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So, maybe I finally built a thing or two

EmiLady

Active Member
Messages
283
Ahoy. I haven't been around here in a long while and I didn't play Fallout 4 during that time either. I just came back to it, checked my mods, updates etc and obviously got back to SS2 (unfortunately, a couple addons here and there were discontinued, sad). So I thought I had to create yet another character and start over because of some of those updates - and because I added or removed some mods too. But before that I wanted to make sure I didn't lose some of the most important stuff in my previous save, that is, some of the settlements that I spent way too much time building. Soooooo either I'll be too lazy and I will not go further with this, either...
MaybeIDidAThing.png
 
I've never tried that feature. How do you like it? I tend to build settlements that I really like, and then start a new game and have to begin from scratch. Also, is it easy enough for a shockingly lazy person?
 
I've never tried that feature. How do you like it? I tend to build settlements that I really like, and then start a new game and have to begin from scratch. Also, is it easy enough for a shockingly lazy person?
It's the first step to make a city plan, if I understood the guide - though, again, I'll have to work on them a little more and I'm pretty sure most of them won't make it because I won't be happy with them lol, or maybe I'll give up on them, we'll see. Yeah, no, if you're "shockingly lazy", maayyyyybe it's not for you - let's say I don't particularly have a lot of energy as well. You can try and keep them just for you, in which case you won't really have to test them too much I guess. That's my main goal at first, just to keep some of the settlements I liked building, in order not to build them again in a playthrough during which I don't feel like it, or just for the sake of keeping some creation I'm proud enough of to show it. And then maybe if it goes well I'll share city plans (I'd really like to, I love what others do and I wanna try too), but I'll have to do some testing because of the mods I used in my previous playthrough, to make sure anybody else can pick the city plan and use it, you know. That's a bit of extra work. We'll see! I just wanted to share that I'm trying to do something out of it lol and maybe get some support.
 
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I have a weird issue with the first city plan I tested. Some invisible item is in the middle of the way in the settlement and blocks my character or NPCs from walking there, or I can jump over or on top of it and stand half a meter above the ground... It's not breaking the city plan, it's not even blocking any navigation around it (there's just a little un-walkable spot), yet it's annoying.
Also, even if that's less of a problem, it seems like I have 3 excess power and I don't know where it came from, though that might just be something I forgot I added somewhere and I cannot find it anymore.
I hope I don't get more issues like that and more broken city plans out of the layouts I exported.
 
I've seen broken pre-combines do that in the Glowing Sea where there's visually an opening but the invisible collision mesh doesn't either match the mesh or the texture and you can't go through it, or maybe it's in invisible marker of sorts?
 
I don't know how that could happen here I just exported and loaded SS2 and vanilla content, except for a single modded item which is far from the little spot where I cannot walk. (At least, from my understanding, it's modded stuff that breaks precombines, right?) It's puzzling.
 
I've never tried that feature. How do you like it? I tend to build settlements that I really like, and then start a new game and have to begin from scratch. Also, is it easy enough for a shockingly lazy person?
So I have used the feature a lot for precisely the reason you have stated - built a settlement I liked and didn't want to have to start from scratch. I would say it's not easy enough for shockingly lazy, but it's also not that difficult. The most difficult thing is getting all of your .ini settings right so it can actually log your work using F4SE. There's a guide on the wiki for how to set it up here - https://wiki.simsettlements2.com/CreateAddons/Intro-To-CityPlan-Creation

The next part depends on how complicated you want to get. You can simply export the layout, turn it into a standalone .esl plugin, then import it next time you play a game to be exactly like it was (think of it as a new game plus option), you can turn it into a single-level city plan which is sort of the same thing but a little more immersive with the SS2 experience, or you can go through all the work of scaling it down and making a multi-level city plan like the city plan experts do (I suck at this, so I mostly just do single-level city plans for my own personal use). For the last two, the basics are covered here - https://wiki.simsettlements2.com/CreateAddons/Basic-City-Plan

Really just two steps to do a single level city plan and if you're interested I would start with a basic one like that and see if you can get the process down.
 
I haven't been around here in a long while
Grand Theft Auto Walking GIF by Rockstar Games


Howdee! :aye:
I had to deal with a lot of stuff IRL these past few months and I only came back to that WIP city plans collection. As usual I first had to deal with some issues with updates, mods suddenly breaking, you know... :explode:
At the moment, I finally finished working on a couple city plans for modded settlements and more may come eventually (vanilla places and mod-added ones). It's not much but they're among the ones I could say I'm proud of because I like what I built even if they're rather simple compared to a lot of city plans I saw. Also, as I said, they're just a way for me to save what I made, they're not leveled plans, and I would struggle to do something like contest entries. (Hell, I don't even know if I will finish working on this collection this time before some new IRL stuff happens and I'll have to go away for months, again.)
That's my main goal at first, just to keep some of the settlements I liked building
They're in no way balanced, they just include all I deem to be necessary in my playthroughs with very easy SS2 difficulty settings and basically entirely autonomous settlers (what I was looking for when I first played with SS1); that is: enough food and entertainment for my settlers to stay alive and happy, enough beds for everyone (I'm not entirely sure their numbers do check with the number of jobs or entertainment plots, when I built these plans I had robot settlers which don't need beds, mainly assigned to martial plots), sanitation/health is covered, and I sometimes add power relay plots to help HQ, stuff like that. Power and water generation don't need settlers because I find them more useful elsewhere, defenses are kinda overbuilt (yet raiders still try my defenses and idk how they sometimes successfully raid my walls of turrets if I don't come there in time; I'll never understand how that computes, defense score is several hundreds, it makes no sense) though I add a couple martial plots here and there mainly because I like how it looks.

Anyway. I present to you :
Weymouth Bridge Town (a city plan for Weymouth Fore River) and Granite Cul de sac (a city plan for Granite Valley) !
:load:
The two first city plans I'm releasing here are made for mod-added locations that are a bit broken and which have conflicts with nearby locations affected by mods. That's why I prioritized dealing with them, to be able to start a new save without these broken mods and experience with other ones. So why am I doing this if I say they're broken? Well, I have not much knowledge about programming and in-depth modding, but if I'm not mistaken these two mods affect a lot of cells (meaning a large area is forbidden for other mods, hence a lot of conflicts) and they're settlements areas with lots of items but they don't generate previsibines to have a clean place you can arrange to your liking (meaning that, except with something like Scrap Everything (which is a mod I won't use as it will most likely break my game), those places are full of unscrappable trees and junk, there are very few things you can interact with like a pair of camping items added for survival players by the mod maker, and the workbench if you use something like Place Everywhere's extra object selection like I do), also walking into items like tree branches create weird visual glitches where a lot of the surrounding world becomes invisible (not sure it's a problem from these mods tho), plus navmesh seems off but afaik navmesh is a bit broken in most of Fallout 4 so whatever. Then, I don't recommend using either Weymouth Fore River nor Granite Valley, though I would love it if someone could redo these mods from scratch or make a cleaner version of them, to have better settlements in these places, because they're rather nice locations really, that's why I liked building there on the edges of the map and around the unscrappable items which eventually made for a nice challenge. For now, I'm finally moving away from them as I wanted to try other incompatible mods that are safer to use. Sharing these plans is kind of a way to say goodbye to them!

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(idk why imgur automatically flags these screenshots as NSFW, they're not)

Weymouth Bridge Town consists of a small walled farm in a swampy area south of Quincy, built around a highway pillar. The soil here is perfect for agriculture (yay, destroying wetlands in the apocalypse), and lots of water can be pumped and purified. It's guarded by some turrets (like most of my settlements), and opens to a series of two elevators in order to reach the elevated roads which are refitted into a safe little town. Some platforms and stairs hang from the sides of the aerial way in order to reach the top of it and double as terraces for settlers and visitors to hang out (pun intended). In the middle of the two-stage bridge are most of the houses and utilities. The topmost floor offers a stunning view and some leisure with yet another terrace, shops and guns! Look at those guns! Shoot the Gunners from the safety of the Bridge Town! Oh, there's also another house over there, a communications shack, and if you have Flyable Personal Vertibird installed you'll be pleased to find a vertibird pad by the gun store. If you don't have FPV, another version of the city plan is available without it and the vertibird pad is replaced by one more terrace (tbh I was very lazy with this replacement).
(Speaking of mods, this require Shackin' Up for a cabin (though I guess you could live without it, it's only just one small building that houses logistics services, it could be easily replaced). I made sure to remove any other mod-added item (I barely have any besides SS2 and addons) though I built junk walls around the farm using Snappable Junk Fences and I'm not sure whether this can be a problem or not if people don't have it installed, I guess not as it just allowed me to align walls easily using new snap points, but please feel free to correct me.)
File names : No vertibird pad version = SS2WeymouthBridgeTownNoMod.zip ; Version with a vertibird pad = SS2WeymouthBridgeTownVertibird.zip
Both versions are ESL mods because it seems to be important to make ESL files for some reason for people with a lot of mods.

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(idk why imgur automatically flags these screenshots as NSFW, they're not)

Granite Cul de sac consists of a secluded town between hills. It's not too easy for everyone to walk all the way up here but the journey is rather rewarding; from the comfort of this community you can see all of Nahant and Lake Cochituate while enjoying a meal or a drink, and trade with farmers but also visitors from afar (a trade caravan post sits in the middle of this little valley, bringing traders from Bunker Hill). Guard posts and some turrets (less than in Weymouth, I think) make the place safe from raiders, while pumped underground water springs bring life to some farms as well as drinkable water to the settlers - when filtered, that is, otherwise it's not guaranteed that it's not radioactive or otherwise polluted (offer subject to conditions). This place also boasts the latest in power generation technology (scrapped from before the Great War) and communications, with more antennas than you need (like two antennas) in order to listen to the radio even though the neighbouring moutains should scramble the waves.
(This requires Shackin' Up too, a couple more shacks from that mod are used here as well. No other mod was used besides SS2 and addons.)
File name : SS2GraniteCulDeSac.zip
Also an ESL mod.

I haven't edited the files after I created them through the City Plan V2 Plugin Creator, I never used the Creation Kit or anything yet. I would like to make my files look as clean etc as the ones I download in my mod list, I'm not sure how I'll do that and what I'll change.

Thanks everyone who inspired me or helped me understand better how city plans work, and thanks in advance to anyone who would like to try these. I might share all that in another thread and I will try to come back in not too long with more city plans I had on hand. :agree:
 

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Too bad I got lazy finishing working on these city plans due to a couple of details bothering me here and there, now that SS2 Chapter 3 just dropped I'm hesitating about changing a ton of plots again so a ton more details, especially in places I fortified... Ah, dammit. Maybe when I'm less lazy I'll end up releasing some outposts designs put together from these. First I may get into yet another playthrough just to enjoy Chapter 3 lmao.
 
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