Poll Community Conqueror City Plan

Discussion in 'Conqueror General Forum (Chat Here)' started by Rudy, Jan 23, 2019.

?

Do you want to help?!

  1. I'll build a city!

    23.1%
  2. I'm your Mod Guru!

    7.7%
  3. I will download it

    92.3%
  4. Stop clogging the forums with your gibberish

    0 vote(s)
    0.0%
Multiple votes are allowed.
  1. Rudy

    Rudy Well-Known Member Community Rockstar

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    We have a volunteer to compile the mod for us (at least we did when this thread was first posted).
    I think we need to organize a bit and see if this is worth the time it will take.

    Let's make a list of the settlements we want to do and if it will be a Vassal or Outpost. I'm listing mine in the order of enthusiasm I have for them. If we get more takers willing to contribute, I'll start dropping mine off the bottom of the list; at least for the first release of the Add On. I'd like to get this out before 2020. :)
    Then we can look at the Add On packs that truly make the building plan work (separate post in this thread once we have the settlement list done).

    Initial:
    Abernathy Vassal: Rudy
    Taffington Outpost: Phil_T_Casual
    Starlight Outpost: Rudy
    Finch Farm Outpost: Rudy

    Round 2:
    Slog Vassal: Rudy

    Mods and Addons:
    Addon: Bloodmoon Raiders
    Addon: Mega Pack Year 1
     
    Last edited: Apr 14, 2019
  2. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    I'm currently working on 3 other settlements so for the moment I'll only commit to 1 for this.
    I will take Taffington as an outpost.
    The only addons I'll be using for anything I build for this are Bloodmoon Raiders and the Year one mega pack.
     
  3. Rudy

    Rudy Well-Known Member Community Rockstar

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    Updated the 'list' and am getting to work on finalizing Abernathy.
    @Phil_T_Casual what do you think about having the Addons in the Mod Description fall into like "Highly Recommended" and "Pretty" or "Designer's Choice" to help people decide if they want to install the additional Addon Pack or not?
    For example, there's an amazing Addon that has chain linked Raider residential plots. I intend on using that in my Starlight Outpost and want to encourage people to have that Addon. Yet, on the other hand, I like Altairps (sp?) Animal farm Addon but it's not as necessary as the chain linked one for the look of the settlement. Thoughts?
     
  4. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    The longer the list of addons/mods I see the less likely I am to install something.
    When I build a city plan I make a point of not giving an addon I like structural importance.
    Raider addon plots are totally fine, it's raider themed after all, other stuff not so much.

    Link to these Raider residential plots please?
     
  5. Rudy

    Rudy Well-Known Member Community Rockstar

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  6. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    That's pretty cool, will start using that meself.
     
    Rudy likes this.
  7. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    Have you used that addon much @Rudy ?

    I'm having a lot of trouble with textures.
    20190415013922_1.jpg
    20190415013914_1.jpg

    There's walls from all 3 levels appearing at each level.
    Refreshing the plot or the cell makes no difference.
     
  8. Rudy

    Rudy Well-Known Member Community Rockstar

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    I did not have that issue with my use in a Starlight build. It looks like you're missing the actual chain link fence textures. I'm not sure what to tell you. :(

    FYI: If you choose 1,2, or 3 levels in the plot, that many levels are built right away. They don't grow higher as the plot upgrades.
     
  9. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    Sorted it by selecting upgrade path, it was trying to add plots for both paths.

    Btw are we using DLC items for this?
     
  10. Rudy

    Rudy Well-Known Member Community Rockstar

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    My blueprint said far harbor if I recall correctly. There are raider spikes and tents in my workshop that are not replicated (that I am aware of) in Project Blueprint.
    I can double check tonight.
     
  11. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    Ok then so all dlc will be a requirement for this?
    Just checking.
     
  12. Rudy

    Rudy Well-Known Member Community Rockstar

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    yeah, I think all DLC will be required. The Barn and Warehouse workshop categories are too good to pass up. Plus, the Raiders workshop category (which shows the Nukaworld symbol in the game, but that's not listed below?!) has a lot of really cool stuff too.

    The list from the .json file from my latest Abernathy build has the following. Add in the one other mod (Raider Refugees; the one with the chain link houses) and that's my complete list. WVSimSAddon is Wasteland Ventures.
    The Raider Refugees is the only addon that I would list as "highly recommended". All the others are "pretty". None of them are actually required as Sim Settlements will just replace the missing designers choice plot with a random one from the player's available list.

    "plugins_required" :
    [
    "Fallout4.esm",
    "DLCWorkshop01.esm",
    "DLCCoast.esm",
    "SimSettlements.esm",
    "WVSimSAddon.esp",
    "SimSettlements_XPAC_Conqueror.esp",
    "SimSettlements_AddOnPack_Defences_Brae.esp",
    "JunkTown.esp",
    "ruined_simsettlement_addonpack.esp",
    "BloodMoonRaiders.esp",
    "Altairp's Animal Farm.esp"
     
  13. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    Cool.

    Anyway I'm finished Taffington....... 20190416030113_1.jpg 20190416020501_1.jpg 20190416020406_1.jpg 20190416020339_1.jpg 20190416015959_1.jpg 20190416020523_1.jpg 20190416015943_1.jpg 20190416032333_1.jpg
    Here the save/esp/esl
    It's up to you now man, do with it what you will.
     
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  14. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

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    Had a thought on this, when using a city plan it adds the amount of settlers to the amount of residential plots a settlement has when it upgrades, does it not?
    Using my Taffington build as an example, if you have 5 raiders left after assaulting Taffington then you add my plan which has residential plots for 11, the balance will be filled during the upgrade as it's a straight to L3 upgrade. Meaning you will have 5 radiers and 6 settlers.

    Am I right or wrong in this?
     
  15. Rudy

    Rudy Well-Known Member Community Rockstar

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    That is a smoking hot city plan!

    I don't know, to be honest. The number of work plots (not Residential) is used to determine the population a city plan can support as there can be any number of residential plots, including 0. That was my understanding from the City Plan Contest at least. Only 1 Residential plot was required for the city plans as 1 of each plot type was needed as a minimum requirement.
    I don't think that the number of surviving raiders and settlers have a bearing on what a city plan can support.
     
  16. NDCowdy

    NDCowdy Active Member Patreon Supporter

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    In my experience, the number of residences/ beds sets the population rather than jobs. In fact I'm chasing a problem at the moment where it may not even always be correctly counting non plot beds.
     
    Rudy likes this.

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