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Patch 3.1.4 and the City Planner's Toolkit

Anything that works with Sim Settlements main mod should work with Project Blueprint.

After all, everything you see in RotC is made with it (and the RotC xpac only contains the blue prints, all the functionality is in the main mod). The Project Blueprint only uses objects from the vanilla game files (including some dlc stuff). The team that built the settlements for RotC ran wild in the FO4 world, used console commands to ID cool stuff to build with, noted them down in a massive excel sheet, and then Kinggath made those objects build-able (edited - KG did stuff that I have little knowledge about).

You really really should have Settlement Menu Manager installed for this.

Oh no worries on the SMM front. I don't have any of the DLCs, but I presume that will just mean any of those items won't show up as build options.
 
Okay, I've read all of the pdfs now, some query/observations. It seem that there a a scrap profile per city, not per city level? So the settlers can't be seen to clean up as they go? This makes sense with the starting at level 3 and working backwards, since it would be hard to unscrap for a level 2 plan!
I'm a little obtuse at times so please clarify if you would be so kind:); I hadn't realised that the plots would only upgrade to the next level when the city upgraded, have I got that wrong? I was under the impression that the plots went on their merry way and hat the city level upgrade might introduce more plots and other non-plot materiels.
In the city designer preferences it's clear that the designer can specify the plots, is there a way to let randomicity prevail but still specify plots that will fit or oppositely: ban plots that might get too tall for instance, or otherwise collide with existing structure? Some residences for example will add a storey at later levels, and some will not, the designer does not know what addons the player has, do the addon makers and the city designers have some common 'coding' for this info? Can the city designer specify some plots but let others be random? What happens if the plot specified is from an addon that isn't installed, I'd love to specify an IDEK's logistics station but let most every thing else go willy nilly.
I assume that everyones scrap baseline for a given city - maybe with a particular extended borders mod- would be the same, I could give someone my baseline file and they could use that?

probably more questions later. :)
 
Ooh ooh Mr. Peevly! Is there a way to make objects assignable? If so then I'm thinking about school desks which I have from a mod for my starlight farm school, but would need to to be from the vanilla stuff for a city plan. Although having just looked I can't find a school desk in the project blueprint stuff so I guess this is a non-starter?
 
All of the default RotC builds are made without any DLC stuff so you're gonna be fine. Of the 6000+ items, maybe you'll only have 5980+ to play with. :dance2

Cool. I'm joining the 16gb RAM gang tonight. Not sure if that'll help with the crashes I've been having but with the amount of mods I have I'm hopeful it might.
 
Cool. I'm joining the 16gb RAM gang tonight. Not sure if that'll help with the crashes I've been having but with the amount of mods I have I'm hopeful it might.
I have 32G and CTD every time...hope you have better luck.
 
Hmm - too late for me to do scrap baselines on most of my settlements, but I am curious - does anyone know how This/Transfer Settlement interacts with the four workbench areas of Vault 88?
 
1. I hadn't realised that the plots would only upgrade to the next level when the city upgraded, have I got that wrong?
2. In the city designer preferences it's clear that the designer can specify the plots, is there a way to let randomicity prevail but still specify plots that will fit or oppositely: ban plots that might get too tall for instance, or otherwise collide with existing structure?
3. Some residences for example will add a storey at later levels, and some will not, the designer does not know what addons the player has, do the addon makers and the city designers have some common 'coding' for this info?
4. Can the city designer specify some plots but let others be random? What happens if the plot specified is from an addon that isn't installed, I'd love to specify an IDEK's logistics station but let most every thing else go willy nilly.
5. I assume that everyones scrap baseline for a given city - maybe with a particular extended borders mod- would be the same, I could give someone my baseline file and they could use that?

1. It's the other way around, plot levels help control the speed of city upgrades.
2. The player decides as an all or none whether to use the designs you chose.
3. No, there's nothing like this.
4. If the player doesn't have the add-on pack you used, it will be selected at random. So I guess technically, you could create your own simple add-on pack that no one else had and use those plans to add randomness.
5. Yes, though remember scrap baselines also have to do with the particular scrap mods installed. So if you built one for a settlement and had All Settlements Extended and Scrap Everything installed, it would only be useful to someone else who had those exact two mods installed when they created their scrap profile to go with your scrap baseline.
 
2. The player decides as an all or none whether to use the designs you chose.
Is there a way for me as the designer to determine that a plot should be say, Residential Interior (Random), Industrial Exterior (Random) rather than a specific plot?

Most of my cities, left to my druthers, I would have a very few non-random plots. I'd love to be able to say 'Includes a Logistics Station and a Mayors hut, everything else is built by RNG.'
 
Is there a way for me as the designer to determine that a plot should be say, Residential Interior (Random), Industrial Exterior (Random) rather than a specific plot?

Most of my cities, left to my druthers, I would have a very few non-random plots. I'd love to be able to say 'Includes a Logistics Station and a Mayors hut, everything else is built by RNG.'

Not really, it's an all or nothing thing. The best you can do is set a sane designer's choice and hope the player turned that option on.

If you want a specific "plot type" in a specific place, you're actually better off using blue men assignables from the special menu to create a levelled vendor tied to the settlement level and then do the "plot" decorations yourself.

You'll see this a lot in places like the Finch bridge, Abernathy, Sanctuary and a few other places where we put in custom "plot" builds and then levelled them with the settlement.
 
Are there any ideas on trying to build things out specifically so that a city will hopefully function well on Xbox Original? I mean other than just don’t build as much stuff. I’ve heard people elsewhere say go real easy on lights and lighting generally, but with all the stuff available are there any things to avoid?
 
Lights actually don't hit as hard as you might think. They do have an effect but the bp lights are not shadowed so they're on par with the zillion or so lights used in vault 111 at the beginning of the game.

Biggest suggestion I can give currently is to avoid having spots where there's too many textures showing simultaneously. Build so things are uncovered gradually and occlude when other things are shown.

Other thing to keep in mind is that some settlements just suck at performance. Warwick and Finch are two of the worst offenders with all those high poly things in the distance.
 
Oh yeah, wait until you get down into the depths of the tool and see just how far down 6k+ objects goes :)

Also, industrial parts in multiple colors mean you can lego together some REALLY cool stuff with a little creative clipping.
 
mhh noob question but those new item added for crafting settlement can be used just for our game and not for making city plan ? like a Settlement object extended ? like they have cost material or they are free ?
 
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- New mods for PC players with thousands of buildable objects, many not available in any other workshop mod.

release for xbox pls?

Would mean I could streamline my mod list which might help with crashes. Also I like to build stuff tooooooo :P
 
Lights actually don't hit as hard as you might think. They do have an effect but the bp lights are not shadowed so they're on par with the zillion or so lights used in vault 111 at the beginning of the game.

Biggest suggestion I can give currently is to avoid having spots where there's too many textures showing simultaneously. Build so things are uncovered gradually and occlude when other things are shown.

Other thing to keep in mind is that some settlements just suck at performance. Warwick and Finch are two of the worst offenders with all those high poly things in the distance.

Single or double lights hitting the same objects have minimal impact. It's when you add 10 lights in the same area (especially an outdoor area), all overlapping and hitting the same objects that performance suffers. The Red Rocket build (both under and above) is a good example of that. 5fps gain for me removing all of those omni lights. A place can have a gazillion lights as long as they aren't all overlapping and hitting the same objects. I'd say using vault 111 as a reference for a bunch of lights isn't a great way to go. It probably has tons of roombounds and portals, which mitigate what is being rendered. I doubt RotC is utilizing roombounds? That sure would be a nightmare trying to set up...especially with all of those settlers failing to patch holes. ;]
 
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