62 comments

  1. wysiwyg
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    It looks great, even with just the masters plan. For level 3 I had to raise the limit to I think 375% but maybe 350% would be enough.

    I was able to use the extended plan too and that also look great but my FPS is slightly less than 60 in the settlement now. But, it was a cold day and I appreciated the heat my video card was generating. :D

    I appreciate Gavdaman's city plans and will probably use all the available ones. There is absolutely no way I could ever have the patience to do all of this; especially not in an actual playthrough where I had other things to do. I also appreciate the (mostly) vanilla resources with just a few SS2 addons and no other workshop sets to clutter my build menus.
  2. mateochvz9
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    Im having a problem where my city plan upgraded to level 3 and everything is fine but this part in the back, I have all the add-ons and I already tried to update the city plan.

    Image
    1. Gavdaman
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      Looks like the vanilla game building has disappeared/been removed.
      That will most probably be due to you having a mod in your load order that changes the scrap profile of the Starlight settlement, or maybe a global scrap/cleaning mod.
      The city plan should not touch that screen building (or the projection building) at all - everything is built around it in a vanilla settlement.

      If the building has disappeared it is likely the mod has now set it as an object in your game (instead of the building being baked into the landscape as in vanilla) and it has probably been removed as WSFW sees it as not meant to be there. 

      Fixes I can think of:
      Revert to a save before the upgrade (not too helpful if it keeps occurring)
      Spawn in a new screen building into your current save and position it in the exact same spot... can be done but a little complex

      • go to earlier save and use the tilde key (it's below the escape key) to bring up console mode
      • click on the screen building and get its base ID (this may be based on what ever mod has changed starlight) just be sure to have it highlighted - to check up can use the command 'disable' and it should disappear, you can use 'enable' to bring it back - if you have the wrong object move about and try again. The base ID should appear at the centre top of the console panel.
      • Next you need to get all the x,y,z positions and rotations and scale of the object (screen building)

      • If you have Place Everywhere it's easy - enter build mode - highlight the building which should be selectable (may need to hit the INS key to enable additional objects selection first) - press the '=' key in the top keyboard row which will copy all the positions, rotations and scale - exit build mode and load up a save from really early on without anything built at starlight, (otherwise funky things can occur if you go straight to the current save - note you can't exit the game or you loose all the copied info). Then load up your current save at starlight. - enter console mode and use 'player.placeatme {the ID code of the building here} 1' (the screen building should appear -normally on a funny angle) - in build mode mouse over and highlight the building and hit the '0' key (zero) on the top row of the keyboard which will paste the positions, rotations and scale.  
      • Without Place Everywhere - use the console command and note down the results 'getpos x' and 'getangle x' then for y and z and finally 'getscale' - load up a save where starlight hasn't been built at, or you could just restart the game. Load up current save - enter console mode and use 'player.placeatme {the ID code of the building here} 1' (the screen building should appear normally on a funny angle) - in console mode click on the building and use the commands 'setpos x {whatever you got for it}' and repeat for y and z then 'setangle x {what ever you got for this}' and for y and z, and finally 'setscale {whatever it was}' - It should shift about with each command.

      • The replacement building should now be in the same position as it would normally be.
    2. mateochvz9
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      I loaded a really early save to make sure the screen was there without anything changing things in the settlement, but the screen wasnt there either :/. I dont know which mod can be removing the screen, because all the recent mods that I added since the last time I saw the screen there are just utility mods like unique settlers are essential, infinite ammo for companions, settlers menu and things like that.
    3. Gavdaman
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      You can grab the building info from a completely new game, hopefully the building will be there.
      Start a new game, maybe make it easy for yourself and turn toggle god mode with console command 'tgm' and get rid of surrounding enemies using 'kah' (kill all hostiles). Make a bee-line to Starlight and with luck the building should be there, (make a save in case you need it again).
      Then it's just the same as if you were in your current game except grab the building ID and positional info (or'=' copy with Place Everywhere)  
    4. Gavdaman
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      If you have the optional SS2 Extended, (which needs both Ch 2 and 3 as well) found under optional files on the on Sim Settlements 2 - Chapter 3 mod page
      there is a screen building in there that you could substitute in. (it has an attack of the fishmen film loop that shows up on the screen).

      If you have SS2 Extended and also have the Wasteland Reconstruction Kit mod you can find it in build mode under WRK>Power>Lighting>Miscellaneous
      (the WRK makes some additional vanilla and all the objects SS2 and SS2 extended have available in build mode) 


      A way to find its ID is to type in console mode help "drive in screen"  with the speech marks, should be something like XX0A52EA where the XX will be from where the mod is in your load order - should be lower, mine was 09

      Spawn in the screen with player.placeatme xx0A52EA 1    (just check your ID number matches and substitute in your mod number for the xx
      It may appear on a funny angle when you spawn in, but when you pick it up in build mode it should snap to 0 rotation in x and y axis.

      With WRK you just need to add it in when in build mode.

      Using this object I got the position where it should be pretty close to it's location in my game,
      (if using a screen building from another mod, it may not be correct as it depends on the where the objects reference point has been set)
      In console mode click on the screen building and type in each of the following lines and press enter
      setangle x 0
      setangle y 0
      setangle z 222.339
      setpos x -41641.88
      setpos y 56038.29
      setpos z 4087.36
      setscale 1


      I'm pretty sure it was navmeshed - might need a reload of the cell for it to tie in the object to the ground navmesh.
       
    5. mateochvz9
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      The new game method didnt work but the second one did, thank you! Now I just have invisible stairs inside the screen but its not a big deal.

      EDIT: I fixed it. Im not sure how really because I tried a lot of things but I THINK it was "Previsibines repair pack" the mod which broke my game (I found more buildings glitching like this), im not really sure how since that mod should fix this things as the crashlog scanner suggested after my game crashed, and even the ss2 suggested mods list has it, but right now I think I removed all the other fixes and just disabled this mod and everything its working fine.
    6. Gavdaman
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      Great to hear.

      PRP needs to have it's esp set very low in your load order - (as in one of the last ones to load)
      and then after it may be things like custom settlement prp patches and few other last loader mods
      otherwise things can disappear or visibly glitch in and out.

    7. mateochvz9
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      I used LOOT to sort my load order and I think PRP was the last thing to load. Really weird that it broke my game but I will keep it disabled if that seems to fix everything so far.

      Anyways, I really appreciate your time trying to help me with so many details. Now I will continue enjoying your awesome settlements!
  3. SerMarston
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    So my Starlight Dome just upgraded to level 2 which should have a population limit of 15 but for some reason it states my maximum population is only 13, I can always move settlers there manually but it's a little confusing.

    I don't want to remove the city plan and add it again as I don't really want to start from the base level again, anyone have any ideas what went wrong?

    Edit - max population is now down to 10 after exiting the area and coming back
    1. Gavdaman
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      This was created using the updated city plan web compiler, so it shouldn't have the settler count bug.

      I presume you are using the masters version as you are expecting 15 at level 2, (the extended version has 18 at level 2).
      If you also installed all the Mega pack city plans there will be two GavMan plans for Starlight, the Mega pack version will likely have Contest in the title of the plan if you check on the city planner desk.

      It may be to do with beds:
      I have used a dual settler residential plan from Wasteland Ventures at level 2 (Home Sweet Home).
      The 3x3 residential should be Camping Cabin from Pra's Random Addon 2. It scales settler count depending on it's level - 4/6/8 at plot level 1/2/3.  at Level 2 of the city plan it should be at 2 as well providing 6 beds. (might require starting plot level setting ON).  

      You could try to check the residential plans to see if the beds have actually spawned in, sometimes they don't due to the script load when the city plans build.
       
      Beyond those, I'm not sure what could be going on.
    2. SerMarston
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      I believe using the one from the contest pack was the issue, it seems a couple of city plans from that pack have issues with max settler population.

      The best thing I could do was resign to scrapping the entire settlement and then start from the base level of this version of the plan, it's the better of the two outcomes honestly. Fingers crossed that when I reach level 2 of the masters version the issue shouldn't be a problem anymore.

      I appreciate the detailed and swift response but that shouldn't surprise me when you create some of the most majestic city plans I've seen so thank you again.
    3. Gavdaman
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      If you have a good PC I would suggest the extended is the better option.
      It has a step up in a better higher level (skips the masters version foundation level) so if you just had it get to level 2 in the contest/masters version, then that's level 1 in the extended version.

      The Masters contest entries had an enforced build limit, but of course I wasn't happy with that and made a better (bigger) non-contest version. 
    4. SerMarston
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      Late reply but thank you for suggesting I use the extended version, it's amazing! I'm going to be using more of your city plans for sure
  4. thaddeusprime
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    How long does it take for the settlement to upgrade once you have LO + UP Arrow?
    I got the pop-up that my settlers had made some upgrades and saw the Level clock had changed.
    I realized I did not have a Mayor, so I quickly assigned one.
    15 min later nothing has changed.
    https://postimg.cc/cKHXXJ2h
    1. Gavdaman
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      My understanding of what actually goes on, and of the differences between automatic and manual upgrades is not that good. 
      I wouldn't want to give you what I think happens for upgrading just from my experience/observations. I would suggest heading to the Sim Settlements 2 page for a more informed and correct understanding. Try the wiki or ask on the forums there.

      That said, my recommendations for upgrading:
      Use Manual city plan upgrades rather than automatic - automatic can fire off when you are out and about questing/running about which can cause issues as all the scripts running in the background will have to compete with those activating as you move around.  If you head to certain internal cells there have been instances of objects being placed in that cell instead of the settlement. It could be worst still if you have additional city plans trying to upgrade at the same time.

      During the upgrade - do nothing, in fact turning off the cinematic tour (the flying around above a settlement as it upgrade) and looking down at the ground will actually speed the upgrade up. My understanding is that the scripts are tied to FPS, the higher the FPS, the more scripts can run. As the city plan gets larger the more scripts are required - for the placement of objects, wiring of the settlement, and all the scripts tied to new plots being added, and then the upgrade of plots.

      Upgrade notifications - in my experience when the city plan notification appears it may not be when the upgrade is complete. you will also be getting all the notifications from upgraded plots. When I have seen the city plan notification appear, there are usually many plots that are still being upgraded, and sometimes wiring is still being done.
      I guess it is all tied back to the scripts, and with lots going on some are completed before others, and there is the possibility of some not completing - you can check a save for these lost scripts with Fallrim Tools.

      Layouts are similar, in that when they are complete an 'ok' message box will pop up, however the scripts for the plots will still be ongoing, and they will continue to be upgraded.


      Regarding the Mayor, You can change the Sim Settlements Leader Requirement setting to OFF if you don't want to have a mayor/leader - although if it is is On you won't be able to start a city plan without one. There is a residential/bed in all levels for the leader, so if you don't use one there will be an extra settler without a job.
    2. thaddeusprime
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      Thanks for that response.
      I read somewhere it takes 48 hours before the Upgrade option appears at the planner desk, so I waited for 48 hours and it worked.
    3. Gavdaman
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      Cheers for the update,
      Great to see it was working for you!
  5. thaddeusprime
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    If I am on the last few quests for Season 1, and not into Season 2 yet, will I run into any issues as this city plan develops?

    Also, what is the best way to retain maximum resources and ASAMS from an existing city plan, before I replace it with this one?
    1. Gavdaman
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      As long as you have the add-ons and the bypass locks setting On (the city plan can have plot sub-types that you would not otherwise have access/unlocked yet) - it should be fine to build no matter what chapter you are up to. 

      For you second question - Manually scrapping everything maybe?
      You'd be best to ask over on the Sim Settlements Forums, as I'm not really sure either.
  6. 1PrimeBrass
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    [Deleted - im slow af lol]
    1. Gavdaman
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      If you are using one of the city plans files:
      The city plans have 4 levels to them: Foundation Level, Level 1, Level 2 and Level 3
      Some city plans have only one level - like the basic ones included with SS2.
      All of the city plans entered into the city plan contests were required to have 4 levels.

      As time goes by and virtual resources are gathered by the settlement (and other settlements nearby within the caravan network) the city plan will become ready to be upgraded to the next level. Simulating the growth of the settlement over time, *Sim Settlements (2)*.
      The levels are designed to show this progression - the pictures in the Images Tab are captioned with what level they are.

      There are 2 city plans in the file - Masters and Extended.
      The masters contest had a strict build limit, I built to within 3 objects of that for the masters version.
      I felt my Masters version was not completed to my vision, so I continued building to make the Extended version.
      As Extended added another level, I removed the original foundation level as city plans can only have a maximum of 4 levels.

      As seen in the pictures:
      Masters foundation: no dome, settlement mostly around the projection building.
      Masters Level 1 / Extended foundation: only a few steel beams for dome, settlement mostly around the projection building.
      Masters Level 2 / Extended Level 1: Bottom ring of dome and start of dome by the screen building, settlement spreads a little into the dome area.
      Masters Level 3 / Extended Level 2: Dome built, green trees, settlement spreads into dome area.
      Extended Level 3: Dome gets extra decorations, player home in the large tree, additional plots added in the dome area and else where.


      If you are using one of the layout files: 
      Access these through the red settlement workshop bench under the Manage menu.
      These will build all the objects and plots immediately (just like transfer settlements does)
      There are 5 different layouts.
      Masters Level 2,
      Masters Level 3,
      Extended Level 3 (I might have named it Superdome)
      Player home only (just adds the tree and the player home)
      Masters level 3 to superdome (only if the masters version was selected and went through upgrades, then someone wants to get all the extended version additions - by itself this has a lot of things floating in mid-air as it's meant to be built once the masters city plan reaches level 3)
       
      Layouts do not change the settler limits of a settlement - with 30 beds in the extended version, you will need to sort out how to get that many settlers (max Charisma, plus CHA clothes and drugs to send settlers there for example)
    2. 1PrimeBrass
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      thanks so much, i figured it out. i didn't realize they built it over time. i thoought it was like the other mod where you import blueprints and it instantly adds it. im dumb lol. But i do love the immersion of having to build over time rather than all at once. thanks again for the detailed instructioons. awesome mod by the way 20/10
    3. Gavdaman
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      Yes, multi-level city plans are good if people want to have a bit of an organic growth to settlements.

      The benefits of city plans over say a transfer settlements is that the population can also be set up, so it will stop recruiting when a particular level reaches the bed count. But when they reach higher city plan levels they can exceed the normal population limit (normally based on Charisma).
      Also, if a person doesn't have a particular mod/add-on it will just leave out objects from that mod, or for a missing add-on it will randomly select another plan (random selection will change the look of the settlement though, especially since I will sometimes fit a particular plot plan into a confined space).
      In the extended plan I used a functional lift from Zebrina's Workshop Devices, it's fine if you don't have that mod, it will just not be built at level 3 of the plan - and you will have to walk up the stairs to the top level of the player home.


      There will be variation in the time it takes for each different city plan and levels within to be ready to upgrade.
      It has to gather virtual resources (the more objects in the next city plan level settlement means more virtual resources are required)
      Hence why there is a need for a lot of virtual resource storage - although virtual storage is shared over a caravan network (which extends roughly about 5 maps squares away I think, similar to the artillery range mechanic).
      Once a city plan reaches level 3, the virtual resources it produces can help speed other nearby city plans through the caravan system.
       
      Another requirement I forgot to mention is there is also a happiness requirement to be eligible for an upgrade.
      I think it might be 70/80/90 for upgrades to level 1/2/3 respectively.
      You should get enough happiness by assigning settlers to the relaxation type plans for Recreational plots at each city plan level.
      Just be aware of any incomplete kidnapping quests for a settlement as these can drop happiness.
      Also the shelter mechanic can be problematic - where the game thinks a settler doesn't have a roof over their bed even though they do - however I think SS2 settings (or it might be in WSFW) defaults this to Off.
  7. arawen86
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    Do i need too have all the Chapters completed to have this fully created?
    1. Gavdaman
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      No, (this was actually made without chapter 3).

      As it has a lot of objects though, and as I understand, it therefore require a lot of virtual resources built up before the city plan will be ready for upgrading to the next level.
      Regarding plots, if you have bypass locks ON in the settings, the city plan will build those plot plans that would otherwise still be locked as you progress through the SS2 quests.

      So all that is required is to have access to city plans (or use the holotape cheat to use city plans before the chapter one quest that unlocks them), and time for virtual resources to build up.

  8. BethP321
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    I'm sorry if this is a dumb question, but I have the SS2 megapack installed and am wondering if there is an error with this plan in the pack compared to the standalone download.  Is the dome built when the plan is initially selected, or does that come with future city levels?  I have all the other necessary packs and mods recommended here and it is not appearing for me.
    1. Gavdaman
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      It depends on which file you use.
      If you are using the Mega pack, it will only be the Masters version.
      If using this mod's Masters version, it will be the same as the Mega pack's Masters version.
      If using this mod's Extended version, it removes the Masters version's foundation level and shifts the others down one, so that there is a new level 3 of the city plan that has more plots, a player home in the big tree, and more decorations about.

      Best way to see what you will get at each level is to look in the images Tab, there are captions for the images. 
      Basically the dome will not be there until masters level 3 (the bottom ring and a small section will be present in masters level 2)
      In the Extended version, the full dome will be in level 2, then get more decorations on the joints at level 3
  9. arckandias7
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    This is truly my fav city plan that I have seen it’s really incredible ! I just have a question : is the player home that is supposed to be in the tree only getting build at level 3 ? Cause that’s the only thing that’s missing so far level 2. 
    1. Gavdaman
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      It's been a little while, but I'm pretty sure it comes in at the Level 3 of the Masters Extended version city plan.

      If you have accidentally started with Masters version and not Extended then you will not get the player home... however you could add it in by importing the appropriate layout (which would be the upgrade masters to extended one to add in the extra plots and the player home.

      The reason for the two city plan versions is that the Masters contest had a hard build limit we could not exceed. I made the extended which added more including the player home as I felt my masters entry it wasn't quite complete.
    2. arckandias7
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      Oh ok so perfect i did use the masters extended version , and it says level 2 at the moment, so i cannot wait to see the level 3 , thank you so much for your quick response i appreciate 
  10. SittinSmoke
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    I was looking for a mod that clean Starlight to build a raider themed city inspired by Mad Max : Beyond Thunderdome to go with Desperaro.. Well I really have no choice there, that's exactly what I had in mind with 40 hours less construction to do :D
    Thanks man, it's awesome !
    1. Gavdaman
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      Cheers and enjoy