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Compacted City Plans

Thanks! I will test with only these mods active:
MZgu9cL.png

Unless you see something you would recommend disabling.

And I've just noticed while loading the save file, the DLC settlements aren't unlocked, you might wanna create a save with them unlocked as well to speed up testing for those locations, since some of them require quests to be completed and I guess not everyone knows how to complete them via console commands.
 
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I'm guessing it's V88 that's not unlocked as FH are definetly unlocked?
Sorry about that, I'll get it unlocked once I get a chance.

Actually now that I think about it the quest to FH has to be done but the settlements are unlocked once you get there, except for visitors centre but that can be unlocked by command.
I'll complete these and update the save later today.
 
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Alright, so I checked the Vault 88 plan with the savegame provided and only the mods listed above and the barricade still didn't spawn, neither at level 0 nor at 1 or 2 (haven't upgraded to 3 yet).

By the way, is the console command for upgrading a city plan to the next level usable in a regular game without negative consequences? I remember being told that that the command for forcing a plot to upgrade for testing purposes was not recommended to be used for regular gameplay, so I was wondering if the same is true for the command for upgrading city plans.
 
That cmd is fine to use anytime, as is the one for plots.
Just make sure you refresh the cell between upgrades though, for both testing and gameplay. Otherwise you will get leftovers from each level causing problems.
 
Just make sure you refresh the cell between upgrades though, for both testing and gameplay. Otherwise you will get leftovers from each level causing problems.
Just to be sure, do you mean unloading the cell by fast traveling somewhere else or do you really mean waiting 30 days for a full cell refresh?
 
This is a first, did a complete new game/Vortex/f4se install. (So no funky stuff happening from me poking around in CK vanilla forms.)

New game and did Jammer's initial jobs and on the first attack to take an Outpost I decided upon Red Rocket. After taking RR and Jammer saying build the War Planners desk I opened my pipboy and ran the SS install tape before building the War desk. Installed SS and went over my settings in MCM (just to ensure the settings remained the same as when I set them back in Pre-War Sanctuary during the Conqueror set-up).
Exited the pipboy and seconds after my game client froze up entirely. Had to pull up taskman and kill Fallout process.

The only fishy thing I can find is:
(tried to find formID 0001b277 in CK with SS loaded/active but no luck)

ACTIVESCRIPT (TERMINATED)
WARNING: SCRIPT TERMINATED!
This thread has been terminated and all of its instructions erased.

Attachment ID: 0000000000000000

Attachment element: not found

This thread doesn't seem to be attached to an instance.

No owner was identified.

ID: 0001b277
Type: 00
Version: 4.1
Unknown (var): NULL
Flag: 00000000
Unknown1 (byte): 00
Unknown2 (int): 00000000
Unknown3 (byte): 00
Unknown4 (struct): null
Unknown5 (byte): absent


UPDATE:
It is looking like it is one of my personal mods I made possibly causing the issue.
 
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Just updated the file on Nexus again with the remaining plans for County Crossing, Finch Farm, Graygarden, Hangman's Alley, Kingsport Lighthouse, Outpost Zimonja, Red Rocket, The Slog, and Somerville Place.

It's looking pretty good so far as we haven't had any reports I couldn't resolve!



Couple additional details:

If this last batch goes well and no one finds the sky falling from these, I'll run the process on the Contest Entries mod. That will obviously take a lot longer to test as there are so many plans in it.

If that one goes through and we can get some verification that none are crashing, that will be enough of a greenlight for me to make this process our standard and push it out as an update to all of our CPs.


RE: Wall Busters

One of the downsides of this process, is that it will make Wall Busters far less useful, as once things are compacted into single objects, those can longer poke holes. To still give those a place, without sacrificing the benefits that come from this process, I'm considering excluding the Junk walls, both from the vanilla game, and those giant raider size ones that are buildable via Project Blueprint, from the compacting process so that at least those will always be destructible.

If any of you are avid Wall Buster users, let me know of any other pieces you think are a must to be added to the exceptions. Keeping in mind that interactive objects can never be compacted, so things like doors and gates will remain destructible anyway.
 
@kinggath
I just noticed that the compacted plans for Red Rocket, the Slog, the Castle and Sommerville are named differently to the regular complex city plans, so people trying to overwrite them will have those plans doubled in their loadorder.

I assume this was an oversight and not intentional, right?

It's looking pretty good so far as we haven't had any reports I couldn't resolve!
Does that mean the issue I reported with Vault 88 is among the things that got fixed? Just asking if I should do another refresh for that plan or not :)
 
The plan names were changed intentionally to make it easier to recognize you are using the Compacted. These are not release candidate plans, they are early access at best.

Any missing items are likely a result of me building the compacted plans from a different set of blueprints. Unfortunately, so many hands have touched the project, that I've become a little disorganized with which are which. If there are any massive problems, such as large missing swathes of items, or considerable design differences, I will rebuild the blueprints from the RotC implemented City Plans - but otherwise am just going to accept a few small differences post compacting.

It won't have any effect on people who have already built the plans in their save, it will just be a slightly different design on people who use the designs after we roll this out proper.
 
The plan names were changed intentionally to make it easier to recognize you are using the Compacted. These are not release candidate plans, they are early access at best.
Gotcha, well I renamed them to the old ones anyway, since I use Mod Organizer 2 and installed the compacted mods into a separate mod folder to be able to switch back in case of issues. That is how I noticed the different names in the first place, since Mo showed me 4 plans that weren't overwritten ^^.

Any missing items are likely a result of me building the compacted plans from a different set of blueprints. Unfortunately, so many hands have touched the project, that I've become a little disorganized with which are which. If there are any massive problems, such as large missing swathes of items, or considerable design differences, I will rebuild the blueprints from the RotC implemented City Plans - but otherwise am just going to accept a few small differences post compacting.
Alright, no big deal, was just curious :)

It won't have any effect on people who have already built the plans in their save, it will just be a slightly different design on people who use the designs after we roll this out proper.
Well I assume many people who already use RotC would refresh their settlements to profit from the increased performance/reduced script load, I certainly am, but again, it isn't a big deal to have slightly changed city plans.
 
Alright, I've just finished testing the compacted plan for Hangman's Alley and it has some issues at all levels. All Screenshots were taken after waiting for the "finished upgrading" /"recalculating finished" message and waiting an additonal few minutes for the cleanup script to do its job.

I used the savegame provided by Phil_T_Casual and only used the mods in the screenshot I posted a few posts above. I fast traveled away from the settlement between each city level upgrade as instructed.
QMktuut.jpg

Floating board in the lower middle, floating floor piece upper middle and missalligned wall piece center left.
uhJtJkE.jpg

Additional floating board center middle, floating wall + metal shelf middle left, pathway blocking wall piece right between the other two.
bmj9VLp.jpg

Metal Wall partially stuck within building, center upper half.
fZzGlhk.jpg

Floating ammunition box center left. Might have been there in level 0 as well, just noticed it at level 1.
WDpBADb.jpg

The wooden floor facing the opposite wall is spawned in twice and flickers incessantly as a result.
Outside view of the room in question:
Kqw6BCg.jpg

3NCSB20.jpg

Not specific to a certain level, but I noticed that all barrels don't play their flame animations and also don't produce any light, the light glow is there at first, but it disappears randomly after a while and the animations never play. Fast traveling away and back returns the glow (for a while), but animations still don't play, exception was the cooking station which produces light and has animated fire.
This issue seems not limited to Hangman's Alley but all settlements so far, I only noticed this recently though and haven't checked thoroughly for it everywhere yet.

In addition, the placement issues from level 0 were also present in level 1.
zYYu2r8.jpg

Floating yellow knobs left and right of the console in the centre.
LuWatIc.jpg

Floating wall and metal shelf are gone at level 2, but the wall blocking the path is still there.
ER9c5eB.jpg

Metal wall partially stuck in building is gone at level 2 as well.
QvjvnXy.jpg

Wall blocking path still present at level 3.
4umknzC.jpg

Floating board also still present at level 3.
yYdvLv0.jpg

Other floating board also still present at level 3.
 
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Done testing Warwick Homestead and aside from two minor placement errors at level 1 I didn't see anything out of order. However, I did notice the same issue with the barrels I mentioned for Hangman's Alley, the fire is frozen inside and the lighting around the barrels is missing.
k6VCtz5.jpg

Floating ladder on the roof at level 1. Gets removed at level 2 and beyond.
CFSXAZm.jpg

Floating pipes at level 1, gets fixed at level 2 as they no longer float but are attached to the roof.
I've also tested Covenant levels 0 to 3 and found a few small things.
foMZklv.jpg
Chair blocks ladder, level 0 and up including level 3.
NdJe0X8.jpg

Two doors are spawned at the house left of the big tree, when looking from the entrance, at level 1 and up.
0CMsz7w.jpg

Two chairs clipping into each other at level 2, also blocking the Power Armor station.
pSgm6GM.jpg

City Planner's Desk spawned inside table in mayor's house, also there is a second City Planner's Desk in the room behind the door seen on the right side of the picture, which clips inside a bathtub as can be seen here:
nUbpp1g.jpg

0LitUaC.jpg

Two doors are spawned at the mayor's house at level 3.
2vBerNK.jpg

Part of the wall is missing at level 3, was there at level 2.
A curious observation with Covenant was that the barrels DO play animations, except the one that comes with the weapon store plot "Death's Head", which doesn't play animations on the barrel as well as the lamp it comes with. However, they still are missing their lighting or it disappears after the cleanup script is done after a city upgrade.

Update.
Added level 3 of Covenant, will add more as time goes on.
 
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Done testing Oberland Station and Abernathy Farm, Oberland has no placement issues to report, but I noticed the same issue with lighting around barrels and oil lamps as in the other settlements, same for Abernathy Farm. I also noticed that some of the lamps don't give off light until I fast travel away and back, this was after waiting 5+ minutes after the message "finished recalculating build limit" was shown and wasn't exclusive to Oberland Station but happened to random lights in other settlements as well.

Abernathy Farm has some placement issues though.
a1KQ4Gm.jpg

Floating floorboard at the barn, does persist all the way up to level 3 and doesn't go away at 3 either.
6IuU6uj.jpg

Floating wooden wall piece and concrete block halfway between the main building and the barn, left side, goes away after level 0.
1D93iuD.jpg

Floating clutter items at the main building, back of the building, floor level, persists until level 2, level 3 it gets removed or covered up by a large object that gets placed there.
jL7D7GU.jpg

Floating shelf in front of main building, goes away at level 1.
1vfiXHT.jpg

Floating picture frame at the back of the main building, doesn't go away at higher levels and persists all the way up to 3.
Level 1 has no new issues.
qXwtIdi.jpg

Entrance to the shop is blocked by the counter.
Dh52d6g.jpg

Some heavy glitching going on with the yellow apparatus, seems like it is spawned in twice.
lGT6dGc.jpg

Floating plant and steel beam middle between main building and barn.
wlq0y2Q.jpg

Floating wooden post and floating steel beam in front of the barn.
4LF6aW6.jpg

Floating teddybear, barn first floor.
VEItyxv.jpg

Floating wooden wall piece and plaque in front of the barn.
BMFLazY.jpg

Floating steel beam halfway between main building and the barn.
8DPaqKe.jpg

Shop access still blocked by the counter and now also the garage door is clipping into it.
EZXOZE5.jpg

Turret spawned inside trailer.
 
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Done testing Bunker Hill and County Crossing, only minor issues for Bunker Hill and one single one for County Crossing.

YeoTQRQ.jpg

Mattress doesn't get removed and glitches into desk, on higher city levels additional clutter gets placed inside the matress. This persists through all levels.
Level 1 has no new issues.
cgspMEg.jpg

Sleeping bag doesn't get removed inside the room next to the bar/hotel and a washing machine glitches into it, persists into level 3.
zJOM9Ai.jpg

Three doors stuck into each other on the roof of the main building, gets removed at level 3.
AOA4sw4.jpg

Chair stuck inside construct inside the obelisk, persists into level 3.
QwSOGWj.jpg

Medical stretcher stuck inside wall of building left of the main entrance.

County Crossing levels 0-2 no issues.
GozrGno.jpg
Shelf and instruments stuck inside each other.

Before I do any more testing though, is this information useful and reaches the people in charge of fixing this? I'm just asking since there hasn't been much response so far and I don't wanna waste my time if it isn't useful.
 
TBH I didn't have much time to look into it.

But, I can say something: the script should not affect doors or furniture, or anything else which is not static. That's probably an issue with the CP itself...

Now the placement problems with some of Phil's plans where everything ends up just everywhere, that looks like a math problem, and I'm not sure where it happens and how to even figure out what exactly is going wrong... Or, why it works for most other stuff
 
It is absolutely useful @El Rizzo
Your reports are being read and appreciated. Everything you have reported so far has been minor, you will see a lot of responses if you find something major.
 
It's Nordhagen beach at L0, from the contest city plan pack, the plan is designed by me.
Look at the 4 containers in the middle, they are all upside down, along with most of the other containers in the air.
The static/layer they are all part of would be in the the correct position if rotated 180°
 
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