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Is there a way to tell in xEdit exactly what plots are being used by a city plan?

ZapGunForHire

New Member
Messages
22
So here's my problem. Sometimes when I install a city plan, I get "No Building Plan" installed for certain plots. Other times, I get random plots even though I already have all of the add ons that the plan is based on. And constantly trying to refresh the plan (which will only work if it's at lvl 0 — or only has one level in the case of importing a plan through the workbench) doesn't seem to help all that much.

This is probably a "me" problem thanks to my issues with script lag, though I do try to only install a city plan when I have very little script lag.

So instead of trying to fight with the engine (thanks :todd:!), I figured I could cut to the chase and just figure out what plots a plan is supposed to be installing and then just assign them/fix the problem plots manually after the plan has finished setting up. In the end, if I could figure it out, this would probably save me a ton a of time and not a little bit of aggravation.

Now I know my way around xEdit at least a little bit, but I've been having problems deciphering the information. I'm not entierly sure where I should be looking for plot information (in the entry in the Weapons section?) and I got lost when I was trying to figure out exactly what plot as being asked for.

So if anyone could point me in a direction on how to decipher a city plan's... well, plan or a tool I could download to look at it (while trying to stay away from GECK as am not nearly as comfortable with that), it'd be much appreciated. :)
 
You can figure it out in xEdit, but, it would help to be familiar with how city plans and building plans work on the back end.
Addon wiki

From what I remember, city plans are type: MiscObject (MISC) In VMAD (script properties) there should be an entry for level plans. <ctrl + left-click> to jump to the level plan. In VMAD there should be an array of struct that contains all objects the city plan builds. Here you are looking for WEAP (weapon) records, as building plans are weapons. The FULL (name) field should be the name of the building plan.

If I knew how to write xEdit scripts, I could make one to dump this data...
 
You can figure it out in xEdit, but, it would help to be familiar with how city plans and building plans work on the back end.
Addon wiki

From what I remember, city plans are type: MiscObject (MISC) In VMAD (script properties) there should be an entry for level plans. <ctrl + left-click> to jump to the level plan. In VMAD there should be an array of struct that contains all objects the city plan builds. Here you are looking for WEAP (weapon) records, as building plans are weapons. The FULL (name) field should be the name of the building plan.

If I knew how to write xEdit scripts, I could make one to dump this data...

Yeah, I've been finding things like that, but I'm still hitting a minor bit of trouble deciphering the last bit of information.

Take these two examples:
Sim Settlements Example 1.pngSim Settlements Example 2.png
I know that they're referencing Sim Settlements 2 Scrappers and Junk Town 2, respectively. But what I'm having a devil of a time figuring out is just what exactly they're calling in those two add ons. I figure the first Int32 number is the important one and I thought it might be something like calling the YYYYYY in xxYYYYYY where xx is the place on load order (which it wouldn't know) and YYYYYY is either the form or ref ID of the actual plot in the add on. But I can't actually trace what 2315 or 3474 is actually referencing.

When I have time, I'll start reading the Add on tutorial/wiki link you supplied and see if I can find out there. Otherwise, I suppose I can try my hand at Creation Kit, make a plot of my own in a super simple city plan and reverse engineer it from there.

Many thanks for your help so far. :)
 
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