GeniuneEntropy
Member
- Messages
- 29
Hi all.
Brand new planner to the competition here with my first ever entry.
I have had a really fun time working on this over the Xmas break (recommend the old world radio Christmas channel mod). A very big thank you to Kinggath and all of you guys in this community for making settlements the most fun and interesting part of the game.
I may have gotten carried away with the build, followed the guidance provided by the competition holotape so hopefully I haven't done anything to disqualify myself.
On to my build:
I like a theme and using nearby construction materials, helps motivate me to finish a big project.
With a clean water supply secured and robo-farmed produce to hand, in the grand Bostonian tradition of Takashi of Diamond City power noodles and... um, Handy Eats of the General Atomics Galleria? (ok, maybe not so much that second one), the robots and residents of Graygarden are going into the restaurant and road-house business!
Features:
Walled compound (lots of highway scrap objects used) with produce-trader at entrance and a bit of wasteland advertising; a large ROBO-CHOW™ scrap-sculpture suspended from the highway greets visitors.
Two floor ROBO-CHOW™ restaurant with a restaurant/bar on level 1 and accommodation and a lounge on level 2 - as well as Albert, the ever watchful concierge on the front door.
"No shoes? No face? No Service!"
A fully renovated greenhouse using the latest developments in sim settlement indoor farming techniques. All planters and crop plants have been replaced with "not-workstation objects", meaning those robot farmers at least look like they're actually farming when they're busy ignoring the jobs you've assigned them too! (Small orchard out front of the restaurant has been replaced in the same way too)
A small scavenging station (city level 1) is built around the settlement bench and Mr Handy supplies, with a road-house bunk-room added on top later.
Upper level of highway used for utilities and heavier scavenging. Featuring a large scale windfarm and power substation, a large rain collector and water tank, as well as a large scavenging station to take advantage of the highways scrap-rich upper levels.
The mid level of the highway is given over to accommodations and facilities for the non-robotic residents of Graygarden; offering spectacular views and a small meeting area, with all the cosy comfort of knowing your shacks tin roof has a 5000 pound concrete slab protecting it from above and 50 foot drop separating it from the deathclaws below.
A modest but fully stocked player home featuring the player character crafting basics, a fancy power armor station that looks a bit extra (but I cant make it do anything special beyond looks at this stage), a player bed, decoration & storage, etc.
Walkways and catwalks that offer a patrol route around the entire compound, lots of hand crafted little details everywhere and probably about 20-30 hours of building fun (for me ;-D ).
Watch out Takashi's Power Noodles, ROBO-CHOW™ is gunning for your customers!!!
Build Stages/ City Progress:
Other notes:
- Assets are default or Sim Settlements only.
- Stuck to default [SS] plots for this one.
- All farming resource plots have been replaced with more efficient SS agri-plots and "decorative" plant assets that look like a farm but don't count as resources / can't be accidentally harvested and removed by the player (Mr handy's love idle-animating at these spots, so this allows that to continue without looking too silly and having a settlement with 30 separate mutfruit resources in it).
- I was very careful to 'Snap' all the walkways and stairs up to the highway levels before building up the supporting structures by hand. This is the best i could think to do for the lacklustre settler pathing AI, but highway builds are notorious for settler pathing issues.
- I spent a couple of hours building the scrap sculpture suspended from the highway over the entrance, and spent about 22 hours on a new save working on the entire settlement (with liberal mulled wine breaks sprinkled throughout).
- Some assets are console spawned and positioned, this can lead to some quirks that I have done my best to identify and remedy. Nothing that causes issues with the game itself, but things pulled in via the console can look strange used elsewhere - originally the restaurant was going to be another 'handy eats' but a couple of hours after spawning in and positioning the signs, I found the model had two more signs hovering in the air a quarter mile outside of the settlement as part of it, heh. Invented my own *new* brand of robo-eatery, and hand built my own signs.
SS Stats:
Lvl 3 : Food - 36 / Water - 32 / Power - 50 / Defence - 115
Population: 12 - 6 Robots (default), 5 Human/Ghoul Settlers, 1 Mayor.
Residential Plots: 6
Martial Plots: 3
Recreational Plots: 1
Commercial Plots: 1
Agricultural Plots: 3
Industrial Plots: 2
Non SS resources:
1 Restaurant (ROBO-CHOW™).
1 Bed (on old bus).
4 Beds in Road House.
ModList for building profile (only Vanilla and Sim Settlements assets used):
Level 0 - 3 Save's
Brand new planner to the competition here with my first ever entry.
I have had a really fun time working on this over the Xmas break (recommend the old world radio Christmas channel mod). A very big thank you to Kinggath and all of you guys in this community for making settlements the most fun and interesting part of the game.
I may have gotten carried away with the build, followed the guidance provided by the competition holotape so hopefully I haven't done anything to disqualify myself.
On to my build:
I like a theme and using nearby construction materials, helps motivate me to finish a big project.
With a clean water supply secured and robo-farmed produce to hand, in the grand Bostonian tradition of Takashi of Diamond City power noodles and... um, Handy Eats of the General Atomics Galleria? (ok, maybe not so much that second one), the robots and residents of Graygarden are going into the restaurant and road-house business!
Features:
Walled compound (lots of highway scrap objects used) with produce-trader at entrance and a bit of wasteland advertising; a large ROBO-CHOW™ scrap-sculpture suspended from the highway greets visitors.
Two floor ROBO-CHOW™ restaurant with a restaurant/bar on level 1 and accommodation and a lounge on level 2 - as well as Albert, the ever watchful concierge on the front door.
"No shoes? No face? No Service!"
A fully renovated greenhouse using the latest developments in sim settlement indoor farming techniques. All planters and crop plants have been replaced with "not-workstation objects", meaning those robot farmers at least look like they're actually farming when they're busy ignoring the jobs you've assigned them too! (Small orchard out front of the restaurant has been replaced in the same way too)
A small scavenging station (city level 1) is built around the settlement bench and Mr Handy supplies, with a road-house bunk-room added on top later.
Upper level of highway used for utilities and heavier scavenging. Featuring a large scale windfarm and power substation, a large rain collector and water tank, as well as a large scavenging station to take advantage of the highways scrap-rich upper levels.
The mid level of the highway is given over to accommodations and facilities for the non-robotic residents of Graygarden; offering spectacular views and a small meeting area, with all the cosy comfort of knowing your shacks tin roof has a 5000 pound concrete slab protecting it from above and 50 foot drop separating it from the deathclaws below.
A modest but fully stocked player home featuring the player character crafting basics, a fancy power armor station that looks a bit extra (but I cant make it do anything special beyond looks at this stage), a player bed, decoration & storage, etc.
Walkways and catwalks that offer a patrol route around the entire compound, lots of hand crafted little details everywhere and probably about 20-30 hours of building fun (for me ;-D ).
Watch out Takashi's Power Noodles, ROBO-CHOW™ is gunning for your customers!!!
Build Stages/ City Progress:
Level 0.
- Nearby water treatment plant secured by the player, reserve tank and pump built in Graygarden.
- Greenhouse and other farming updated/replaced with latest in cutting-edge sim settlement indoor farming tech!
- Construction begins on highway access ramps and windfarm.
- Player shack added.
Level 1.
- ROBO-CHOW™ restaurant construction begins.
- Front gate produce trader added.
- Compound walls and supporting structures begin construction.
- Rain catcher built on upper highway, more blades added to windfarm, Large scavenging station added to plunder relatively untouched upper highway.
- Foundations added to second level of highway.
- Player shack expands to Shed.
- Large scrap-sculpture construction begins.
Level 2.
- ROBO-CHOW™ & Lounge complete.
- Substation added to windfarm on upper highway.
- Compound wall complete.
- Plots added to residential area on lower highway.
- Player shed expands to garage.
Level 3.
- Large scrap-sculpture construction finishes.
- Player garage expands to warehouse/loft.
- Corner turrets upgraded.
- All compound walls and walkways complete.
Other notes:
- Assets are default or Sim Settlements only.
- Stuck to default [SS] plots for this one.
- All farming resource plots have been replaced with more efficient SS agri-plots and "decorative" plant assets that look like a farm but don't count as resources / can't be accidentally harvested and removed by the player (Mr handy's love idle-animating at these spots, so this allows that to continue without looking too silly and having a settlement with 30 separate mutfruit resources in it).
- I was very careful to 'Snap' all the walkways and stairs up to the highway levels before building up the supporting structures by hand. This is the best i could think to do for the lacklustre settler pathing AI, but highway builds are notorious for settler pathing issues.
- I spent a couple of hours building the scrap sculpture suspended from the highway over the entrance, and spent about 22 hours on a new save working on the entire settlement (with liberal mulled wine breaks sprinkled throughout).
- Some assets are console spawned and positioned, this can lead to some quirks that I have done my best to identify and remedy. Nothing that causes issues with the game itself, but things pulled in via the console can look strange used elsewhere - originally the restaurant was going to be another 'handy eats' but a couple of hours after spawning in and positioning the signs, I found the model had two more signs hovering in the air a quarter mile outside of the settlement as part of it, heh. Invented my own *new* brand of robo-eatery, and hand built my own signs.
SS Stats:
Lvl 3 : Food - 36 / Water - 32 / Power - 50 / Defence - 115
Population: 12 - 6 Robots (default), 5 Human/Ghoul Settlers, 1 Mayor.
Residential Plots: 6
Martial Plots: 3
Recreational Plots: 1
Commercial Plots: 1
Agricultural Plots: 3
Industrial Plots: 2
Non SS resources:
1 Restaurant (ROBO-CHOW™).
1 Bed (on old bus).
4 Beds in Road House.
ModList for building profile (only Vanilla and Sim Settlements assets used):
# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
HUDFramework.esm
SimSettlements.esm
ThrowMoneyAtSimSett.esl
TrueStormsFO4.esm
WorkshopFramework.esm
Armorsmith Extended.esp
BetterItemSorting.esp
BetterItemSorting-AID.esp
BetterItemSorting-APPAREL.esp
BetterItemSorting-JUNK.esp
BetterItemSorting-MISC.esp
BetterItemSorting-WEAPONS.esp
ProjectBlueprint.esp
ProjectBlueprintCOBJs_Sim.esp
ProjectBlueprintCOBJs_Sim_Automatron.esp
ProjectBlueprintCOBJs_Sim_FarHarbor.esp
EasyHacking.esp
EasyLockpicking.esp
Faster Terminal Displays (20x).esp
InfiniteFusionCore.esp
PA-Quick Animations.esp
SettlementMenuManager.esp
SimSettlements_MegaPack_YearOne.esp
SK_Leaders1.esp
SpawnSettlerButtonSS.esp
TrueStormsFO4-FarHarbor.esp
WorkshopPlus.esp
WSB.esp
SimSettlements_CityPlanContest.esp
TransferSettlements.esp
StartMeUp.esp
OWR_AOC.esp
Level 0 - 3 Save's
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