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  1. Frogzilla82
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    hmm...I like the layout of the city, but I've tried using this many times now, my city stays at level 0. I even tried wiring it to power the unpowered plots. Put in onoe or two 1x1 Recreational plot, trying to bump up happyness, but the city stays at level 0. 
    1. CryingCube
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      Do you have the most recent version (2.0)?  If you got it from the megapack or from a collection, it may be the older version that doesn't have the fix for the max population for each level which could prevent it from updating. However, I don't know if there have been other changes to SS2 that can affect the older city plans updating.  I haven't tried this city plan in recent version of SS2 - so this too could be a factor.  I will try to set aside time this weekend to try it in a recent version. 

      Here is more information on the requirements for upgrading City Plans with a link to the Sim Settlements 2 Wiki page for more information if you need it:

      Settlements & Cities | Sim Settlements 2 Wiki
      Make sure that you have realistic build times set to OFF in the City Manager 2078 Holotape (Options/Gameplay/Immersion/Realistic Build Times/Off).  

      City Plan requirements to Level Up:

      • Population: 80% of the supported population or more (indicated by number of beds)
      • Food, water and defense status bars are full
      • Sufficient Virtual Resources available to build up.  I don't remember how many resources are needed to level up this plan but if you have a SS2 caravan network connected (make sure it is assigned and connected) you should be ok.

      There are also time and happiness requirements for each level:

      • From L0 to L1: 10 in-game days and 70 Happiness
      • From L1 to L2: 20 in-game days after L1 and 80 Happiness
      • From L2 to L3: 30 in-game days after L2 and 90 Happiness
  2. iSlothNo1
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    Thanks for all the work you've done on this city plan.

    I got all recommended addons.  Followed instructions in Description.  In SS2, all build resources costs are OFF, Auto Assignments ON, Involvement = None.  Increased build limits to 500 and stored lots of all crafting materials into Workshop.

    Built the plan in Citi Manager desk and waited for a long time.  Then continue playing elsewhere.  Come back and the plan build still got stuck at L0 with Water, Power, Food, Beds, etc all at Zero.  Many plots have no power. 

    Do I need to do anything manually to get it start?
    Thanks for the help.    
    1. CryingCube
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      Sorry it took me a few days to see your message.  I'm not sure why this is happening.  You shouldn't have to do anything manually but here are a few things to check.  Hopefully one of these items will solve your problem.


      • You mentioned that you put your resources into workshop.  If you are referring to the red workbench then enable - Gameplay/costs/Pay costs from workbench/ON - on the City Manager 2078 holotape. This will allow SS2 to use the items in the red workbench for your city plan.  SS2 uses a virtual workshop concept that is supplied by the resource plots, the SS2 caravan network, or by depositing items from your inventory into the City Planners desk. 
      • Make sure that you have realistic build times set to OFF in the City Manager 2078 Holotape (Options/Gameplay/Immersion/Realistic Build Times/Off).  
      • Make sure that you have Auto Upgrades enabled (Options/Gameplay/Autoupgrade City Plans/On).  
      • You shouldn't have to manually wire anything but check to make sure that everything that needs power is wired.  Sometimes the auto-wiring feature doesn't connect power as it should.  I think there was a feature on the holotape to rewire the settlement but I couldn't find a reference to it on the wiki.  
      • Although you have auto assignments on - make sure that the critical plots are assigned (food and beds).  I think there is a generator at L0 and hand water pumps (I'll have to go back into the game and check) - so you should have water and if the generator is wired it should show power. 
      • Here is a link to a flow chart of the City Manager 2078 Holotape which might help you to find options easier. City Manager 2078 Holotape | Sim Settlements 2 Wiki

      Here is more information on the requirements for upgrading City Plans with a link to the Sim Settlements 2 Wiki page for more information if you need it:

      Settlements & Cities | Sim Settlements 2 Wiki

      City Plan requirements to Level Up:

      • Population: 80% of the supported population or more (indicated by number of beds)
      • Food, water and defense status bars are full
      • Sufficient Virtual Resources available to build up.  I don't remember how many resources are needed to level up this plan but if you have a SS2 caravan network connected (make sure it is assigned and connected) you should be ok.

      There are also time and happiness requirements for each level:

      • From L0 to L1: 10 in-game days and 70 Happiness
      • From L1 to L2: 20 in-game days after L1 and 80 Happiness
      • From L2 to L3: 30 in-game days after L2 and 90 Happiness
    2. iSlothNo1
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      Thanks for the detail response.
      I already got all the settings you suggested before starting the build.
      I used "cqf SS2_CityPlanManager TestCityUpgrade" and got the city plan up to L3.  But same issues exist, ie. no Power, Food, etc.

      It's possible that the previous city plans I used were not scrapped properly.  I used Workshop "Scrap Settlement", then in City Manager desk, "Scrap everything before build".  But I still see many structures from previous plan left over.  Probably I didn't wait long enough for the scrap operations.  I tried to start over from scratch.  Scrap Planet X, then try to manually scrap objects.  But there are structures, like Bridge supports, that I can't scrap, even with markfordelete or disable. 

      Is there a way to wipe everything back to foundation/floors only?  or reset to original Oberland Station?
    3. CryingCube
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      I don't know of a manual way to start the rebuilding process.  Although I think that you could use the ASAM sensor at each plot to destroy the plot and then manually scrap the remaining items that were built by the City Plan designer (yes - that would be time consuming!).  I am confused by the remaining items that you are unable to scrap or disable (comments on that later). 

      On the City Planner's desk, there is a command to Remove City Plan on the Manage City pad. I think you may have already tried this - but I thought I'd mention it in case.  Also here is a link to the SS2 Wiki page description of the features on the City Planner's desk if you are interested.
      City Planner's Desk | Sim Settlements 2 Wiki

      I haven't really removed an entire City Plan and installed a different plan, so I can't gauge how long it will take to clean itself up.  All of this happens because of the magic that is programmed into SS2 by people who are a lot smarter than me, using the files that we design.  Later, I will go into the game and see if I can replicate some of the problems that you are having.  You can also post a question on the SS2 forums page for advice too Sim Settlements 2 Discussion | Sim Settlements Forums

      Here are my thoughts on the problems that you described:

       I used "cqf SS2_CityPlanManager TestCityUpgrade" and got the city plan up to L3.  But same issues exist, ie. no Power, Food, etc.

      • It is possible that there are scripts still running and settlers haven't been assigned to the various plots that provide food, water and power. When you force upgrade the plans, sometimes you need to refresh the plots at ASAM sensor if it gets stuck.  I can't remember if the TestCityUpgrade command gives you a message that it is complete or if just the cinematic ends, but it might take time for all of the scripts to finish running after it appears to be finished.  You should be able to manually assign settlers to food, etc. and get these resources for your settlement. The automatic wiring has also been problematic with City Plans, on the City Planner's desk, on the Manage City pad, there is a selection to Run City Power Lines if the problem is wiring.  If the plot isn't powered up, you won't be able to get the resources that the plot is providing.  I think at L3, power is provided with a fusion core generator (I will have to go into the file and check) so I'm guessing that wiring is the problem. 

      It's possible that the previous city plans I used were not scrapped properly.  I used Workshop "Scrap Settlement", then in City Manager desk, "Scrap everything before build".  But I still see many structures from previous plan left over.  Probably I didn't wait long enough for the scrap operations.  I tried to start over from scratch.  Scrap Planet X, then try to manually scrap objects.  But there are structures, like Bridge supports, that I can't scrap, even with markfordelete or disable. 


      •  Are the items remaining from the plots and not items built by the designer?  I remember scrapping plots and items would remain.  I was able to solve this by using Place Everywhere by enabling "Extra Object Selection" (toggle with the insert key) and it would allow me to delete remaining objects (although disable or markfordelete should work too).  I'm not sure why that is happening.
    4. iSlothNo1
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      Regarding objects that can't be scrapped, I found out that if I go into Workshop build mode, then into console, click on object and "disable", get out of console/build mode, repeat the steps couple of time, then I can delete the objects.  Takes time, but at least I can remove objects that can't be scrapped the regular way.

      I found out the causes for no Food, Power, Water, etc.  But don't know why.  It seems that all objects/plots are there just for decoration purposes, but not actually work. For no beds issue, in build mode, some beds can be selected for scrap, others won't allow you to do that.  Have to resort to above 'disable' steps to remove them, create new beds.  Then total number of beds would show up properly on top row.  I had to scrap and replace all beds.

      Same for generators, agricultural plots and water pumps.  They have to be scrapped and replaced by new corresponding objects for them to work.

      In search of easier way to provide power, I found this mod, and love the little 30W boxes that you can stick anywhere on walls
      Workshop Power Pack at Fallout 4 Nexus - Mods and community (nexusmods.com)

      Thanks for the tip of using "Place Everywhere" to scrap objects.  I'll try that next time.  If it works, it would be much faster.

      Thanks again for the great city plan and your help.  I can now enjoy it in fully working mode.
    5. CryingCube
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      Thanks for the update - I'm glad that you were able to get it to work.  I don't know why it was so complicated but now it sounds like now you can enjoy it! Thanks too for the tip on the wiring mod - a space saving option that can be placed in convenient locations is a great idea.  Enjoy the City Plan!
  3. platao4212
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    im just having a problem upgrading the settlement. like im at level 2 pressed to upgrade to level 3 and its stuck 20 minutes in the animation. i  increased the build limit all meters were correct yet im  stuck
    1. CryingCube
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      It sounds like you have done everything correctly. Since you mention that it is stuck in the animation while trying to upgrade, this is probably a problem on the Sim Settlements 2 side as that is what triggers and controls the upgrade for the City Plans.  Check with the SS2 Forums to see if they can help you.  You can post a question there and they are a lot more knowledgeable on the mechanics of the City Plans.  Here is a link:
      Questions & Help | Sim Settlements Forums
  4. Elrimelf
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    Really like this city plan, thank you for your work...

    Just one thing I'm not a big fan of is the gigantic scrap storage capacity. I found 2 of the bags of holding a deleted them (the ones on the top of the wall at L0) but can't find the last one... would you be able to tell where it is located?
    1. CryingCube
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      Thank you!  I'm glad that you like the City Plan.

      I went into the files for each level and found the scrap storage containers (this is applicable to the Chapter 2 version):
      Level 0 - 20,000 storage: 2 duffle bags of holding (10, 000 each) located on the north and south platforms above the railroad tracks.
      Level 1- 20,000 storage: same place as L0
      Level 2- 30,300 storage: 1 duffle bag (10,000 storage) and 1 wood storage crate (100 storage) on the north guard platform and 2 duffle bags and 2 wood storage crates on the south guard platform.
      Level 3- 30,300 storage: 1 duffle bag on the north guard platform and 2 duffle bags and 3 wood crates on the south guard platform.  

      The storage containers may re-build when the City Plan levels up so I included all of the levels so that you can find them.  If you are NOT using the Chapter 2 version, the locations may not be the same (I can't remember).  The files for my original version are archived but I will look them up for you needed.  
    2. Elrimelf
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      I see, thanks!

      I'm using the latest file here, on L0 I already have 30000, but can't find a third duffle bag... will keep on going with 10000 extra scrap storage, maybe I'll find it once I update to L1
    3. CryingCube
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      Interesting...I'm not sure why I am only getting 20,000 storage at Level 0.  I will download the version that I put on Nexus Mods and see if I made a last minute change before I uploaded the City Plan. 
    4. CryingCube
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      I downloaded the Nexus version and didn't find any additional storage containers or anything different from what I posted earlier.  I also assigned settlers to the industrial plots (which I didn't do when I checked the other day) because I forget that the 2 industrial plots add 1200 virtual storage when a settler is assigned to them.  Could this be the extra storage that you are looking for? 
  5. HighMood77
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    thank you for your work
    there is no Caravan plot at level 0
    you said that there is one in L0 but there is not

    Sorry, I was using ( Megapack ) version,
    now, when I use the new version the Caravan plot is there :)
    thank you very much for this nice Plan
    1. CryingCube
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      No problem - glad you found the updated version.
  6. DrinkyCat
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    I love this plan so much! - and I always send a certain glowing shroom fam to live here!
    1. CryingCube
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      Thank you!!  I hope that you (and the Powell family) enjoy the city plan!
  7. RhaevynHart
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    This is one of the most clever ideas in city plans I've seen. I absolutely adore this idea of excavating the land, level by level, to discover a space ship! This is just too cool. I immediately thought of Franklin before even reading the comments. I am definitely downloading this, even though I don't normally build up Oberland in my plays. Kudos to you on your out of the box imagination!
    1. CryingCube
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      Thank you!  I'm glad that you are able to use it in your game and hope that you enjoy the plan!
  8. Alpha1ce
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    I love the look of the level 3 pics. I'm currently on lv 1 waiting for time to pass as I have all the other pre's finished. 

    I'm playing through the added quests and I just finished "it came from planet x" (i get the reference now lol) I don't want to give spoilers to other readers, but I chose at the end to send them to my level 1 "planet x" settlement.. all 5 of them including the cow. I guess I could wait till lv 3 and build their special building after your map is complete and its safe to add. do you have any plans/options for their addition to the settlement? seems like a wasted opportunity as he mentions in the story setting up a special shop. would be cool to see him in the space club thing. even if only disguised as a bartender or something. he's already mentioning glowing drinks in the story line.. If not I guess I can just send them and their ugly special building to my sanctuary mess.. 

    *** Either way I do love the map and all the thought that went into seeing it grow and evolve. You did a hell of a job!*** 
    1. CryingCube
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      Thank you! Thanks also for your comments and suggestions. When I originally designed this city plan, I wanted to blend the vanilla alien spaceship crash concept with SS2's Planet X theme. However, due to the small size of the settlement, I had to use 1X2 commercial plot sizes to get all of the retail plots to fit.  Franklin's special shop is a 2x2 and I couldn't get it to work in this design.  I also didn't use the Powell family house because it didn't have the look that I wanted to achieve.  In my game, I made Franklin the bartender in the Planet X lounge.

      Your suggestion to replace the plots at lv3 is a good one.  You could replace the Blair Motel with the Powell family house (both are 3x3) and change the Vendomatic vending machine plot (on the side of the station house) to Franklin's shop. Since his shop is a 2x2 plot, you may have to remove the Food Truck plot and/seating (near the entrance to the Planet X lounge) to get it to fit (I can't remember how wide that area is).  Great ideas for an alternative version of this plan if/when time allows!
    2. Alpha1ce
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      i fast traveled my way through to lv 3. i love the look of things too much. i dont like the pre made house for them either. i sent the fam to my sanctuary dumping site and put franklin in charge of the bar at planet x. funny you did the same thing. 

      I recently put up the starlight dome settlement mod. https://www.nexusmods.com/fallout4/mods/62965.

      He did something interesting. There is an additional file listed for his extended superdome. the competition had a build limit. so this additional file adds a bunch of additional non plot placed items over the plots and around them. it is at the red workbench in "layouts". It instantly makes the extended version of the dome and has it at lv 3 maxxxed from the start. if you just download the file (not over the settlement)  it shows all the additions. most of them are just workshop items laid over the maxed out plots. maybe you could do something like that here idk. maybe thats more common then i realize, im still new to a lot of it. It could maybe apply here though just for some extra franklin emersion. 
    3. CryingCube
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      Thanks again!  I'm glad that you have made it to L3 and are enjoying the city plan!   Thanks too for the info on expanded version of the Starlight Dome city plan. I will take a look at that for potential future ideas on added Franklin immersion!
  9. justcallmedots
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    does this contain sanitation plots or is there a plan to upgrade this city?
    1. CryingCube
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      This city plan was made before the release of Chapter 2 and consequently doesn't have a sanitation plot.  As a solution, you could swap the municipal water plot (Night Dribblets) for a 1x1 sanitation plot (click that ASAM sensor and choose activate/choose building plan).  Additional (vanilla) water pumps can safely be added on the back right side of the settlement (next to the house) to meet the water needs.
    2. justcallmedots
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      Will this get a city plan update for Chaper 2 plots so that I don't have to place them every single time on NEW GAME start? I'm doing a "dry run" for mods and checking to see about crashes if any. Yours has none so far.
    3. CryingCube
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      No I'm not planning to update this for chapter 2 at this time.   
    4. CryingCube
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      Found that there was a SS2 update that impacts older City Plans so I am going ahead and update this plan for Chapter 2.  I am including both sanitation and hospital plots as well as placing a caravan plot at Level 0.  I hope to complete and post this weekend if all goes well.  
    5. CryingCube
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      A Chapter 2 version containing both hospital and sanitation plots has been posted.
    6. justcallmedots
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      hurray! Downloading now!
    7. CryingCube
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      Enjoy!
  10. Ecloaker
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    Hello, in the last few months or so sim settlements 2 had an update in how the settler max for city plans was calculated and it screwed this up for a number of older plans included in their mega pack. This city plan happens to be one of them, now only boasting a max population of 6 settlers at max level. Was unsure if you were aware of this change or plan to fix it anytime soon but I figured id mention it as this is an amazing plan but is unfortunately lacking gameplay wise as it can barely recruit settlers
    1. CryingCube
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      Thanks for the comment - this city plan was made pre-chapter 2 and doesn't reflect any recent changes to SS2.  I will look into what needs to be done to update the plan.
    2. CryingCube
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      Working on a fix for this - should be able to release this weekend if all goes well.
    3. CryingCube
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      Version 1.1 has been posted to correct the max population on the HUD display.
    4. Ecloaker
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      Great work!
    5. Ecloaker
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      Oops forgot to mention earlier but now that this is fixed is there any eta on whether or not this fix will be included in the sim settlements 2 megapack?
    6. CryingCube
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      Not sure.  The megapack was published by the Sim Settlements team and I believe they are focused on the Chapter 3 update.