Fallout 4

About this mod

Shop 'til you drop, with a range of seven stores you'll find something you need at Jamaica Plain!
Large City Plan for Jamaica Plain Sim Settlements 2, with a player home perched up high.
Created for the April Sim Settlements 2 City Plan Contest.

Permissions and credits
Please be sure to have a read through the Issues section below

I start my city plan designing by placing and moving a huge selection of building plots from SS2 and the many talented Add-on creators.  I like to think of my designs as a way to showcase their awesome work, and thus I strongly recommend that you use their mods to enhance your game. You'll find a list or the ones I have used at the bottom of the description, they are incredible so don't forget to send them you appreciation too!

Settlement Overview

Jamaica Plain is a destination once again! Gone are the ferals that once roamed the streets. Now a haven of trade, be it for those looking for new threads heading into Diamond City, those needing to equip up as you head out into the southern wastelands, or maybe you have heard of the fabled Treasures of Jamaica Plain - tours departing daily of the secret strong room that help them safe for centuries! 

"I'm just so hungry all the time"
You will be short on food!
It's a trading center, not a farm. Get your food via the Caravan (its there from foundation level).
There are only two internal agricultural plots, one advanced from level 1 of the city plan, the other Hi-Tech from level 2.

Foundation Level - 7 settlers

1 plot each of Industrial, Municipal, Commercial,
2 Martial at Level 2
2 Recreational (END and AGI training)
7 Residential
(there are 6 Mutfruit plants to provide some food)

Level 1 - 14 Settlers
1 Agricultural, 3 Industrial, 2 Municipal, 3 Commercial,
4 Martial - 2 basic, 2 advanced
4 Recreational (END, AGI, STR and a happiness)
13 Residential (1 dual-person)

Level 2 - 19 Settlers
2 Agricultural, 4 Industrial, 2 Municipal, 5 Commercial,
5 Martial - 2 basic, 3 advanced
7 Recreational (END, AGI, STR, 2 CHR, 2 Happiness)
16 Residential (3 are dual-person)

Level 3 - 23 Settlers
2 Agricultural, 5 Industrial, 3 Municipal, 7 Commercial,
5 Martial - 2 basic, 3 advanced
9 Recreational (END, AGI, STR, 2 CHR, LCK, 3 Happiness)
20 Residential (3 are dual-person)

ISSUES - Please Read!

Look at the Size of that thing

It is big and has a lot of objects.  If you think that your machine is a little on the lean side when it comes to computing power, you might want to head into the performance settings and turn a few of them off.
For others though you will want to turn "Respect Build Limit" to OFF (if you haven't already done so - it defaults to ON)

Starting Plot Levels

The SS2 setting Starting Plot Levels (under Gameplay > City Building) is defaulting to OFF for me. I would recommend that you set it to ON, as I
have pushed some plots higher at the Foundation level City Plan. (due to junk storage & defense)


In my testing I have had a few objects and plots not picking up on the radial power available when the are place in city plan upgrades.
Simple fix is just to enter workshop mode, pick up a nearby power conduit or power pole, then [TAB] to release it back to its original position.
What ever you do - don't move it to a new location as it will cause  a power grid error when the city next upgrades - goes for any powered item in foundation through to level 2 city plan

Note on checking your Power Grid:

I have not had any Power grid errors in testing from my stuff, but I have had errors pop up very rarely from powered items within plots themselves.
(for example I had he mirror ball in The Winking Molerat Bar plot cause an error when it went from level 2 to 3 - Maybe it could have been script lag).

Thus it is always good to check your settlement's power grid.

What I recommend you use is R2K's Gameplay Mods  and the "0005. Power Grid Tools 1.4" download.
  • To use this, be in the settlement,
  • open the console,
  • type "cpg" {without quotes} and it should report any errors. 
  • Type "cpg 1" {without quotes} to get it to fix the errors.
  • (it's great to use it on your other settlements too, helps to avoid any errors causing the scrap crash bug)

Once the power grid is fixed you may have broken every power line in the settlement. (yeah real stink I know).
You CAN NOT fix the issue with "Run City Plan Power Lines" from the city planner desk (well it's never fixed it when I have tried).

You will have to enter workshop mode and manually remove and replace every power line connection to get the grid up and running again.
(I read from someone that you might be able to pick then drop the lines to get it to work - personally I haven't had this fix recovery from errors)

There is a powered conductor (10 power) and conduit above the play home on the far side of the church spire to provide it with its own power. Thus when you check you should have 2 grids, and if you need to fix, don't forget about it.

Level 3 power connections:

A power wire is not connecting when upgrading to level 3.
It is a powered conductor (50 power) on the wall of the brick workshop building, it can be connected to the power conduit sitting behind the sign next to it.
(yep happen on my Croup build too, city plan generator doesn't seem to like them being added at level 3)

The Minor things that are good to know about

Take me to Church (well, what is now the undertaker and funeral home)

No really, get in there to remove the chains on the door before you start the city plan. 
How - Up through the red house, on to the church roof and drop down to the raise walkway inside.
I fix up the broken roof, there are holes in foundation level, but not low enough to survive falling to the main floor. Level 1 onward there are no holes. You will gain access to the spire (and the rest of the church through its stair well) with a ramp going to the player home from level 2.
(if you do forget and have access to console commands you can toggle collisions off (tcl) to get inside then toggle them back on).

Objects outside the build Zone

I have put "dressing" objects outside the build zone, including the Player Home.
If you don't have Place Everywhere you will not be able to customize, (if you do, you will still need to place objects inside the build zone first then shift that object where you want it)

Defense and Junk Storage

Junk Storage has a defense requirement - however any city plans not set to Full Involvement setting will still upgrade. 
City plans with a lot of objects require a heap of junk storage.
There are enough martial plots to meet defense requirements - I have had to push the levels up slightly on them to do so.

If you want to give yourself some more breathing space I suggest that you turn OFF the "Junk Storage Requires Defense" setting in SS2 when you
first initialize the city plan. Once its built you can turn it back on (it is not retroactive - the setting only works on storage placed at the
time). This will reduce the defense requirement in the settlement by around 70, and should be kept throughout upgrades as those storage
containers are then present across all levels.

Higher level plots need higher ability settlers

There are 3 Advanced martial plots, which require settlers with higher Agility.
On the Agricultural side, there is 1 Advanced and 1 Hi-Tech, which require higher Endurance.
Something I found was that when I had the settings Assignment Requirements Off, and Auto Assignment On, settlers would assign to these plots, then change to a new Martial  building plan, (if they change these to basic type, or reset to level 1 they will mess up settlement defense).

Bits and bobs

I had to use a scrap profile to get rid of a vanilla light post.
I recommend to use the scrap settlement function on the workbench prior to initializing the city plan to get rid of the moveable objects.
Otherwise everything else should be sweet, you might want to use Place Everywhere additional objects function [Ins] to get rid of a few skeletons just off the build zone.

Time to upgrade:

If you choose to upgrade manually with cinematic on be aware it will take a while as plots are also upgrade at the same time. Level 3 has 51 plots,
if it takes around a minute to upgrade a plot you might end up floating around the settlement for nearly an hour.

IDEK Logistics Station Users

If you prefer to use IDEK's Logistic Station 2 and remove the SS2 caravan plot you will be removing a section of building facade that will compromise the main squares look. But wait, I can detail a fix, you will need the Sim Settlements 2 Wasteland Reconstruction Kit
(WRK for short - its filled with thousands of objects used by the city plans used in the contest and other builders)

The SS2 2x2 Caravan plot uses a shell available in the WKR.  In workshop mode head to WKR > Structures > Plot Buildings > Municipal buildings > along about 14 buildings you should find the two level shell of the caravan plot.
Now you can place this - best to use place everywhere - as accurately as you can to complete the row of buildings, (a bit hard though as you won't have the top pieces to judge where  when placing at foundation level).

For those more precise people like me who will screw their nose up and squint at the mismatch, I can provide a much more accurate way using console commands.
After placing the building shell, open the console, and click on the shell. now type the following lines, pressing enter after each one, (the building shell should move - unless you had placed it pretty much right on where it should be)
  • setpos x 10611.37
  • setpos y -64705.02
  • setpos z 634.46
  • setangle z 0
  • setangle z 0
The angle used twice to "stabilize" the building otherwise it will probably look fuzzy.

Now two options, use a Logistics Desk or place an internal Municipal plot in the upper level, with its right side up against the right internal wall of the upper level.
For you who want to get a little more tidy... open console, click on the plot and type...
  • setpos x 10661.33
  • setpos y -64674.64
  • setpos z 881.15
  • setangle z 270
  • setangle z 270
Now exit workshop mode, then re-enter workshop mode, pick up the plot and [TAB] release it back to its position.
Once again exit workshop mode, active the plot and select IDEK's Logistic Station from building plans.
There is a slanted support that will encroach into the upper space slightly, its there for foundation and level 1 only.

ADD-ON's Used (and Highly Recommended!)
I have designed the settlement with the specific plots chosen, you can let it randomize, but might end up with access issues.

Wasteland Venturers Sim Settlements 2 Addon Pack by Tinuvia and Myrmarachne
18 plots used from this pack!

Sim Settlements 2 - Junk Town 2 Addon Pack by Uituit
6 plots used from this pack.

Sim Settlements 2 - Pra's Random Addon 2 by Pra
4 plots used from this pack.

Sim Settlements 2 - Tiny Living by Freddrick
3 plots used from this pack.

Sim Settlements 2 Scrappers by Ohnno
3 plots used from this pack.

SimHomestead 2 - A SimSettlements 2 addon by Eldarth
2 plots used from this pack.

Sim Settlements 2 - Apocalyptic Additions Addon Pack by SirLach
2 internal residential plots in 1x1 places.

Vault-Tec Tools - Sim Settlements 2 Addon Pack by Samutz and Wulfharth
1 advanced agricultural plot.