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166 comments
I think there is a function in HQ (SS2 chapter 2) that allows you to remotely change plots in settlements that could allow you to change it to a different plot.
Also, you could try asking about the plot on the SS2 Superstructures mod page as that is the Add-on pack that the cemetery plot comes from.
The top level outside the walls has over half the metal shack construction is from the base SS2 perception 2x2 Sensory Lab training plot,
beside it is an internal residential (that only is the size of a 1x1) Technician from Apocalyptic Additions, (should have separate objects that tie in with the walls and roof of the sensory building.
Middle level is Tiny living's 1x1 Rare Sorting Shed Industrial plot, the opposite side I think I just put in decorations and water tanks.
Lower level is the internal industrial Reclamation Depot from base SS2, and beside it is the base SS2 Chemical Plant industrial plot.
I'm pretty sure I used the standard warehouse walls for most of the outer wall of the bottom two levels, with the angled roof selections to the side in front of the industrial 2x2 plot.
The 17th image with the caption 'Top of Old Light House' might be one of the better ones to look at to get an idea of the walls.
I'm not sure what quest progress/requirements power armour stores are locked behind, but if everything else is working fine you should have the right SS2 setting for the city plan to bypass locks.
You could try to manually select it (if power armour stores have been unlocked)
would me using the all in one chapter pack have something to do with this?
Only the basic city plans are showing :)
Have any other city plan creators made VR Patches?
The only thing i know that the version is .950000
The last picture on the images tab (6) shows known wiring issues that need to be fixed. (Nearly all wiring should be connected when the city plan is first run to build the foundation level)
There is the Workshop Framework Power Tools under the Manage menu of the settlement workbench that might help:
I would suggest to save prior then check it all out once a process is done, also if you don't like what a process does is better to exit and then reload as some quirky things can carry over from the old save
Auto-wire Settlement will go ahead and connect up all the wiring - might need a little manual fixing up after it has completed as it can connect things that don't make sense.
Convert Settlement to Faux Powered should just power everything without the need for wiring.
Rebuild Power Grid and Wiring will remove all wires and then wire things up as best it can - again might need a little manual editing once its done.
I think I stuck an oven in the kitchen area.
On Images tabs 5 and 6 you can see the pictures of the player home, all those with the captions beginning with 'PH' are of the underground player home. Plenty of rooms down there you could re-purpose if you have more stuff to display.
You can shift stuff about or scrap objects to re-purpose one or more rooms for your displays. The player home comes in at level 3 of the city plan, so it won't change once all the it's been placed. (if you use the separate layout, it won't change anymore either).
I'm pretty sure the build zone extends down to just below the water level, (otherwise you have to place inside the zone and shift them to their outside position).
So you either can activate build mode when you have used the ladder to transition the terrain layer, or if you activate worldside, use the tcl console command to toggle collisions to pass through objects - toggle it back on once in the player home, as any objects shifted or placed while collisions are off can't be selected until collisions are back on.
Caution: if you don't have a floor beneath you when you toggle collisions back on - you will start to fall... and this can result in death
(the falling may be delayed until you exit build mode if you are using Workshop+ mod with flight in build mode activated)
If you are at the build limit, you can go to the settlement workbench activate the manage option to use the increase build limit function (part of Workshop Framework mod).
(pretty sure I had checked for this in my testing - maybe might happen if other layouts or city plans have been used previously as the scrap profile might ignore all entries of the original and duplicates).
The radio transmitter not working (it needs to be manually wired) would probably be because a duplicate has been connected by a power wire instead of the original.
In my experience with duplicates - they will likely have a reference ID code (the 8 digit one you get when clicking on them in console mode) starting with FF, while the originals will start with 00 (00 being the base game esm prefix)
(Always make a save prior to doing this - and maybe even after successfully removing each duplicate)
thus you could try to click on them, and if its FF.... try in console modpos z 100 (this moves it upwards about half a wall height) to see if its the intended duplicate, then scrap it. (if its not the intended duplicate then just move it back modpos z -100 and try again - or move it back after trying others)
The mod Better Console is a great utility to have as you get a lot more info and it makes it easier to determine what you have clicked on/selected.
Also Highlight Console Reference give you a visual colour on the selected reference that can help.
It has an extra object selection function with the default hotkey toggle of INS.
This will allow many, but not all objects, to be selected, moved and scrapped, including those that are located outside the standard settlement build area.
Oh and you can also do the modpos thing with Place Everywhere, with numpad 8 to increase height and numpad 2 to lower it - although it's good to increase the step distance with numpad multiply as the default is only 1 which makes it easy to be unsure which object shifted - it cycles around and the highest is a 100 step for each key press.
WSFW is responsible for the placement of objects in city plans and layouts. However it is an ESM so it's loaded before esl and esp files, leaving the potential for it to have its functions overwritten by other mods.
(as an example, there was a weapon mod that copied unrequired files that reverted the workshop functions back to vanilla game)
The WSFW page has an optional file Workshop Framework Script Override that you can add to very last in your load order to ensure that WSFW functions as intended.
Less likely issues:
It might be related to the number scripts that are currently running in your save game, some of which are lost threads still running - using Fallrim Tools may help to clean up your save.
If you have mods which change the settlement/surrounds, there is a chance there might be an issue with scrap profiles from what I understand this is what the mods include as scrappable objects. Issues may be that WSFW can't figure out or hangs on what to scrap, or looking for something that may not be there or shares a reference ID.