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Wasteland Venturers updates with 7 + 7 new buildings

Tinuvia

Wasteland Venturers
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Wasteland Venturers version 7.3.0 - 7 new buildings:
  • Adds an interior furniture shop "Sweet Dreams", with custom WV beds and decorations that are also added to other furniture stores.
  • Adds three new coffee plots; an interior farm, an interior recreational, and a simple 2x2 Silt Bean farm.
  • Adds three interior happy farms, that produce less food but increase happiness and give extra wild plants to the workshop.
  • Fixes the Tinkerer Digs where the level 2 bed was removed if you had performance settings on. Refresh the plot for the bed to appear.

Wasteland Venturers 2 version 3.0.0 - 7 new buildings:
(The All-in-One is also updated to 3.0.0 and includes WV1 v7.3.0 for a whopping 77 buildings)
  • Adds 7 new buildings - three more Junk Wall plots; two martial and one recreational, an interior industry-style hideaway home, a huge derelict walker martial plot and a shitter with flies.
  • Fixes the Gas Station bed for easier settler access.
XB1: WV1 and WV2
PC Beth.net: WV1 and WV2


WV2Junkwalls_small.jpg


Dreams.jpg
 
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And now all files are up for XB1 and PC on Bethesda.net as well! Let us know if you find any bugs or oddities.
 
And now all files are up for XB1 and PC on Bethesda.net as well! Let us know if you find any bugs or oddities.
I hope I find some oddities--that's what makes these add-ons so charming!
 
Heh - there are at least two oddities that Myrmarachne purposefully has hidden in his new plots, one big and one rather small ...
 
This could easily just be me because placing things sometimes throws me and then it turns out to be something obvious, but the lamps look as though they are clearly supposed to hang from the ceiling but they will only “green” on the floor.
 
I think that's because of how I made that mashup. I've never noticed it myself since I always have Place Everywhere. I'll take a look at the mesh and see if I can change the connect point.

(You're right, they're supposed to hang from the ceiling ;) )
 
Yeah, I used place anywhere and at first I wondered if it was the roof I was using, but it seems to always only want the floor.
 
Hi there! Is there any difference between this bethesda version and the one from Nexus by Myrmarachne? Thanks for your work, downloading right now!
 
Hi! The versions are the same on Bethesda.net and on Nexus, and all files are the latest version. Though, as a pc user, on Nexus we have an All-in-one version of both WV1 and WV2 if you’d like to save an esp slot (can be found on the WV2 page).

We split the mod in two (or rather started a new one) so that
1. Xbox players with limited space could keep updating the WV1, knowing that we would only add content that wouldn’t increase the size of the file.
2. Users without DLCs would still have an option to use our buildings as only the WV2 requires DLCs.

And the Beth.net account is under my name rather than Myrmarachne’s just because it was easier for us at the time.
 
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Hi! The versions are the same on Bethesda.net and on Nexus, and all files are the latest version. Though, as a pc user, on Nexus we have an All-in-one version of both WV1 and WV2 if you’d like to save an esp slot (can be found on the WV2 page).

We split the mod in two so that
1. Xbox players with limited space could keep updating the WV1, knowing that we would only add content that wouldn’t increase the size of the file.
2. Users without DLCs would still have an option to use our buildings as only the WV2 requires DLCs.

And the Beth.net account is under my name rather than Myrmarachne’s just because it was easier for us at the time.
Thanks for the explanation. I downloaded the all-in-one version. Can't wait to test all these nice and new plots :) they all look great!
 
With so many buildings in one mod I really feel like I should do a run with just your mod enabled and random select. I'll never see more than a handful otherwise!
I use them all the time actually. I particularly love the Townhouses as they give me that kind of Final Fantasy vibe, actually like Final Fantasy VII's kind of Steam Punk(AKA The best kind) or also FFVI styled Steam Punk. I could see a Fallout 4 iteration of Nibelheim or Colliery City Narshe. This is exactly the kind of thing I go for in my settlements as actually what I usually have in mind for what I'm aiming for is that classic FF Town look. Townhouse Metal has that Midgar feeling to it. Check these out, there are houses seen in FFVII that are very similar in visual design to some of the Townhouse Stone's levels:
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I do really wish that branched plots would work in City Plan/Blueprints for Designer's Choice, if they did then I'd use multiple of the WV2 Townhouses pretty much every time as they're probably my favourite Residential plots. I think with some more similar houses & maybe some really similar sorts of job plots I would make a WV2 only settlement.

I wonder if there is a way to convert branched into non-branched plans, like a hidden set of linear path build plans. I think it might be very work intensive because of Spawn Items setup but I want to try it if I did want to make a branched plan someday. I started making Layers for everything, 2 layers for every build plan's level. One each for the structure and the Spawn Items, so that I can more easily correct errors I made and that I could more easily do mix-n-matched build plans. What I'd most likely try to do is have the branched one be default in the plot rotation, and then in player select only there's be individual plans for each permutation of the branched plan to have a linear version that would be named for the resulting L3. That way City Plan creators can select a specific one and it'll be able to work like normal. It would be really nice if I could come up with & share a process for reasonably doing this without taking up so much time that addon authors could otherwise spend on creating new stuff.

For WV2 Townhouses as an example I think it's technically doable but the main problem with linear build plans is that there would be a whole lot of them, especially if color options are retained. I think there could be 50 or more build additional plans if hypothetically all of the branched Residential plans had individual linear versions to account for all permutations. And also that this would be pretty time consuming to make.

My gut feeling is that an MCM menu would be a potentially good solution to this, whereby there'd be submenus for Hide or Show on each linear build plan or all of them. Or perhaps a toggle to enable a City Planner's mode? This would be mainly a utility for City Plan usage where by the City Plan creator can use chosen the linear build plan while Players using the city plan who have WV2 would not experience Build Plan menu bloat nor notice anything changed except that the Townhouses would simply function as expected, having been handled by a hidden linear Build Plan that gives the City Plan Creator's intended Level 3 be it Quartermaster or anything else.
 
Those pictures look just like what I had in mind when I made the stone townhouses! Ethreon had just released Castle in the Sky and I saw this video by Ghostrider250 that had Sanctuary as a medieval city. Glad you like them :) I'm working on a shop in the style of the metal townhouses, with the idea of snapping a residential plot on the upper floor (if I manage to learn how to add the snaps).
 
Those pictures look just like what I had in mind when I made the stone townhouses! Ethreon had just released Castle in the Sky and I saw this video by Ghostrider250 that had Sanctuary as a medieval city. Glad you like them :) I'm working on a shop in the style of the metal townhouses, with the idea of snapping a residential plot on the upper floor (if I manage to learn how to add the snaps).
That's awesome! Personally I feel that Final Fantasy VII-X &/or concept art from the earlier Final Fantasy games might be a phenomenal source of inspiration. Or other classic 90's RPGs/JRPGs, I personally find the Townhouses to have the same sort of charm I used to find in classic games. Some day I might attempt some of these though it will take a lot of serious skills with 3D modeling & textures. Some of the parts of the Townhouses look otherwise unfamiliar so I imagined you probably made those from scratch as brand new models & textures. I've done 3DS Max nif export & did custom collision on 1 object so far & played around with modelling a little bit, though an advanced project like a Sim Settlements Plot largely comprised of scratch-made model/textures may be some ways off still.

I'm working on a shop in the style of the metal townhouses, with the idea of snapping a residential plot on the upper floor (if I manage to learn how to add the snaps).
That'd be a fantastic idea & I would love to do plot ideas like that where additional plots could be snapped above. That could be a pretty cool Sim Settlements suggestion for addition IMO, a Plot Addition type that could snap in the same spot as a plot but have altered origin point so as to have it serve as an addition to the plot.

I found a little bit of tutorial of sorts from a friend on Discord a fair while ago. I will see if I can find it again. It doesn't fully explain how to do custom snaps but has a lot of the parts of the process named. The process is pretty involved. It's an advanced task in 3DS Max, there isn't a way to edit snaps to my knowledge. Much like collision it has to be redone in 3DS Max. I had done snap points by copying from Concrete Foundation 2x2, that was the thing I did in 3DS Max, was make some custom foundations so that they can be additional options as buildable statics in the Sim Settlements/Foundations submenu with functionally identical snaps.

With this though I am not sure if there would be a way to use same snaps but change the height so I feel it might be a requirement to do the full process in 3DS Max. Unless perhaps in Nifskope we can apply a transformation to the NiNode containing the snap point data?
 
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