(June 24th): Update completed. Should hopefully be set. Removed some broken & problematic extra data that was unintentionally included. Solved the bed not being counted on Basic 4 Story. Reuploaded due to download errors.
(March 11th): Update completed. VFX is planned to be included in the upcoming Year 2 Mega Pack. When you use the Year 2 Mega Pack you will need to have either Updated VFX to latest version or will need to remove the 2018 version, or else it will override all fixes/changes made to the plots for the Y2 Mega Pack. The last change is to revert to just standard ESP, to avoid possibility of issues with Mega Pack Y2
Since the latest update i have lost the foundations that were part of this addon pack, am I the only one, I have tried downloading it a couple of time both manually and on mod manager. They were working before the update, and there are no old version to back a version.
I do have a test build for it. I would like to have more testing done on it and maybe more content but IRL has been too busy to put meaningful time into it.
Also for various reasons including related to City Plans I'd gotten suggested to make it be its own file. I have expanded it in part for this and plan to expand it further as time allows.
Regarding a date I would say it should be by the end of next week
!Error requesting url: "https **************" failed with status 403 forbidden. This code is usually caused by an invalid request, maybe u followed a link that has expired or u don't have permission to access.
I get an error trying to download the Standard version: AccessDeniedAccess DeniedFCE4A7A86746D64EJnHWfq1qPg8nTW5XEZKee91ityz1djKEZL/6n3GJz7NF7PX5CXl1Hx5qEnhRUbkjmmDibmzZoJc=
ESL version would work but I don't want that one. I am mid-game, for one thing.
Thank you for reporting this! I will try to solve it if I'm able to as soon as I can(hopefully it's not a persistent site-side bug I can do nothing about!)
I've been trying stuff with ESL-Flagged ESP, it seems to be working okay so far. There are some advantages to this way while still not requiring a full plugin slot.
So, so far this mod has been really great and has added a lot to my more developed settlements, but recently I ran into a problem I'm still trying to solve. Since upgrading to t3 all of my apartment buildings are missing pieces, they were fine before they upgraded but now parts of them aren't rendering. The high end apartments (2 of them) are missing the floors on the 2nd and 3rd floor, the 4 story apartments (again, 2 of them) are missing interior walls on the top floor, there's just two doorways and no wall between the apartment and the stairwell, and the basic apartment building (just one, but 2 more will upgrade soon so I can see if it's across lots like the others are) is missing the entry walls on the first floor, the wood ones with the windows. No amount of refreshing, saving/loading is fixing the problem, so I'm going to try a clean install next. If that doesn't work I might have to delete the plot and rebuild them from the ground up using snappy housekit because I do like how they look, but missing walls and floors makes it kind of difficult for people to live there lol. Anyone else run into this problem or know a solution?
Thanks for reporting this. I'm planning to do some updates in the future. Clean install shouldn't be necessary. I have been thinking about how Sim Settlements has the Mega Pack. If another Mega Pack might become a thing someday or if any update might happen for the Y1 Mega Pack I would like to donate all the VFX plots done so far for it. I have a project I am working on right now but I'd also like to go over the VFX plots to try to resolve issues. Ideally there won't be any issues like in your post for it to go into Mega Pack.
Thanks for the reply. More tier 3 buildings weren't rendering so I've been using snappy to recreate things, so it still has the feel of your mod to it even if I can't use it lol. Fresh reinstall and moving to bottom of load order didn't fix anything. Still love these plots and how they make my city look but bugs will be bugs lol, keep creating! :D
Do you plan on adding an advanced industrial plot? I think you could make a tech tree with some great looking factories, it would fit this addon pack's theme as well. Specifically, I'd like to see a tech tree revolving around food production factories and research labs focusing on different kinds of meals and items. You could also include some secrets in the plots just like in SS Industrial Revolution! Here's some ideas. https://pastebin.com/DAU8sAEH
I'll have to see what ideas I come up with for the individual Adv Industrial plots. I'll give it time and see if I can think of 6 good options for food production/research. It may end up as a sort of "Variety Tree". Institute stuff would make a lot of sense but IDK if I should make Institute stuff since there is an Institute addon already?
Advanced Industrial & secrets are long term plan. Am doing easier things first to increase the overall quantity of content since it still feels light on content, for now I am wanting to increase the plot count in general and cover more categories. Tech Tree requires at least 6 plots with a unifying theme. Secrets like IR will involve scripting like quests. They are interesting to me for sure but doing them will require a lot of problem solving that slows things down, so the way I view it is it'll mean a larger block of time before it can be actually included in an update for everyone. It also requires a lot more care & testing since scripting problems can cause issues on save games forcing people to rollback and since this is an ongoing file that people already will have had installed it might not be obvious which save they updated on. For this reason(among others) I am thinking about an "Experimental addon", among other reasons like how the following would be expected to be true of new plots for VFX: Lore Friendly, No DLC/Mod requirements, Small file size(Mostly for Xbox)
I find I'm often not going ahead on ideas because they aren't lore friendly, might cause additional requirements, might increase the file size a lot if custom assets are used(which might largely rule out an X1 release). And then the possibility of script issues if I go that route since I am not experienced in scripting. It then becomes frustrating when I'm scrapping a lot of ideas.
I was thinking it could be like canned foods, toy production, military MREs, etc. The buildings would all have the same kind of downtown look like your mod’s theme and use salvaged/repaired pre-war tech for the machines.
Here's some ideas for the tech tree: https://pastebin.com/DAU8sAEH
This is really good! I will reference back to this post in the future! I love detailed ideas like this since I can think about it & try to visualize it in the meantime, once I have a good idea of how exactly a plot will look it becomes a lot faster & easier to make it.
Just going to chime in here and say that more institute plots or institute spins on existing plots doesn't sound like a bad idea, but I'm all for variety so whatever works lol.
Update was done but then I found some problems but it was really late so will fix soon & double check it. Missing NIF on one of the spawned items, which will cause none of the items for that plot's items on that level to spawn at all. Was going quickly and only doing simple change since previous version I had.
I've figured out randomization so am in process of adding it in. Also got some WIP stuff so may as well just finish it
Hey, on level 1 of your defense structure the top floor has bright purple windows and level two is completely invisible with about 3 floating turrets. Th apartment structure's bedrolls are also several inches off the floor. I'm using version 0-02B.
I'm in the process of essentially getting a new PC build due to dead parts, so can't do anything right now. PSU died & possibly took other stuff with it. It's out of warranty/RMA period so having to replace component one at a time. I'm expecting a new part this week so may or may not be up & running then. It's already been a month-long process sadly and for time being I'm on a low end system that can't run any games or the CK.
Seems like some files didn't get packed in. PC failure occurred almost immediately after uploading 0-02B on September 29. From what I remember purple window was due to Snappy getting everything overhauled on version 8, that window points to the old version of Snappy's window texture(The texture filepaths & folder structure were changed/reorganized). From what remember I had it fixed but likely the material got left as a loose file & not packed in.
Level 2: Does the exact same thing happen for Level 3? Did Level 1's walls/floors/ceiling all pop in 1 at a time? If Yes then that probably means incorrect version of ESP got uploaded. It used to use a different method for the building which is a little easier/faster to work with as well as not requiring combined meshes to be packed in but I decided not to use anymore as it's not as efficient in terms of performance in-game. The previous method is to spawn every single object individually. Combining into larger static is a lot more efficient for the game to process. If the edited on date is either August, or early September then that is most likely why. Can be confirmed if a (static, non interact-able)Beer Bottle appears in the center on the floor at all levels besides 0.
Can't access any of my files till PC is repaired, which I can't say for sure when that'll be. It may be this week or it may be quite a bit longer if it turns out the CPU/GPU died. Are there many more issues & if so should I hide file the time being? If it's an August version then probably there are issues on every plot as those were in-between WIP versions. I first removed requirements for DLC/mods besides Sim Settlements.
59 comments
https://www.nexusmods.com/fallout4/mods/47848
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Previews:
(All future work will be for Sim Settlements 2)
(March 11th): Update completed. VFX is planned to be included in the upcoming Year 2 Mega Pack. When you use the Year 2 Mega Pack you will need to have either Updated VFX to latest version or will need to remove the 2018 version, or else it will override all fixes/changes made to the plots for the Y2 Mega Pack. The last change is to revert to just standard ESP, to avoid possibility of issues with Mega Pack Y2
Also for various reasons including related to City Plans I'd gotten suggested to make it be its own file. I have expanded it in part for this and plan to expand it further as time allows.
Regarding a date I would say it should be by the end of next week
https://www.nexusmods.com/fallout4/mods/40181?
requesting url: "https **************" failed with status 403 forbidden.
This code is usually caused by an invalid request, maybe u followed a link that has expired or u don't have permission to access.
I have no probs on any other mod.
ESL version would work but I don't want that one. I am mid-game, for one thing.
Thx for ur effort and time u put into this (already endorsed so can't do that again LOL)
Advanced Industrial & secrets are long term plan. Am doing easier things first to increase the overall quantity of content since it still feels light on content, for now I am wanting to increase the plot count in general and cover more categories. Tech Tree requires at least 6 plots with a unifying theme. Secrets like IR will involve scripting like quests. They are interesting to me for sure but doing them will require a lot of problem solving that slows things down, so the way I view it is it'll mean a larger block of time before it can be actually included in an update for everyone. It also requires a lot more care & testing since scripting problems can cause issues on save games forcing people to rollback and since this is an ongoing file that people already will have had installed it might not be obvious which save they updated on. For this reason(among others) I am thinking about an "Experimental addon", among other reasons like how the following would be expected to be true of new plots for VFX: Lore Friendly, No DLC/Mod requirements, Small file size(Mostly for Xbox)
I find I'm often not going ahead on ideas because they aren't lore friendly, might cause additional requirements, might increase the file size a lot if custom assets are used(which might largely rule out an X1 release). And then the possibility of script issues if I go that route since I am not experienced in scripting. It then becomes frustrating when I'm scrapping a lot of ideas.
Here's some ideas for the tech tree:
https://pastebin.com/DAU8sAEH
Thank you for updating and sharing!
I've figured out randomization so am in process of adding it in. Also got some WIP stuff so may as well just finish it
Seems like some files didn't get packed in. PC failure occurred almost immediately after uploading 0-02B on September 29. From what I remember purple window was due to Snappy getting everything overhauled on version 8, that window points to the old version of Snappy's window texture(The texture filepaths & folder structure were changed/reorganized). From what remember I had it fixed but likely the material got left as a loose file & not packed in.
Level 2: Does the exact same thing happen for Level 3? Did Level 1's walls/floors/ceiling all pop in 1 at a time? If Yes then that probably means incorrect version of ESP got uploaded. It used to use a different method for the building which is a little easier/faster to work with as well as not requiring combined meshes to be packed in but I decided not to use anymore as it's not as efficient in terms of performance in-game. The previous method is to spawn every single object individually. Combining into larger static is a lot more efficient for the game to process. If the edited on date is either August, or early September then that is most likely why. Can be confirmed if a (static, non interact-able)Beer Bottle appears in the center on the floor at all levels besides 0.
Can't access any of my files till PC is repaired, which I can't say for sure when that'll be. It may be this week or it may be quite a bit longer if it turns out the CPU/GPU died. Are there many more issues & if so should I hide file the time being? If it's an August version then probably there are issues on every plot as those were in-between WIP versions. I first removed requirements for DLC/mods besides Sim Settlements.