I like this city plan. But this mod edits a lot of unrelated things that it doesn't advertise. Why does it edit vanilla Settlers? And Graygarden Handys? Why does it edit the Handy, Sentry Bot, Assaultron, and Protectron race entries?
If it were just a city plan like it advertises to be, I'd keep it.
First thank you for this city plan, its amazing to see the houses used to good effect in it. And a question. Can I assume that the empty foundations from the trashed houses are safe to build upon? I need to make a barracks for Conqueor.
so can I use this even if i started a sanctuary tbh i dont want all the stuff around on the settlements but i love everything else about sim settlements but have such a huge performance hit when they get so cluttered with all the stuff i dont really think is needed but it does look really good will admit . I do like the use what ever there is around look but my pc doesn't like it very much XD
I decided to try this plan again on a different playthrough and while it doesn't seem to have as bad a problem with leftover objects sticking around after upgrading( though still a few ...like the Sanctuary Hills Sign and some counters) it still jumped from 7 settlers max at level 0 to 33 max at level 1. So, will my settlement now not level up again until I get 33 settlers? Or is this a SS HUD oddity that does not reflect the actual function going on underneath? Really like the layout and design though. I also have a couple of other questions. How many max settlers is it supposed have at level 1 and also at level 2? My other question is whether there is a logistics station in the plan or should I change one of the industrial plots to get that going? Thank you again for the mod.
It will level upp normaly, since Sim settlement all plots are created on each level so if you have room for 30 settlemnts at a maxmum, and Sim settlement only count the active plots/stores that levelup to reach City level1 etc. I also rekommend that you uncheck auto-assing from work/plots, Since Some cityplan uses other forms ways to manage stors, one-workbeds (vs residential slots) and doctors. (Who is classed as work, like Artillery, where as a workslot is used move like a 24/7 guardpost)
Thank you for the response. I have the latest SS and Workshop Framework and Workshop plus. I am not using Conqueror this playthrough. I will try unchecking that option. I plan to stop the city growth at level 2 or at least somewhere around 18 settlers. What are the max settlers needed for each level? Like at level 0 it was 7. What is it at level 1 and 2? Level 3 is supposed to be 30, correct? I am concerned that something somewhere has been broken or something. Since it already has my HUD displaying numbers beyond the scope of your plan. I just want to see what happens when I reach the numbers that are intended for each level. Thank you again!
Thank you for the mod! I am really liking what I am seeing so far. I wish there were more plans like this. I am only on the plans level 1. However, I was having a lot of trouble getting people to stay attached to their homes and jobs. It took me forever to get my first seven people to have a job and a residential plot and keep them...and for the jobs to be read as filled by SS. Finally got it. I also wanted to make sure that the houses with walled off sections (making them completely inaccessible) is intentional. Is it part of the design? Thanks again.
*edit* I am unsure if it is the mod, but I have run into some weird things with Sanctuary. The first thing was when I went from level 0 to level 1, my settler max went from whatever it was (7?) to 33. I also noticed several duplicate items. Like two Sanctuary signs, two of all of the work benches and some others. When the city upgraded to level 1, and especially at level 2, there were leftover items like bars and chairs and beds clipping with newly placed items and furniture. Things seem to have stalled with settler recruiting at 15. No new settlers for a while now. And lastly, my percentage to next level kept jumping around from visit to visit. From 90% to 6% to 24% and back up to 83% and so forth. Is anyone else experiencing any of this? Is this a messed up glitched SS thing?
That is an SS glitch, had the same experience when I was building and testing Taffington Boathouse by Iztari (https://www.nexusmods.com/fallout4/mods/40520)
this is perfect for me. ideal minimalist approach that covers all of sanctuary and doesn't slow the game down. I'd love to see this done with sunshine tidings and to a lesser extent the other settlements with prexisting structures
I'm not going to lie, it's a bit dull. That being said, however, it's considerably more realistic than any other plan I've seen. In real life, I'm sure survivors would be more interested in repairing pre-war buildings and moving into them than building up some post-apocalyptic metropolis-style monstrosity like the vanilla Sim-Settlements plan.
Editing: I've started using it and so far, I like it quite a bit! It's realistic and sensible. I'd like to see more realism and sensibility applied to the other settlements, personally. The pre-war buildings are sturdy, but I don't think they'd support as much weight as some city builders seem to think they would.
Need a little help maybe? I use the mod Scrap Everything and I am very careful as to what I scrap. However, when I started using your mod today and see that it scrapped the Lone Wanderer's house and the one next to it, along with the road in from of both of them.
If I remove Scrap Everything, your mod works fine. If I switch it around, Scrap Everything works just fine.
I use the Ultimate edition with the new patch that came out. Is there anything with these two mods combined that I'm missing or doing wrong?
Thanks. BTW, what I have seen of the mod, I really want to use it, it looks great and what I've always done on my own.
There is always the possibility of user error, and I might have had Scrap Everything enabled when I made the ScrapProfile (that is the blueprint that tells Sim Settlement what is scrapable and what is not). Otherwise there should not be any conflicts.
ps. That is the downside of eating pain medications... You get a little confused and forget stuff, sometimes )
I've updated the mod now, with the release version of esp file, and now I had no conflicts with Scrap Everything. But as its name suggests you can easily accedentallt scrap something vital with that mod. The drawback with updating from a "rollback version" is that you get 2 Bar counters in your old house (but they are scrappable).
18 comments
If it were just a city plan like it advertises to be, I'd keep it.
Really like the layout and design though. I also have a couple of other questions. How many max settlers is it supposed have at level 1 and also at level 2? My other question is whether there is a logistics station in the plan or should I change one of the industrial plots to get that going? Thank you again for the mod.
(Who is classed as work, like Artillery, where as a workslot is used move like a 24/7 guardpost)
I Also recomned that you download the lastet version of:
* Sim Settlemen 3-1
* Workshop Framework
* Workshop Plus
* Sim Settlements - Conqueror (Optinal)
*edit* I am unsure if it is the mod, but I have run into some weird things with Sanctuary. The first thing was when I went from level 0 to level 1, my settler max went from whatever it was (7?) to 33. I also noticed several duplicate items. Like two Sanctuary signs, two of all of the work benches and some others. When the city upgraded to level 1, and especially at level 2, there were leftover items like bars and chairs and beds clipping with newly placed items and furniture.
Things seem to have stalled with settler recruiting at 15. No new settlers for a while now. And lastly, my percentage to next level kept jumping around from visit to visit. From 90% to 6% to 24% and back up to 83% and so forth. Is anyone else experiencing any of this? Is this a messed up glitched SS thing?
Editing: I've started using it and so far, I like it quite a bit! It's realistic and sensible. I'd like to see more realism and sensibility applied to the other settlements, personally. The pre-war buildings are sturdy, but I don't think they'd support as much weight as some city builders seem to think they would.
Why build a shack if you can repair a house?
If I remove Scrap Everything, your mod works fine. If I switch it around, Scrap Everything works just fine.
I use the Ultimate edition with the new patch that came out. Is there anything with these two mods combined that I'm missing or doing wrong?
Thanks.
BTW, what I have seen of the mod, I really want to use it, it looks great and what I've always done on my own.
ps. That is the downside of eating pain medications... You get a little confused and forget stuff, sometimes
Good Luck
1: Fixes a small problem with the settlers workshop packages.
2: Fixed FOMOD file infomation to the correct mod