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Project Sanctuary.

Karvoc

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After the Masters comp, I want to work on a few things. One of them is a repaired post war Sanctuary. Walking a fine line between pre war and post war.

What I am after with this post is ideas, for what you think this city plan should have.

Could be anything from working bathrooms, to supporting 40 settlers, nothing is too out there.
 
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A small mod list outside of ss2, what mods can't you build without.
 
Smart use of the area and use of the buildings to give it a repaired post-war feel.
plot choice will be important.
walls will be important.
Use of the natural road and making it feel alive.
 
Settler count 30 + the player home.
It should produce more than enough scrap, food, water, and power with the ability to allow the player to have what they need. so stores and caps from them.
 
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I suggest using few mods since that do tend to discourage players (me being one of them :D ) to install dependancies mods. Ideal would be 0.
We can use items from the WRK basically, right ?
 
I somewhat agree there will be some mods that we just need due to the nature of the area the below is one of them.
 
We can use items from the WRK basically, right ?
From what I understand, WRK only adds COBJ records for vanilla and SS2 objects. So technically its not a requirement.
I somewhat agree there will be some mods that we just need due to the nature of the area the below is one of them.
Whisper changed Clean to esm in his latest update. The esp version is basically depreciated. This may be an issue for city plans.
 
Thank you, man.
projects we have listed down so far included.

Sanctuary Bridge
The City Wall
Concord Water Tower
Nora / Nate Burial
Old Paul Burial

These will be built outside of the normal city plan so as you do quests extra bits of the city will show up.
 
Here's a design idea for Sanctuary, inspired by the "hollow square" post-Crusades castle designs from Europe. Other than the 2x2 SS2 plots that the tutorials have you place, all other plots are interior plots built inside the walls, with non-SS2 items placed in the 3 houses that are inside the wall. Not shown are water purifiers in the river, that have some turrets protecting them. If you want to build bigger just add another floor on top. I used concrete for the bottom of the wall to avoid the bug where attackers can clip their guns through thin walls at ground level and fire at anyone inside. As your character level gets higher you can add more turrets as the attacks get stronger, but this design has been very successful at defeating attackers before they can do any serious damage.
sanctuary.jpg
The only mods used that are needed to build something like this are:
WSFW: required for SS2
Place Everywhere: recommended for SS2, used here to merge the wall into the existing houses that you can't scrap, cover the outer windows, etc.

To get this exact design you also need:
Craftable Turret Stands: more elegant than vanilla wall and floor pieces for placing turrets on exterior walls
IDEK's Logistics Station 2 and its SS2 patch: more caravan options than vanilla or SS2

I also recommend:
Settlement Attacks Beyond: attackers approach on feasible routes instead of teleporting into the middle of your settlement
SKK's Settlement Attack System: automatically repair damaged items (not sure if that includes SS2 plots, as I've never had one of them get damaged)
Personal Flyable Vertibird: not part of the settlement design, but since it's parked there I'll mention it is great for traveling like a boss
 
After having released Far Harbor Expansion, i can now start pumping out plots for the Add-On .:)

Below :
  • Kitchen plot
  • Bedroom
  • Laundry Room
  • Shower Room
  • Dining Room
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To allow the city builders to use the plot asap, the idea is to create first LVL3 plot so they can already be used by the city builder and add later the LVL2 / LVL1 and LVL0 of the plots, wich won't impact the process of city building. All skins will be created later.
 
Oh so fantastic.
 
The five interior plots now all have all stages, in addition to L3. They are ready to test.
I'm now creating new L3 plots. :)
 
oh yeah, I will have to use them to make a prototype of the repaired home.
 
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WIP : A rebuilt version of the Concord Speakeasy.

  • Need to tune up the light (way too much light sometimes) and reduce the dust falling and athmospheric effects.
  • Need to replace the placeholder NPC . It would be great to have someone serving the drinks (perhaps "concord only" drinks for the flavor ) and some characters for quest.
  • It would be great to add one or two quests here, but for that i will probably need some voice actors :P ...
  • I will need advice from someone from the SS2 teams about "How to hijack a cell and use the current Hijack system.

Don't mind the framerate, my OBS always do that , but my potato PC actually ran this map very smoothly, it's just that the soft i use to record do stutter. The game didn't :)
 
you are getting very good with the CK
 
Thanks :D !

Can't wait to try my hands at quests.
I started to make the repaired map of the Concord Workshop. Basically the idea is that a third is "stable" and used, and the rest is currently being stabilized / salvaged by the concord hard workers.

Now, what to do here for quests ? Mhhh ... :)

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some very early work on level 0.
 

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So, i'm currently trying my hand at City plans (i've never made one). I did some work on a City Plan focused on Red Rocket. Basically, this city plan takes in account the fact that it's between two booming settlements : Concord and Sanctuary. The Red Rocket has a small market, an hotel with a bar and some shacks. It has some lumberjack industry and a factory for paper, clothes and a printing press. Roleplay wise, it's producing some industrial clothes and newspapers for Concord.

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Description :
City plan from the "From Sanctuary to Concord" project.
A small trade post (with maximum 14 citizen) between Concord and Sanctuary. Inside the Red Rocket is a garage and a small hotel for guests. A new bugle is there to craft the press for the good people of the Concord region. The settlement is heavily oriented on industry. The settlement has no wall, only some checkpoints.

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