Fallout 4

About this mod

There's something in the water down south, trees that are as tall as Boston Buildings.
Lets get out of the Murk and make our homes high in the branches.
Large City Plan for Murkwater Sim Settlements 2, with a player home nearly in the clouds.
Created for the May Sim Settlements 2 City Plan Contest.

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

The settlement is designed with many specific plots chosen for their access points and themes.  Please ensure you have selected Designers Choice ON in the options and have the Add-On packs I have used. You'll find a list of them at the bottom of this description, they are incredible so don't forget to send them your appreciation too!

Update ver 1.1
  • Added a new Sanitation plot to (included in each city plan level)
  • Changed over a single person residential plan to a multi (2) person plan (extra home for the sanitation worker)
  • Shifted the position of the Marital Laser Cannon plot (its orientation changed with an SS2 update after the original plan was created)
  • Added railings around the Laser Cannon plot (so you don't fall off and have to walk half way around the outside of the settlement to get back in.


Settlement Overview

Murkwater, the Southern boundary of this pocket of civilization called the commonwealth.  Out beyond stretches the wastes where all manner of things brood and grow.  It is in the swampy ground in which the mighty trees have stretched like gnarled hands towering skywards.  Nestled within these hands, settlers have made their home, a defensible bastion against the creatures of the wastes that wander into the commonwealth.  Yet the threat also comes from within as Gunners stir in nearby Quincy.

Foundation Level - 8 settlers
1 plot each of Commercial, and Martial.
2 Municipal
2 Industrial
1 Martial
3 Recreational (END and AGI training, and 1 Happiness)
8 Residential
(there are food plants to provide some food)

Level 1 - 14 Settlers
2 Agricultural (Advanced), 3 Industrial, 2 Municipal, 3 Commercial,
3 Martial - 1 basic, 2 advanced
4 Recreational (END, AGI, INT and 1 Happiness)
14 Residential

Level 2 - 18 Settlers
3 Agricultural (2 Adv, 1 Hi-Tech), 4 Industrial, 3 Municipal (1 is Advanced Power), 3 Commercial,
4 Martial (1 basic, 2 advanced, 1 Hi-Tech)
6 Recreational (END, AGI, STR, CHR, INT, 1 Happiness)
18 Residential

Level 3 - 22 Settlers
3 Agricultural (2 Adv, 1 Hi-Tech), 5 Industrial, 4 Municipal (1 is Advanced Power), 5 Commercial,
4 Martial (1 basic, 2 advanced, 1 Hi-Tech)
10 Recreational (END, AGI, 2 STR, 2 CHR, INT, 3 Happiness)
22 Residential


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)


The Big As Trees


Mods that alter the mesh of trees: obliviously if you are using mods that  change the shape of the 3 tree models used it will likely not fit the structures.
As you approach the settlements the trees may not appear before the structures, it will look strange until you get closer and they are shown.

The main tree is around 475% enlarged from the original - therefore don't expect amazing detailed resolution.


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)


Settlers and pathing


Settler AI can have issues with stairs, perhaps its something to do with moving both forward and up. I have used over 75 stairs of various types.
Please don't expect to see your settlers freely walking about the bridges - they won't.  This was a concept build, a fun place for the player to enjoy, not as a functional settler friendly paradise.  When you arrive or sleep they will shift to their plots. 
If you want to move a specific settler somewhere, you  can use the console functions;
  • open console [~ key]
  • click on settler (make sure its a settler, ID should start with SS2 code (I think), mine is ff_ _ _ _ _ (don't if it is something like 0012ab38)
  • close console
  • run yourself to where you want to shift the settler to
  • open console
  • type in "moveto player"
  • press [ENTER]
  • close console
If you get the ID 0012ab38 it is the mist, so don't shift that - (you could disable it if you don't want it though)


Power

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. (seems to be new powered objects in the level 3 upgrade)
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
.



The Minor things that are good to know about


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.  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 upgrade 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). Might not need to do it for all upgrades.


Higher level plots need higher ability settlers

There are 3 martial plots, which require settlers with higher Agility.
On the Agricultural side, there 2 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 1they will mess up settlement defense).
Did you know you can use clothing items to help raise their abilities, and legendary items will stack.

I also noted that some settlers that auto assigned to the 1x1 [JP ] Down in Moonshine Holler plot would change this all by themselves.  I think they have something against moonshine. It appears in the Level 3 city plan.



Contest and mods

The contest is judged using SS2 and add-on packs for plots.  This is to avoid people not getting what they see.
The majority of the images and walkthrough is shown this way.
I have added a few pictures in images with a recoloured Ivy Texture Mod by Luxor8071 mod (the green version), and a few with an ENB, Textures and Seasons - Spring  to show potential visual enhancements.


Optional Files

If you can't wait through the city growth process, maybe because this is way south and one of the last settlements you obtained then I have included an optional file with the 4 levels as separate layouts you can build through the workbench layout menu.


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
15 plots used from this pack.

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

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

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

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

Sim Settlements 2 - Ruined Homes and Gardens 2.0 by Ruinedworld
2 plots used from this pack.

Jampads 2 - a Sim Settlements 2 Add-on by CaptainLaserBeam
2 plots used from this pack.

Vault-Tec Tools - Sim Settlements 2 Addon Pack by Samutz and Wulfharth
2 plots used from this pack.

Sim Settlements 2 - Tiny Living by Freddrick
1 plot used from this pack.



Final Thanks

Thanks to Kinggath and all the team and other mod authors creating content for Sim Settlements 2!
A shout out to Uituit, it was his Yggdrasil plot from Junktown Extreme that inspired this build, unfortunately when high up in that plot some branches would disappear as you clipped through them, and it was just a little high so the top settler level was just out of the build zone. The same tree is used, here but 10% smaller, (around 475%).