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[Possible Bug] Martial Plot has no Floor.

Sen Dog

New Member
Messages
14
As you can see in the screenshots I've attached, my Martial Plots (no foundation) have no floors on them.

I remember in SS1 you could snap non-foundation plots to the same spot as any existing floor in the game, but this does seem to be the case with SS2, not only can I not Snap the plot to a floor, when I tried to snap a floor to it and then use that floor to place a floor under it by snapping to it, it said the space was occupied, which of course technically it already is, but in reality in game when you walk over it, there is no hitbox.

This stops High Towering Martial plots being placed, which I remember were included in a Starlight Drive-in City Plan, but if you can only find towering martial Plots in a city plan and no longer build them yourself then I would say this is a bug or it was overlooked during SS2's development.

I have verified the Load Order and am Fairly certain that the mods I have do not Conflict with the building process of settlements, nor do they conflict with each other in anyway that I can tell. My load order is also included here in this post for those more knowledged than me :nerd:

Esentiall all I want to do is to be able to slot a floor underneath the Martial Plot in this image where that new floor that I place would take up the space and stop other floors and objects from being spawned there, rather than the plot doing it itself.

I have looked around and can't see anyone else asking about this issue in SS2 so either I'm the first to hit it, it's one of my mods causing it, or I'm the first person to try and make a towered Martial Plot

Load Order
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccbgsfo4006-pipboy(chrome).esl
254 FE 1 ccbgsfo4005-bluecamo.esl
254 FE 2 ccbgsfo4016-prey.esl
254 FE 3 ccbgsfo4038-horsearmor.esl
254 FE 4 ccbgsfo4045-advarccab.esl
254 FE 5 ccgcafo4009-factionws09mm.esl
254 FE 6 ccgcafo4012-factionas01acat.esl
254 FE 7 ccgcafo4013-factionas02bos.esl
254 FE 8 ccgcafo4015-factionas04hrpink.esl
254 FE 9 ccgcafo4017-factionas06inst.esl
254 FE a ccgcafo4018-factionas07mm.esl
254 FE b ccgcafo4020-factionas09rr.esl
254 FE c ccgcafo4022-factionas11vt.esl
254 FE d ccbgsfo4053-dggoldr.esl
254 FE e ccbgsfo4056-dglabb.esl
254 FE f ccbgsfo4115-x02.esl
254 FE 10 ccsbjfo4002_manwellrifle.esl
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 HUDFramework.esm
10 a Arbitration - Resources.esm
11 b Gunners Overhaul 1.1.esm
254 FE 11 CanarySaveFileMonitor.esl
12 c WorkshopFramework.esm
13 d SS2.esm
254 FE 12 SS2WorkshopHUDOverride.esl
14 e BrighterSettlementLights_LongAndSoft.esp
15 f DarkerNights.esp
16 10 DarkerNightsDetection.esp
17 11 Red Rocket Settlements.esp
18 12 AWKCR - Mod Power Armor Engine Glitch Fix.esp
19 13 More Power Armour Mods.esp
20 14 Consistent Power Armor Overhaul.esp
21 15 FunctionalDisplays.esp
22 16 FunctionalDisplays-Collectibles.esp
23 17 FunctionalDisplays-MISC-Vanilla.esp
24 18 SS2Extended.esp
25 19 SettlementMenuManager.esp
26 1a CROSS_Cybernetics.esp
27 1b WestTekTacticalOptics.esp
28 1c Arbitration - Button Lowered Weapons.esp
29 1d SpotlightFix-200.esp
30 1e maintainradiosilence.esp
31 1f AdvSettleTurretSet-Real.esp
32 20 BetterSettlersNoLollygagging.esp
33 21 CraftableAmmo.esp
34 22 CraftableAmmo_plus.esp
35 23 Lots More Female Hairstyles.esp
36 24 Lots More Male Hairstyles.esp
37 25 Lots More Facial Hair.esp
38 26 AzarPonytailHairstyles.esp
39 27 TabsMissingFix.esp
40 28 LongerPowerLines3x.esp
41 29 ManufacturingExtendedFH.esp
42 2a ManufacturingExtended.esp
43 2b RobotFactionPaint.esp
44 2c Armorsmith Extended.esp
45 2d Unique NPCs.esp
46 2e MojaveImports.esp
47 2f FunctionalDisplays-AID-WI.esp
48 30 FunctionalDisplays-Patch-DLC-ALL.esp
49 31 Eli_Armour_Compendium.esp
50 32 RecruitableSettlers.esp
51 33 Counterfeit Caps.esp
52 34 DV-Deadly Vertibirds.esp
53 35 DV-Armored Pilots.esp
54 36 DV-Vertibird Explosive Minigun.esp
55 37 Crimsomrider's Accessories.esp
56 38 Marine Armor Helmet Light.esp
57 39 Brotherhood Power Armor Overhaul.esp
58 3a PAMAP.esp
59 3b More Power Armour Mods - Automatron.esp
60 3c BetterSettlers.esp
61 3d W.A.T.Minutemen.esp
62 3e MilitarizedMinutemen.esp
63 3f Remove-Santuary-Fence-Fix.esp
64 40 SS2WastelandVenturers.esp
65 41 Far West Minutemen.esp
66 42 BetterSettlersCleanFacePack.esp
67 43 BetterSettlersCCAPack2.0.esp
68 44 MinutemenMerged.esp
69 45 UniqueNPCs_WaTMM_FarWest_MilitarizedMinutemen.esp
70 46 BetterSettlersMortalPack.esp
71 47 GunnerOverhaul_UniqueNPCs.esp
72 48 Unique NPCs FarHarbor.esp
73 49 Unique NPCs_Red Rocket Settlements.esp
74 4a Unique NPCs_SpecialSettlers_All.esp
75 4b BetterSettlersMortalSoldiersPack.esp
 

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I know the 1x1 Martial plots have no snap for the 1x1 terraformers.
I usually place two floors side by side, snap the 1x1 martial, then snap the floor to the "adjacent placeholder floor" then remove the extra floor.

It could be intentional they have no floor so people can place custom floors under it.
Does the plot still have floor collision, without a floor?
 
Maybe I misunderstand the issue here but couldn’t you just use place anywhere and place your plot on any floor you want?

As for the martial plot having no floor, that’s fine. If it’s a plot designed to be placed on the ground, it’s their choice.

And about defense plot in towers, some addons already have tower defensive plot so I never felt the need to do it manually.
 
I play on Survival, Console is disabled, and the thing is no plot designs have a Floor, and the places they are needed they need to be elevated, the mod is designed to be included in any peoples builds.
 
Place anywhere is a mod, not a console command. Maybe it’s a different name on PC. It allows you to place things in places where the game tells you you shouldn’t be able to. It’s a pretty common mod. You shouldn’t have much trouble getting someone else tell you the PC name if it’s different.

I honestly didn’t understand the rest of your post.
 
oh I remember that, I had issues with it a while ago where it would never clip onto anything so I had to constantly activate and reactivate it but I still think that shouldn't be needed seeing as you could do it in SS1
 
Place anywhere is a mod, not a console command. Maybe it’s a different name on PC.
Place Everywhere = PC
Place Anywhere = XBox

The PC version requires the F4SE which some people avoid.

I honestly didn’t understand the rest of your post.
Pretty simple, he wants the plot to have a floor come with it because for some reason he is unable to snap it to a floor of his choice.

My advice is go install Place Eveyrwhere again, it is a must have for most builders.
 
That may be a fix for now, but I would like to run without it, if it was not intended to be able to snap floors to the plots then it should be a thing implemented as it unlocks so many more designs especially for those that prefer to keep their load orders small.
 
That may be a fix for now, but I would like to run without it, if it was not intended to be able to snap floors to the plots then it should be a thing implemented as it unlocks so many more designs especially for those that prefer to keep their load orders small.
Nobody said it was intended to not be able to snap floors to the plot.
We said it is the modders choice to NOT have a a floor to allow the users a choice of floors they want.
Think about it, would you want a concrete floor under that plot sitting on your wooden floor? What about a wooden floor in a settlement with a steel metal junk theme?

My 1x1s snap to floor no problems at all, the only thing they do not snap to is 1x1 terraforming.
 
Nobody said it was intended to not be able to snap floors to the plot.
We said it is the modders choice to NOT have a a floor to allow the users a choice of floors they want.
Think about it, would you want a concrete floor under that plot sitting on your wooden floor? What about a wooden floor in a settlement with a steel metal junk theme?

My 1x1s snap to floor no problems at all, the only thing they do not snap to is 1x1 terraforming.
That's not what I'm saying, I can't put a floor under it without installing another mod, so the point of "It's the modders choice to not have a floor to allow the users a choice of floors" doesn't really apply here, I said I want to include a floor of my choice, and that I was able to in SS1, and SS1 only had 1x1 Martial plots by default.

you're point of "allow the users a choice of floors they want" is the point I'm trying to make, I want a metal floor under it from the concrete sectoin in the vanilla basegame (a metal mesh flooring) but since I can't snap it under, and since the plot adds a collision to the area under it, I can't.

I already have a good amount of mods in my load order, so I want to avoid adding anymore.

In the meantime I have added 'Place Everywhere', but like I've said already, I didn't expect to need it since this feature was included in the original Sim Settlements.

In the original Sim Settlements, you could snap 1x1, 2x2 and Interior plots to the top of any existing floor, or to the side of one, or the side of stairs, poles etc. Basically anything that you could snap a floor to you could put a plot ontop of, or snap it to it. I've brought this to the attention of the mod creators mainly because I doubt they meant for this to not be able to happen in SS2. Especially when for troubleshooting on the mod or uploading save files for testing, they ask you to have very little mods installed. When uploading a save they ask for less that 20 mods installed on the save where the issue has occurred. and when troubleshooting they ask you to disable all Mods except those essential for the smooth operation of SS2 (namely Unofficial Fallout 4 Patch.esp, ArmorKeywords.esm, HUDFramework.esm, Arbitration - Resources.esm, WorkshopFramework.esm & SS2.esm).

Needing to have another mod installed other than these in order to do something that was available in SS1 shouldn't be the case. In SS1 1x1 Martial plots without foundations still didn't come with preplaced floors, but you could still snap it on top of an existing floor or snap another floor to the bottom of it. All I'm trying to say is that it should be included in this version of SS as well.
 
In the meantime I have added 'Place Everywhere', but like I've said already, I didn't expect to need it since this feature was included in the original Sim Settlements.
Place Everywhere was never included in the SS1 mod. SS is completely independent of using the F4SE which is what allows it to be exported to PS4 and XBox (since neither can have the F4SE.)

All I'm trying to say is that it should be included in this version of SS as well.
Think about this for a moment. If the mod does not allow you to snap a plot to a surface then there would be loads of topics complaining about that.
We already tried telling you that the snapping works fine and the modders chose not to have a predetermined floor.
Have you eliminated the possibility of a mod conflict or an improper load order yet?
 
Okay, I never said it included place everywhere, I said it let me snap the plots to floors, thats the "feature" I was talking about.

In my opening post I have stated that I have looked for Mod Conflicts, and verified my Load Order with LOOT, I use LOOT everytime I start the game. As far as I can tell there are no Conflicts, and the Load Order is correct, but like I said in the first post, I have included the Load Order for those who know more about Load Orders and Conflicting mods.

You're beating at stuff I answered in the very first post when I opened this thread AND misinterpreting what I've been saying about the issue, you say there is not an issue, but I have one, you say that I asked for a predetermined floor when I didn't. I am asking that I be able to put a floor on the plot MYSELF 'not' have one PUT THERE FOR ME. I am aware that the Plots deliberately come without a floor, I am aware there is a good reason for that, I am aware that having one come with the plot would cause issues with peoples builds, BUT I am not asking for that, I am asking why I cannot put a Vanilla Floor under the plot without having to install a secondary mod.

I'll put it out in steps as to what I want to be able to do, 'Without Place Everywhere'

  1. build a wall on my settlement entrance
  2. place a floor for my Martial plot to sit on
  3. place martial plot on top of the floor in step no.2
  4. repeat the process anywhere I like
OR

  1. Build a wall
  2. Snap a Martial plot to the side of the wall
  3. Snap a Floor under the Martial Plot
  4. Repeat this anywhere else i think it would be cool
does this help you understand what I am trying to do Without the use of the Place Anywhere Mod to ease the demand on my hardware for putting another mod in the load order?
 
Load Order
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 HUDFramework.esm
10 a Arbitration - Resources.esm
11 b Gunners Overhaul 1.1.esm
254 FE 11 CanarySaveFileMonitor.esl
12 c WorkshopFramework.esm
13 d SS2.esm

Solutions for the most common problems! | Sim Settlements Forums

Recommended Load Order​

  1. Fallout 4 and DLCs
  2. Unofficial Fallout 4 Patch
  3. HUDFramework
  4. Workshop Framework
  5. Sim Settlements 2
  6. All other mods
I disabled my own Place Everywhere and tried it out. Here is a screenshot.
20201206003224_1.jpg
You have an issue with your load order and/or a mod conflict.

If nobody was allowed to do what I just did in the screenshot then there would be loads of topics and complaints about it.
 
Okay, so I was looking at the load order back to front, I always thought that those that loaded next overwrote that which had loaded before it. That combined with the fact that LOOT AND Vortex insisted that the Load order was fine I thought there was no way it was a load order issue.

I made custom Load order rules in Vortex and told it to Load Arbitration - Resources.esm (From Button Lowered Weapons) & Gunners Overhaul 1.1.esm (From Unique NPCs mod) after SS2.esm. I also Reinstalled all of my mods, manually applied a load order rule that fit with what LOOT's load order was and Disabled Place Anywhere.

It is still a bit iffy when trying to attach the plot to a floor that is currently connected to a set of Stairs (you can't have the Martial plot facing away from the stairs, but you can have it face Left or Right in reference to where the stairs are. So really I think it jus needs some refined clipping points and find out whatever causes stairs to block an orientation option for the plot, although if you remove the stairs, place the plot, you can face the plot in any direction you like, but you can't seem to reattach the stairs to the floor the Plot is on.

Either way the original issue is fixed but still some limitation, but I'm sure that will be sorted in future versions.
 

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Glad to know you got it fixed. Sorry I couldn’t help more. On Xbox the load order is not something we have to focus on like on PC. The ones that need to be at the top, Xbox doesn’t let you not have them anywhere else but where they want. So I’m very unfamiliar with this side of SS and using mod.
 
Either way the original issue is fixed but still some limitation, but I'm sure that will be sorted in future versions.
Snapping large pieces has always been tricky because they flop around a lot.
(I think staging and interior plots regularly have a contest to see who is the bigger pain in the ass.)
The big thing is to learn tricks with placeholder pieces to make a snap easier.

Although once you get used to using the extra tools in Place Everywhere they become priceless.
Turning object snapping on/off
Turning surface snapping on/off
Turning off the workshop timer so you can stand outside the settlement.
The extra object selection that allows the scrapping of additional objects
 
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