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Nordhagen Boardwalk & Beach Club

KynthiaBarnes

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67
Nordhagen Boardwalk and Beach Club was developed by some enterprising settlers who wanted less claustrophobic city living and more contact with nature. They envisioned a well-protected and thriving trading hub and resort that would attract tourists and traders alike. The city supports 14 settlers + 1 city leader. Add-on packs used were Wasteland Ventures 1 and 2 and Flotsam & Jetsam.

Plot List:
Agriculture: 3
Commercial: 4
Exterior Residential: 4
Interior Residential: 7
Industrial: 3
Martial: 2
Recreational: 1
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Enter Nordhagen from the main road, though be sure to check in with security on the right – if you don’t the dogs will get you!
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Featuring a small watchtower, a free-roaming Brahmin with space for traders to set up if allied with Bunker Hill, and a place for the original settler’s young son to play. The original cabin was turned into the guard’s bunkhouse and hosts the City Planner’s desk.
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Between the greenhouse and the original cabin you can just barely see the workshop. Off to the left is one of two outdoor industrial plots.
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Here, you can see cabins and houses for the settlers and the glowing sign at the entrance of the Boardwalk shops.
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Once on the boardwalk, feel free to browse at any of the 3 shops located on the upper level or visit bathrooms if you feel seasick. But if the sun and sea is your thing, plop down at one of the benches or tables and listen to the jukebox till the sun sets.
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Three settler’s homes with access to the lower Boardwalk and the beach.
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Don’t forget to visit the water-loving trader but stay out of the fisherman’s cabin. Trust me, you do not want to be fish-slapped. Also, don’t hug the mirelurk. Just don’t.
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If you’re hungry, stop by the Salty Mirelurk for a bite of fresh, irradiated seafood or drink your sorrows away on the Party Barge™. If you have the caps, the second floor of the Beach Club Resort has a couple of ocean-view rooms available, though one of them is rumored to belong to the Big Boss.
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The Beach Club’s bathrooms have a nice view of the greenhouse, which holds an industrial plot, agriculture plot, and the chemistry bench.
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Level 3 save: https://www.dropbox.com/s/znfvw35g6zoiavs/kb_nordhagen_level3.fos?dl=0
 
Last edited:

NDCowdy

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Thanks for the welcome!
Are we allowed to use the building sets from the Picket Fences in our city plans?
They are vanilla game assets, so they should be fine. I think the only difference will be that a player who hasn't unlocked the item wont be able to store them, but that shouldn't really happen with a city plan.
 

KynthiaBarnes

Active Member
Messages
67
They are vanilla game assets, so they should be fine. I think the only difference will be that a player who hasn't unlocked the item wont be able to store them, but that shouldn't really happen with a city plan.
Looks like I'm going hunting for some magazines!
 

KynthiaBarnes

Active Member
Messages
67
20190422233208_1.jpg A couple of random questions.
Are there console commands to force all plots to upgrade to certain levels?
And am I missing something important when it comes to balancing maintenance costs vs profits? Right now, my city's maintenance is far outweighing profits (see screenshot). I currently have 4 turrets, 2 windmill generators and 5 total stores: 3 stores from plots and 2 using the PBP upgrading stores (blue men).
 

NDCowdy

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View attachment 5126 A couple of random questions.
Are there console commands to force all plots to upgrade to certain levels?
And am I missing something important when it comes to balancing maintenance costs vs profits? Right now, my city's maintenance is far outweighing profits (see screenshot). I currently have 4 turrets, 2 windmill generators and 5 total stores: 3 stores from plots and 2 using the PBP upgrading stores (blue men).
I think there is the command you ask about, but I don't use or know it. There is 'cf unlocklevel' which unlocks the next level of the selected plot. Maybe someone who knows the other codes will chip in.
As for maintenance cost; water generation (not mentioned above) may be a factor depending on how you are producing it. Residential plots create a lot of the tax income, most other plots create at least some. I don't think blue men directly provide taxes, but as a shop they should produce income.
Costs will be a total of the defence produced by turrets plus the value of power and water created by the likes of generators and purifiers.
 

kinggath

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cqf kgsim_autobuildparent setallplotlevels 3

Once the plots are all level 3, your tax income should definitely be able to handle 4 turrets no problem.
 

KynthiaBarnes

Active Member
Messages
67
I think there is the command you ask about, but I don't use or know it. There is 'cf unlocklevel' which unlocks the next level of the selected plot. Maybe someone who knows the other codes will chip in.
As for maintenance cost; water generation (not mentioned above) may be a factor depending on how you are producing it. Residential plots create a lot of the tax income, most other plots create at least some. I don't think blue men directly provide taxes, but as a shop they should produce income.
Costs will be a total of the defence produced by turrets plus the value of power and water created by the likes of generators and purifiers.
Thanks, that helps a lot.
 

KynthiaBarnes

Active Member
Messages
67
20190424225324_1.jpg
Is there at trick to get the PBP "string of caged lights" to light up? The caged lights work fine when placed close to a power conduit but when I do the same for them in another area, nothing happens. I've placed power conduits next to the caged lights and vanilla lights work but none of the caged ones do.
 

Phil_T_Casual

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1,250
Some of those lights are a bit weird, you need to refresh the cell (fast travel away) and they'll be working on your return.

But some of them are just visual and don't give off any light, in this case you would use raw lighting to add the light effect. Blueprint > Special > Raw lighting.
 

uituit

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Only a few days left.
Make sure you get your 10 screenshots and include them in your first post.
 

KynthiaBarnes

Active Member
Messages
67
Some of those lights are a bit weird, you need to refresh the cell (fast travel away) and they'll be working on your return.

But some of them are just visual and don't give off any light, in this case you would use raw lighting to add the light effect. Blueprint > Special > Raw lighting.
Thanks, totally forgot raw lighting was a thing!
 

Ausplat

Well-Known Member
Messages
145
I really like how he central focus of the beachhead, is the big fishing plot in the middle. It makes for really good flow of the overall settlement.

oh how I wish we were allowed to use Far Harbour assets for these contests!!
 

KynthiaBarnes

Active Member
Messages
67
Yeah, I love that fishing plot and couldn't help but feature it!
Not being able to use Far Harbor was frustrating since all my water-themed settlements make generous use of the fishing decor. But the coastal set from PBP was fun to use.
 

WetRats

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This is fantastic!

I like the idea of the Brotherhood troopers being lured across the bay by all that neon.
 

KynthiaBarnes

Active Member
Messages
67
This is fantastic!

I like the idea of the Brotherhood troopers being lured across the bay by all that neon.
"Will you walk into my harbor, said a spider to a fly;
Tis the brightest little harbor that ever you did spy.
The way up to my harbor is up a winding stair;
And I have many shiny things to show when you get there."
 
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