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Issues with New City Plan...

WyDo

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I have finally decided to give creating a City Plan a go. However its not been all plain sailing and I have some issues I'm seeking guidance with.
I'm creating a City Plan for Sanctuary. The intention is for it to have 4 phases. The Foundation Phase is very simple and small. Each Phase after that is intended to show a Settlement that is growing in Confidence, size and complexity.
Issue 1: I tried to load my City Plan to test it and was informed that the plan needed 20 ASAM Sensors - yes I know now that to test you turn off City Plan Build Requirements ;) What struck me however is that at the intended point in a play through that this plan would be used; Jake isn't on the scene yet and thus I have no ASAMs. Furthermore, the Foundation level of my plan has no SS2 plots at all. The only pieces of SS2 in the Plan is the City Managers Desk, the Modified pickup truck from the WRK addon and lots of Animation Markers. So why the ASAM requirement?
Issue 2: The premise of my Plan's Foundation Level is that Garvey's group have made it to a place called Sanctuary. But is it really...they're not yet ready to hope. This Level is mainly scrapping just enough items to allow normal game crafting of a few items not already available within Sanctuary - turrets and generator, both of which are using Mods to give alterative solutions - Handmade Turrets and Makeshift Battery Generator. Items scrapped and moved around in normal play are correctly reflected when the City Plan is active. Items scrapped using Scrap Everything Ultimate + Scrap (Not quite Everything) is not reflected in the City Plan...my floors are a mess again :( The City Plan Assistant tells me off for using a scrapping mod, so is there an approved method of cleaning up Debris that is then included in a City Plan?

Any help/guidance would be appreciated.
 
Instead of scrap everything anything mods is use the place everywhere mod it only allows scrapping of items that won’t break anything and, the stuff scrapped ss2 city plans can do as well. Also you could do a simple workshop framework city plan do a level 1 then level 2 and so on just would have to manage it yourself. Also try not to use any mod added items in city plans if you want to release the plan as lot of people done use the same mods you do.

in place of the battery generator wrk ( wasteland reconstruction kit ) has power nods that offer power from 10 to 100 power units you could then place that on a battery to make it look like the battery is what’s powering everything. Say like 10 power so later on when more is needed the plots can take over.

basically you want city plans to be as close to base game objects as you can so if you release it everybody can use it as long as they have ss2 installed.

also I like the idea of a base settlement for sanctuary that covered Preston and the ss2 initial quests. You can grab asams from jakes store there are boxes of them all over the store that can be picked up before even starting his stuff.
 
Thanks for the response. I didn't know Place Everywhere had scrapping functionality...that would remove the need for scrapping mods.
As for the ASAMs, yes I had noted the boxes of ASAMs. However in my current play through of Chapter 2, the boxes of ASAMs I nicked from Jakes workshop did not give me any ASAMs...so I just ignored them for this City Plan.
I hear you regarding using additional mods however I have always been of the opinion that being able to craft military grade Turrets from the get go was somehow nonsensical, and the same with Generators - I always look at it as 'I couldn't craft these things; I'm not MacGyver' I'll have a look at your suggested power solution, although it does rely on the Player not scrapping the Battery next to the Workbench...
 
Thanks for the response. I didn't know Place Everywhere had scrapping functionality...that would remove the need for scrapping mods.
As for the ASAMs, yes I had noted the boxes of ASAMs. However in my current play through of Chapter 2, the boxes of ASAMs I nicked from Jakes workshop did not give me any ASAMs...so I just ignored them for this City Plan.
I hear you regarding using additional mods however I have always been of the opinion that being able to craft military grade Turrets from the get go was somehow nonsensical, and the same with Generators - I always look at it as 'I couldn't craft these things; I'm not MacGyver' I'll have a look at your suggested power solution, although it does rely on the Player not scrapping the Battery next to the Workbench...
So the boxes at jakes place had nothing ? Weird maybe it’s not till after you meet him that they have stuff. I know I grab them all the time for city plan use and they seem to work but this is after doing the first quest.
 
Nope nothing - taken just before entering the Museum, I cheated after I discovered the 'not enough ASAMs' after taking 6 boxes and gave myself 6 boxes via console.
I've removed the scrapping mods and made sure all Place Everywhere's shortcuts are enabled, but I am unable to select debris. Thus moving a rug or putting down a sleeping bag just looks wrong as these items float off the floor due to the debris under them. Suggestions?
 
If you want more help with city plans let me know I have a discord set up for just that purpose.
here is an invite link
 
I've taken this onto the We Are Builders Discord and will continue discussions there...
 
Thanks for the response. I didn't know Place Everywhere had scrapping functionality...that would remove the need for scrapping mods.
As for the ASAMs, yes I had noted the boxes of ASAMs. However in my current play through of Chapter 2, the boxes of ASAMs I nicked from Jakes workshop did not give me any ASAMs...so I just ignored them for this City Plan.
I hear you regarding using additional mods however I have always been of the opinion that being able to craft military grade Turrets from the get go was somehow nonsensical, and the same with Generators - I always look at it as 'I couldn't craft these things; I'm not MacGyver' I'll have a look at your suggested power solution, although it does rely on the Player not scrapping the Battery next to the Workbench...
I know I am late to the party but the trick I use is to enter god mode (tgm) in the console. It gives you unlimited building supplies.
 
Thanks for the response. The idea was to use as much of the stuff found in Sanctuary as possible and only introduce what could be justified by what had been scrapped. When needing to be more liberal, I've been using the Free build option of Workshop Framework Plus - which has become more and more the case as the Plan moves to higher levels.
 
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