Not sure why you are seeing it flagged for a virus as the files were last updated about 2 years ago. I hope you enjoy the mod if you weren't scared off by that warning.
Have all the mods in the description installed and the buildings still don't show up, Only some Plots. Are they supposed to come later or spawn right when using the city plan?
Edit: Think I answered my question, Used a command to make the city upgrade and seems to added a few buildings that were missing.
Sorry if the way I have it constructed and set to upgrade over time was confusing. I will have to do upload a video tour of the settlement and it's highlight each levels or add some screenshots. Hope you enjoy it with your current play through.
I've installed all the recommended mods/packs, built the plan, and it made 13 beds and seemingly everything else, except power buildings. Is that normal for level 0? For some reason some light poles still provide light, while others don't.
Level 0 should have the interior power building in one of the buildings near the center of Sanctuary. The light poles that dont provide light do they show they have power in workshop mode?
They showed that they do not have power same as all the other buildings, and overall in settlement it said 0 power. Two plots remained completely empty, not sure if it's intended or not, but it was suspicious. I am using mod organizer 2, and none of the mods show any conflicts, I didn't install the megapack, just your mod for Sanctuary, and the 3 recommended mods, workshop frame and other related and unrelated things. Just in case, I tried using the building plan a couple of times, reloading, refreshing the plan etc., but still felt like it doesn't put all the intended buildings.
Originally it put 13 beds (9 plots, 4 beds), left 2 empty plots (from the houses I destroyed), 1 house plot only had big power pylon and power switches, 3 big farms, 2 indoor farms, 2 guard buildings, 3 industrial, 4 recreational buildings, 2 municipal. Inside the player's house I've noticed it didn't put the pipboy stand and some counters in the kitchen, but everything else was in place, so I thought maybe it will appear on level 2.
I am definitely missing sheriffs and one guard tower, probably 1 store as well, 6 municipal buildings and most industrial, unless they are supposed to appear later, not sure how it works.
Yeah, everything is working. I didn't understand that plots appear at different levels and thought that all of them are placed at level 0, and then upgraded.
Yeah, you managed to make a perfect one. Right in there between, too unrealistic and polished for post-apocalypse, yet livable and pretty for the circumstances. Some of the basic ones look worse than living in a hole, and some of the elaborate ones look like Halliburton got the blank check from the commonwealth and just never stopped.
Some of the basic ones look worse than living in a hole, and some of the elaborate ones look like Halliburton got the blank check from the commonwealth and just never stopped.
I see a floating Minuteman statue by the river near the water purifier at level 0. It will be a while before the plan starts to upgrade so I don't know if the statue will eventually have a base. Looking at your pictures they do not match what I am seeing. The waterpurifier is very close to the NE end of the wall along the river instead of close to the bridge and the wall in my game does not look like the wall in the pictures. I am using the Rebuild Sancturary and DEL Sanctuary Bridge mods alongside of yours.
I have never used those mods before but it is extremely likely they are causing conflicts with the settlement build. Any mod that changes settlements can conflict with Sim Settlements 2 Layout or Cityplan with unpredictable results.
So far, your city plan mostly plays nicely with the Rebuild Sanctuary mod. I used the optional scrapable ruined houses version and scrapped them leaving clean foundations for your city plan. The only "conflict" is the wall pieces the city plan adds to the exterior and interior of the repaired houses. I simply go around and scrap the unneeded ones after each plot upgrade. There is one interior housing plot with a bed across what is the doorway into the room that makes entry impossible with the repaired wall and door to that room. It's the one with the floor safe and desk with a working terminal. I think I can target the plot in workshop mode and rotate it 90 degrees to place the bed against the exterior wall then refresh. It turns out the repaired wall along the river is due to the Rebuild Sanctury mod, probably part of repairing the roads. If I can find a save before I repaired roads, I can check and report back. Unless your plan does something to the spot that I moved the statue to, it should work out fine.
Turns out it was the repair old north bridge option of Rebuild Sanctuary that repaired the river wall, not the road repair. Easy enough to work around as long as the city plan does not do anything in that spot as it levels. That still doesn't explain why at L0/L1 the water purifier is at the extreme NE end of the wall next to the floating housing plot. Does it move close to the bridge as the plan levels up?
No they are supposed to be in the area of the 2nd screenshot. You can possibly get around this conflict of mods issue by just manually moving them which shouldn't be much trouble.
Darn it all!! I just figured it all out. I used the old version that was in the SS2 City Plan Contest Mega pack assuming it was the correct one but what I reported with the purifier and floating housing plot match the pictures from version 1.1, sigh. Got confused because it says 2.0. I download the real 2.0 but it took a bit to figure out which Green Hills plan was the correct one. Once I replaced the Mega Pack version with the real updated plan, it built the purifier where it shows in picture 2 and there was no floating housing plot at the far end of the wall. It is all looking like it should. In fact, it plays really nicely with the two mods I use, almost as if you had them in mind when you revised your plan. Back at level 0 but at least it is building the plan I want it to.
I'm pleased to hear you figured out what was going on your end. The 2.0 version isn't included in the MegaPack because I didn't want to burden the SS2 team with something I released broken. Sorry you got the old version but I am hopeful you will enjoy the updated Sanctuary build.
any chance you could share the requirments for leveling up from 0-3, my deal is stuck at level zero even though i have 7k resources, 100 happiness, have waited 10 days, got rid of my build limit, and have all settler requirments met. its even giving me the up arrow next too the L0 on the hud
legit after waiting 10 seconds after posting this it started upgrading so im good, if you wanna post the requirments though it would still be appreciated
This is so bugged for me - The one in the megapack builds a lot but this one barely adds anything & looks nothing like the SS Not running the "Next Gen" update, any ideas?
This city plan existed long before the Next Gen update and it worked then and now as I have recently completed testing it from this mod and my bundle mod. This version of the mod is reworked and fixed from the one available in the MegaPack from Sim Settlements 2. Check to make sure your load order is sorted, I use Mod Organizer 2 which uses LOOT to do that. This plugin is also an ESP so if you are running a heavy mod loadout (255+ plugin limit) that could also be why you are having problems. My bundle is made available in both ESP and ESL and if that's your problem that could be a work around for you. If you updated your Sim Settlements 2 and Workshop Framework and not the game itself that also may cause problems but I can't verify that.
I just got done testing it with a fresh download of the plugin and the recent updates to Sim Settlements 2 & Workshop Framework and everything came in for me. This city plan uses building plans from 3 addon packs linked in the description and also make sure Designer's Choice is enabled. I don't know what your mod loadout has in it or in what order but with just Sim Settlements 2/Workshop Framework/Sanctuary Greenhills everything came in correctly. Hope this helps you fix your issue with my city plan.
So recently I've uninstalled this city plan that got included inside the megapack so that I can have more space on my plugin list. So I tried to install this version and check inside the design plan, it didn't appear.
I use Mod Organizer 2 to handle all of my mods and there will be times where I will install and enable a city plan in the program and then check the plugins list only to find that the desired mod was not checked in the box to be enabled. There is no hard dependencies on this city plan that will disable it if one of the suggested addons such as Wasteland Ventures isn't installed. Make sure it is installed and enabled in your load order.
Long story short I went back to use this city plan in a recent play through of the game and found it to be completely broken for designers choice and some sections of the power grid as well. I couldn't leave it in such a state so I went back and got to work polishing it but some areas such as the front gate and cul-de-sac area received many additions. Added a couple settlers to make it an even 30 max population city plan rebalanced the plot choices for all levels. I wish I had spent this much time checking for errors and testing it in previous releases and other uploads but version 2.0 should be the last update it gets. Hope you enjoy this version of it, I will contact the SS2 team for including this update so if and when I get an update I will make sure to include a link to the megapack when that's done. Also thank you for bringing this to my attention, I had forgotten this was a city plan contest entry.
Personally I vastly prefer this one to the one in the Megapack anyway. The one there is too busy and has too many hanging chained bodies. I'm running a civilized village here, not an abattoir.
Has there been any update on whether or not they will be including the updated plan? Just curious as I havent seen anything regarding this in the months following this post
No apologies needed as I actually had that thought in the back of my mind but I have to communicate with the Sim Settlements team for such a thing to occur as they are the ones that curate the mods. I will reach out to the team here soon I just need to play test it a bit more and make sure nothing is broken or out of place. In the meantime I made a small bundle of all 3 of my city plans available in ESL and ESP format.
I like the city plan, works great for the early ss2 quests. Just one thing changing the .esp name might creat issues with existing games, as its will be looking for the old .esp
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Edit: Think I answered my question, Used a command to make the city upgrade and seems to added a few buildings that were missing.
Originally it put 13 beds (9 plots, 4 beds), left 2 empty plots (from the houses I destroyed), 1 house plot only had big power pylon and power switches, 3 big farms, 2 indoor farms, 2 guard buildings, 3 industrial, 4 recreational buildings, 2 municipal. Inside the player's house I've noticed it didn't put the pipboy stand and some counters in the kitchen, but everything else was in place, so I thought maybe it will appear on level 2.
I am definitely missing sheriffs and one guard tower, probably 1 store as well, 6 municipal buildings and most industrial, unless they are supposed to appear later, not sure how it works.
It is all looking like it should. In fact, it plays really nicely with the two mods I use, almost as if you had them in mind when you revised your plan. Back at level 0 but at least it is building the plan I want it to.
Not running the "Next Gen" update, any ideas?
Anyone know how to fix this?
Just one thing changing the .esp name might creat issues with existing games, as its will be looking for the old .esp