab guard towers? If so, could they have things like wiring and turrets?

@RayBo, @Whisper, @pra: What do y'all think?
 
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Those are beautiful.

Yes, WS+ does need an export/import system. I think that KG and the others are heavy-duty busy with other projects though.

@WetRats - if you mean putting foundations into the build menu, ouch! Those would be some huge-ass complicated .nif files. While several .nifs can be mashed together, @damanding said that the process can nearly drive you insane when it gets to complicated stuff.

I don't think you can get wires directly. You might be able to turn the entire .nif into some sort of a powered conduit on the whole, with a couple of built-in conduits for the player to snap wires to. I believe that @VersusXV has done quite a bit of work on that sort of thing, with his oversize plots.
 
I figured it was probably a pain in the butt.

Oh well.

Although I didn't so much mean foundations as adding other useful items besides furniture through the furniture store menu. Things like a turret stand, or a lean-to. Powering them and adding complex items like turrets was just me pushing the idea too far. (As usual.)
 
I thought about it myself. It would have been interesting to add options for standardized shacks with interior snap-points, perfect for several interior plots.

Three different base levels with four, six, eight spots for plots. Snap points on the roof, to snap another level on top. Go on up: one, two, three levels. Add the plots, doors, stairs, wireless power.

Then I remembered that placing 5+ of the large prefab shack would *chug* the crap outta my system. Damn it.

:nea
 
I figured it was probably a pain in the butt.

Oh well.

Although I didn't so much mean foundations as adding other useful items besides furniture through the furniture store menu. Things like a turret stand, or a lean-to. Powering them and adding complex items like turrets was just me pushing the idea too far. (As usual.)
It makes sense to me and I can clearly imagine the sorts of things they would be, but would pretty much for certain require Kinggath for it to be implemented. What this sounds like are basically automatic plots. They may or may not be upgradeable, it could be tied to city level or there could be something like a City Infrastructure Industrial Plot that acts as a host for these other plots with their levels being linked to it. These would be non assignable zones that when placed automatically create the relevant structure(similar to Level 0 on plots), this is necessary because large structures aren't reasonable for proper placement in WS mode so the zone would be a proxy and would build the relevant objects relative to it.

There would be a number of predefined sizes like α x ß (where α & ß each could be anywhere from 1 to 10 for fences or larger prefab structures), when creating ours in CK we would just choose the appropriate size then when in build menu we would see a zone showing the size for the prefab in question. Probably there would have to be a new menu added in Sim Settlements menu, a Set Pieces/Auto Plots category which would have its own submenus and a Default menu for any base mod ones that were added(others would make their own category to go beside Default), likely through PBP. If these could somehow be incorporated into City Plans it could allow for sections of the city plans to use a smaller number combined statics which could help optimization a lot. It would be much too intensive for old City Plans to be reworked into using this but it could be useful for new ones.

This would be a good candidate for Suggestions section for Sim Settlements. I might do so in a couple days, or you could add to what I have here and create the topic if you wanted.

Then I remembered that placing 5+ of the large prefab shack would *chug* the crap outta my system. Damn it.
Are the large prefab shacks a combined static or SCOL?

I thought about it myself. It would have been interesting to add options for standardized shacks with interior snap-points, perfect for several interior plots.

Three different base levels with four, six, eight spots for plots. Snap points on the roof, to snap another level on top. Go on up: one, two, three levels. Add the plots, doors, stairs, wireless power.
By editing the NIF after we create it in the CK, it is fully possible to do this. I did so already on VFX Addon.
 
Are the large prefab shacks a combined static or SCOL?
It’s the one in the base game, I don’t know what it is really. Since it’s a big single scrappable object then I tend to think a proper static/nif combo.

Whatever it is, tends to make my machine chug. While it’s not the greatest machine, it does make me wonder if the item is simply hugely complicated.
 
It’s the one in the base game, I don’t know what it is really. Since it’s a big single scrappable object then I tend to think a proper static/nif combo.

Whatever it is, tends to make my machine chug. While it’s not the greatest machine, it does make me wonder if the item is simply hugely complicated.

They are statics, not SCOLS, just checked in the CK. My first assumption is that this is the case so they can have all the snapping points they need, but that's just a WAG
 
Damn it. Now I want to see what actually happens with my idea for making prefab building levels with snap points. >_<
It is a very interesting concept. Especially since currently it seems if you want the largest city possible via Sim Settlements that the AI probably will become a bottleneck(perhaps script load but I think not, because Kinggath tends to use the most efficient methods possible) if you have say 50 or more Settlers. There could be a high potential for a no settler type of plot that is just infrastructure, set pieces or larger/complex decorations. This could allow precise placement of large set pieces and if it has linked Spawned Items those could be used for IsMarker objects containing snap points. For instance to go along with the aquatic plots we're seeing lately there could be an Island prefab, with IsMarker 2x2 snap points at designated areas on it.

It could look something like the sky isle mod though it's probably much larger than any Island prefab would be.
eFJDeFM.jpg


Other possibilities would include things just like what @Rylasasin mentioned in opening post.

It’s the one in the base game, I don’t know what it is really. Since it’s a big single scrappable object then I tend to think a proper static/nif combo.

Whatever it is, tends to make my machine chug. While it’s not the greatest machine, it does make me wonder if the item is simply hugely complicated.
As would I, but I would expect it to have much less impact on performance.

It seems unusual, since in the past I'd made some silly static nifs like 10-30mb IIRC and spawned 10 or so. Was curious if it'd let me or not. I don't think the differences in our PCs are that significant so I suspect there are likely some flaws with the base game's large prefab shack.
 
Alright. I have two other projects in mind - will get those done first. Then I’ll start exploring the concept of snappable prefabs.

One of the projects might have some bearing on blueprints for WS+. If kinggath wants to keep WS+ standalone for console users, he won’t be able to hook into F4SE for writing to disk. This may mean that a blueprint feature would have to be another mod using WS+ as a master, and be limited to PC-only.
 
If kinggath wants to keep WS+ standalone for console users, he won’t be able to hook into F4SE for writing to disk. This may mean that a blueprint feature would have to be another mod using WS+ as a master, and be limited to PC-only.
True. It is why I paused on updating my game, because Clipboard F4SE cannot work anymore on newer versions. Someone managed to revive it for the previous version by using cheat engine to find the new pointers but they said that the most recent version is substantially different meaning it isn't possible to do it this way. Apparently the changes in the most recent EXE are much more substantial than they've been in the past, I've noticed it too since some old F4SE mods that didn't need update before now had appeared to start causing crashes for me and removing them solved it for now.

Clipboard's code needs to be recompiled, which isn't possible because the original Clipboard author modified F4SE source so his modified source will be required to recompile it.

Alright. I have two other projects in mind - will get those done first. Then I’ll start exploring the concept of snappable prefabs.

One of the projects might have some bearing on blueprints for WS+.
I really look forward to it! A successor to Clipboard will be very popular, it would be the kind of thing I would likely vote for on File of the Month.
 
Yeah.

Heck, I guess I can beg to come back to the discord server. And I won't feel like I'm being a parasite 'cause of not having any inspiration at all with SimSettlements/Conquerer stuff.
 
Yeah.

Heck, I guess I can beg to come back to the discord server. And I won't feel like I'm being a parasite 'cause of not having any inspiration at all with SimSettlements/Conquerer stuff.
That would be great!
 
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