Cheers all for being patient. I had many issues when building this plan so Vault 88 was quiet far down on my list of favorite places in Fallout 4.
If you have everything running smoothly, and and fixed the issues with 1.0 then you could probably not worry about updating to ver 1.1. Especially if you are already at city plan level 3, as I am not completely sure if the changes will take place automatically. (I create the plans... I don't have anything to do with the code).
If your current city plan level is less than 3 then the changes should take effect automatically when the plan levels up.
I had a good long think about chapter 3 plots but ended up rejecting the idea of adding any. Mainly because they aren't used in the first two chapters at present. Also, because, although it's sort of been indicated that it's ok to update a city plan, the less changes I make, hopefully will mean the avoidance of unforeseen issues.
Version 1.1 fixes the radio beacon duplicating, If you don't want to update and keep using ver 1.0 , a manual fix is in the article for either using Place Everywhere, or console commands. No need to run the optional layout, the plan swaps the recreational laundry plan for a Sanitation laundry plan. The hospital will be added in at level 3 of the plan.
If you were experiencing the bug with the settler count below what it should have been, it should be fixed in 1.1. in fact it seems to add an extra 10 to the count for each level (as vanilla Vault 88 does) but I wasn't going to try and compensate for this as it would probably mess things up... just send the excess settlers off to other settlements.
Trying to use this, but when I download any of the addon packs it causes a ctd on startup. tried one by one and every one does it except superstructures as had that already. not sure what the issue could be here
I read previously that some CTD on start up are caused by missing master plugins. This requires Sim Settlements 2, it has plots that are from chapter 2 but not sure if there are any objects from it, so it may function without chapter 2 (and was done before chapter 3 was released).
Add-ons could have been updated over time and may now require all SS2 chapters and some even may require the optional SS2 extended plugin available in the Chapter 3 optional files section.
You could also search/ask over on the SS2 forums about the issue
Are there any differences between the City levels other than plots? I tore down some walls to add an extra room when it was at level 0 and when I came back later at level 1, the torn down walls were back and sealed off my new room. Are there any other areas that change that I should avoid altering?
Yeah it's best to wait to make changes after it has reached level 3. I pretty sure it keeps getting a little bigger each level going up and also out slightly along with adding decorations.
I have all of the necessary mods and DLCS including the recommended mods, but when I start the building process I will get the confirmation that it started and I will get a notification that Vault 88 made improvements, I will check on it and there is only 5 floor pieces and two walls and i tried to level the city plan but they still will not make improvements. do you know the issue?
It might be to do with scripts, mods, or overwrites of Workshop Framework.
City plans run a lot of scripts. These are responsible for object placement, plots, and resource generation and upgrades. Look up Fallrim Tools utility mod for a way to check a save and what scripts are running that might be problematic.
If you are using mods that modify the settlement, including things like Scrap Everything, they can cause issues with scrapping and object placement, perhaps due to scripts encountering unexpected situations.
Any mod which overwrites Worshop Framework (and the WSFW esp file that can be set to overwrite changes) will mess up both city plan and layout build processes. There was even a weapon mod that included unrequired files that overwrite settlement related processes, so load order is important.
Wait, so I shouldn't be using Scrap Everything? I've been using that mod for a while now and now I'm wondering if that's why I've been having trouble with City Plans in general. I also have the City Plans menu open but the only available plan is the default "Vault 88 Basics" which is boring as hell and isn't even a Vault.
Awesome layout ! Unfortunately there is a huge navmesh issue with this city plan. Settlers/companions/whatever have absolutely no clue on how to get upstairs.
There is a huge settler sandbox issue with the vanilla game in that settlers don't like several levels of stairs.
There are some mods/settings in the ini that can try to increase vertical sandboxing.
Other ways to get settlers to shift, is for the player to go to sleep for a period, and this can force the settlers to reset to appropriate plot type for the time of day you get up.
Or if you want to take control you could enter console mode, click on a settler, (exit console and wander to a location you want the settler to be, Enter conosle and use the moveto.player command.
I have this through the contest pack and can't get power to the vault. I have power at the water pump but that is it. I hooked the reactor to the two points on the wall. In the photos here it shows a piece on the floor that I don't have. Any advice would help.
I don't have anything to do with the contest pack, they just used the files we submitted at the time of contest entry.
The contest version will be the original 1.0 version. That was made before chapter 2 SS2 was released. That version created duplicates of some objects, including the big water pump down in the cavern, and about 8 extra recruitment beacons in the upper power room, (in the exact same position as the original), maybe the fusion generator?, (I'm not sure if I fixed that prior to initial release), and I think I might have removed some extra of the original power connectors when I updated the plan. There won't be any sanitation plans either as they came in chapter 2.
As a way to power things you could use faux power function of Workshop Framework, under the manage menu of the settlement workbench.
I would say Yes, There is not Municipal Comms plot in the plan, (which is the case in the majority of my other city plans), so best to turn it on to get the new settlers turning up.
I'm not sure what could be going wrong. If the plugin is enable (and it has a load order number) then the next step would be to ensure city plans have been unlocked (through SS2 questline progression - Old Paul and his group) or using the SS2 holotape tools to unlock them prior to this. I'm not sure how SS2 handles Vault 88 either - it may require all the overseers quests to be completed before unlocking V88 city plans.
Oh, and the city plan file is used through a placed city planner desk, while the layout file is used through the red settlement workbench manage menu.
However, I do experience a consistent CTD when fast travelling to vault 88, when I go to either the reactor or atrium I crash, but when I go through the "alternate entrances" from the east or north-east wing, I'm totally fine.
There are a lot of objects in the plan, and I think the way the actual settlement was set up makes it so it has the entire vault all the way through to the subway and university point exit in a single cell.
I'm pretty sure I didn't use a fast travel mat, so perhaps adding one in might be a solution and test placing it somewhere to find a location you don't CTD when fast travelling in. I think it is in Resources > Miscellaneous in the build menu and looks like a door mat with welcome on it. the rounded edge is the side you face, so pointing that towards the outer edge of the settlement may help also.
Hey! Just was hoping for some more insight on the upside down power pole. I have the generator connected to both power connections(did it in a triangle like the photo just to be sure). Once its connected I wasn't completely sure on what to do next. Does it need to be moved, deleted or connected? Thanks!
You only really need to do something with the power pole if the nearby defence plot is not powered. Go into build mode, pick up the power pole, then press the TAB key, which will drop it back into its original position. This should have it's power radius be recognized by objects/plots within its radius and they should be powered.
I didn't find any issues with the rest of the vault in my testing if the connection just inside the atrium was done. (the vault section walls pass power to each other and there are radiators scattered about on the exterior sides of them).
If you are encountering other power issues, you could try the Workshop Framework faux power function which was added feature to that mod after I had built this city plan.
159 comments
I had many issues when building this plan so Vault 88 was quiet far down on my list of favorite places in Fallout 4.
If you have everything running smoothly, and and fixed the issues with 1.0 then you could probably not worry about updating to ver 1.1.
Especially if you are already at city plan level 3, as I am not completely sure if the changes will take place automatically.
(I create the plans... I don't have anything to do with the code).
If your current city plan level is less than 3 then the changes should take effect automatically when the plan levels up.
I had a good long think about chapter 3 plots but ended up rejecting the idea of adding any.
Mainly because they aren't used in the first two chapters at present.
Also, because, although it's sort of been indicated that it's ok to update a city plan, the less changes I make, hopefully will mean the avoidance of unforeseen issues.
Version 1.1
fixes the radio beacon duplicating,
If you don't want to update and keep using ver 1.0 , a manual fix is in the article for either using Place Everywhere, or console commands.
No need to run the optional layout, the plan swaps the recreational laundry plan for a Sanitation laundry plan.
The hospital will be added in at level 3 of the plan.
If you were experiencing the bug with the settler count below what it should have been, it should be fixed in 1.1.
in fact it seems to add an extra 10 to the count for each level (as vanilla Vault 88 does) but I wasn't going to try and compensate for this as it would probably mess things up... just send the excess settlers off to other settlements.
This requires Sim Settlements 2, it has plots that are from chapter 2 but not sure if there are any objects from it, so it may function without chapter 2 (and was done before chapter 3 was released).
Add-ons could have been updated over time and may now require all SS2 chapters and some even may require the optional SS2 extended plugin available in the Chapter 3 optional files section.
You could also search/ask over on the SS2 forums about the issue
I pretty sure it keeps getting a little bigger each level going up and also out slightly along with adding decorations.
City plans run a lot of scripts. These are responsible for object placement, plots, and resource generation and upgrades. Look up Fallrim Tools utility mod for a way to check a save and what scripts are running that might be problematic.
If you are using mods that modify the settlement, including things like Scrap Everything, they can cause issues with scrapping and object placement, perhaps due to scripts encountering unexpected situations.
Any mod which overwrites Worshop Framework (and the WSFW esp file that can be set to overwrite changes) will mess up both city plan and layout build processes. There was even a weapon mod that included unrequired files that overwrite settlement related processes, so load order is important.
There are some mods/settings in the ini that can try to increase vertical sandboxing.
Other ways to get settlers to shift, is for the player to go to sleep for a period, and this can force the settlers to reset to appropriate plot type for the time of day you get up.
Or if you want to take control you could enter console mode, click on a settler, (exit console and wander to a location you want the settler to be, Enter conosle and use the moveto.player command.
That is a completely different mod to place objects.
As per the requirements on the description tab - Requires Sim Settlements 2 and Workshop Framework
City plan
Layouts
The contest version will be the original 1.0 version. That was made before chapter 2 SS2 was released. That version created duplicates of some objects, including the big water pump down in the cavern, and about 8 extra recruitment beacons in the upper power room, (in the exact same position as the original), maybe the fusion generator?, (I'm not sure if I fixed that prior to initial release), and I think I might have removed some extra of the original power connectors when I updated the plan. There won't be any sanitation plans either as they came in chapter 2.
As a way to power things you could use faux power function of Workshop Framework, under the manage menu of the settlement workbench.
There is not Municipal Comms plot in the plan, (which is the case in the majority of my other city plans), so best to turn it on to get the new settlers turning up.
If the plugin is enable (and it has a load order number) then the next step would be to ensure city plans have been unlocked (through SS2 questline progression - Old Paul and his group) or using the SS2 holotape tools to unlock them prior to this.
I'm not sure how SS2 handles Vault 88 either - it may require all the overseers quests to be completed before unlocking V88 city plans.
Oh, and the city plan file is used through a placed city planner desk, while the layout file is used through the red settlement workbench manage menu.
However, I do experience a consistent CTD when fast travelling to vault 88, when I go to either the reactor or atrium I crash, but when I go through the "alternate entrances" from the east or north-east wing, I'm totally fine.
I'm pretty sure I didn't use a fast travel mat, so perhaps adding one in might be a solution and test placing it somewhere to find a location you don't CTD when fast travelling in.
I think it is in Resources > Miscellaneous in the build menu and looks like a door mat with welcome on it.
the rounded edge is the side you face, so pointing that towards the outer edge of the settlement may help also.
Go into build mode, pick up the power pole, then press the TAB key, which will drop it back into its original position.
This should have it's power radius be recognized by objects/plots within its radius and they should be powered.
I didn't find any issues with the rest of the vault in my testing if the connection just inside the atrium was done. (the vault section walls pass power to each other and there are radiators scattered about on the exterior sides of them).
If you are encountering other power issues, you could try the Workshop Framework faux power function which was added feature to that mod after I had built this city plan.