Fallout 4

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GavMan

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Gavdaman

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About this mod

Sim Settlements 2 City plan for Greentop Nursery

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Changelogs
Please be sure to have a read through the Issues section below

The settlement is designed with specific plots chosen for their access points, themes and have structures built around them to suit a particular plot.
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! 
Some plots are set to begin at higher plot level in the Foundation city plan - to get these you will need to select Starting Plot Levels ON


Settlement Overview

This Greentop Nursery plan has a big step up in food production at level 3 with a three person Hi-Tech agricultural plot (Cannery by Pra). Otherwise it needs a little help over the caravan network for building materials and machine parts. Compared with my other plans it is significantly more framerate friendly. 


Foundation Level - 9 settlers
2 Agricultural (1 is a dual occupant), 3 industrial, 2 Municipal, 1 Commercial, 1 Martial
5 Recreational and training (END, AGI)
5 Residential (1 dual, 1 quad occupant)

Level 1 - 12 Settlers
2 Agricultural (1 is a dual occupant), 3 Industrial, 2 Municipal, 2 Commercial, 2 Martial
5 Recreational and training (END, AGI)
7 Residential (2 dual, 1 quad occupant)

Level 2 - 15 Settlers
2 Agricultural (1 is a dual occupant), 5 Industrial, 2 Municipal, 2 Commercial, 2 Martial
6 Recreational and training (STR, END, AGI)
8 Residential (1 dual and 2 quad occupant)

Level 3 - 18 Settlers
3 Agricultural (1 is dual, 1 is a triple occupant), 5 Industrial, 2 Municipal, 2 Commercial, 2 Martial
8 Recreational and training (STR, END, AGI, LCK)
9 Residential (1 dual, 1 quad and 1 six occupant)


I created this as I am not sure anyone else is doing it for the contest this month - Feb 22 (my entry, and the other two I know of are for Finch Farm) and I will need a plan for Greentop when I manage to start my ch2 play-through. As I intend to use (and eventually create a city plan for) Breakheart Banks – Settlement which is nearby, I have deliberately made this plan less intensive.


ISSUES - Please Read!

Settlement Power

In testing I found that the powered conductors used to power the settlement were not being wired up in the foundation level when I had cinematics on, (when I had it set to off, the wires did get placed).  You can check them, located on the yellow box on the front corner of the roof.
There is also a couple of power poles inside the roof, they wire to one another, however a wire that goes to the conduit connector inside the roof is not being connected, so to wire it up you will need to turn collisions off in the console 'tcl' so you can get inside the roof space. (it's not essential - the furthest residential plot inside still gets power, but making the connection provides power to any powered objects you may add to that corner of the settlement).


Objects that you need to scrap

I strongly suggest you use the scrap settlement function from the work bench to get rid of the loose objects in the settlement prior to initializing the plan (once you have looted acquired what you want).
I have used a custom scrap profile (to ensure chairs are scrapped when the plan is started). There is a lamp in the house bathroom that I couldn't get the scrap profile to remove.  Also some of the movable metal barrels will need manual scrapping.


Defense and Junk Storage

Junk Storage has a defense requirement - however any city plans not set to Full Involvement setting will still upgrade.  Large city plans with a lot of objects require a heap of junk storage. 
This plan does not cover the junk storage defense requirements (I didn't want to spam lots of martial plots).
I suggest you turn OFF the "Junk Storage Requires Defense" setting in SS2 options when you start and upgrade the plan, and then turn it back ON (if you want). 
This setting only effects junk storage placed at that time, turning it back will not change those junk storage containers placed when it was OFF. 


Higher level plots need higher ability settlers

There are several plots of various types that require settlers with high Abilities.
This includes 1 advanced and 2 advanced martial plots requiring higher Agility.
Agricultural has 3 advanced slots, and 3 Hi-tech slots that 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 building plan, (if they change these to basic type, or reset to level 1 they will mess up settlement requirements).
Did you know you can use clothing items to help raise their abilities, and legendary items will stack.


Unpowered plots

When the city upgrades there's a chance the script load will cause some plots to not register the radial power nearby.  If you do encounter a plot which is unpowered, usually it just requires you to enter workshop mode, pick up and [TAB] release a nearby power pole and the plot should be powered.


Floating ASAMs

Yep, I deliberately didn't stick a post under a few ASAMs so they appear in the plan as floating. I have made this plan for my use, and just like I will be doing, you can go into workshop, pickup and move the ASAM to where is out of the way next to the plot's structure. It's fine to do. You will need to repeat the move if you refresh the plot, (or if it upgrades?) as it resets to the default position. 



Optional Files

If you can't wait through the city growth process I have included an optional file with level 2 and level 3 as separate layouts which 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.
You may need to refresh the Martial plots as the turret can fail to spawn some times.

Wasteland Venturers Sim Settlements 2 Addon Pack by Tinuvia and Myrmarachne

Sim Settlements 2 - Junk Town 2 Addon Pack by Uituit


Sim Settlements 2 - Apocalyptic Additions Addon Pack by SirLach

Sim Settlements 2 - Pra's Random Addon 2 by Pra

Sim Settlements 2 - Tiny Living by Freddrick

Jampads 2 - a Sim Settlements 2 Add-on by CaptainLaserBeam

Sim Settlements 2 - Ruined Homes and Gardens 2.0 by Ruinedworld

Sim Settlements 2 - So I Made Plans by Mikimikinyan or D-D-D-Decade