5. Ammunition Manufacturing · Interior plots since SS2 has ext versions. · Was thinking 3 separate plots. 1 for ballistic, 1 for energy/advanced, and 1 for specialty. · Components would depend on type
6. ASAM Factory · Interior plot as requested since PRA did ext version. · I haven't looked into the components yet, but it would probably be similar to the numbers used in PRA's
Finished Power Armor, Soda Bottling, Cork Processing, Pharma Manufacturing (Chems), Advanced Tech manufacturing, Hat Maker, Eye wear Manufacturing, and added the oil plant requested.
These are all really unique ideas, and I for one love them all! All of them except maybe for the alchemist, since alchemy is largely a pseudoscience and never really could transmute stuff into gold or anything like that. My vote is for the wood to cork conversion type plot to take priority, as there really aren't many other SS2 addons with ideas like yours! Especially ones like that plot! Great job!
SS2 has an Oil Rig in the base mod. Also a Fiber Optics, Glue Plant, Chem Plant, etc. A lot of the plots mentioned as ideas above already exist in the base mod. Just not in Interior versions, very often just 2x2's.
I was going to mention that about the oil derrick. I think a lot of people don't realize they exist because you have to discover them using the beacons. Regardless, I added a conversion plot for oil in the new update.
Really sweet ideas and designs, good job! They blend in really well among the original SS2 plots and they are pretty useful too.
What about an improvised ASAM sensor factory built from the salvaged tech found in the Vault-Tec HQ basement? It could be even an unlockable reward for the 'Hub of the Problem' mission. I know Pra did an exterior ASAM factory already, but an interior version would be cool too.
I like the idea of the indoor ASAM factory. I haven't figured out the process for animating nifs easily so it'll be more static than the original, but I will definitely add it to the list.
You actually gave me another idea too. I'm finishing up the tech manufacturing building now so I added some ASAMs and the Beacons to the production list since it fit in with the others. (Plus there aren't too many other tech consumables)
These are really awesome, I'm definitely going to be using these in future city plans I make!
One thing I've noticed lately is a serious lack of robotics-themed plots. I'm not sure how familiar you are with the HQ upgrades but the scanning station for the robotics lab would make an amazing interior plot. It has some great unique assets and moving parts that would add some character to a settlement.
Awesome work so far, I can't wait to see what else you make!
Glad you like them! I took a break on the industrial plots for a little to make some municipal plots in my other mod I released last night. Was planning on jumping back to this since I finished the interior ASAM factory, but wanted to add some additional plots before releasing.
As for the robotics lab, I got stuck until recently on the HQ plot line right before the science department opened up so I haven't seen it yet. I'll see if i can look it up on the SS2 website or in the coding, but what does it do?
Yeah, I noticed this post was from October after I sent my first message haha.
I genuinely don't remember what the lab actually does as I just upgraded everything as a completionist lol The city planner manager holotape has an option for quest skipping under cheats, I've used that before to fix bugged quests, especially some of the HQ ones.
Basically, it plays an animation where a robot body comes out of the door on the left goes along the conveyor belt, gets scanned, either passes (green) or fails (red), and then proceeds to exit the door on the right. It's just a cool little custom animation and terminal that would add some life to a settlement.
I'll attach some photos but seeing it animated in game is a much better experience.
Thanks for the photo, I found it in the code and saw the animation which looks awesome. Looks much better/makes more sense with the background though.
I've been focusing on production and some conversion with this mod so far since there are so many collection plots already. I was trying to think of some sort of production plot related to robotics, but all i could think of was material scavenging. Maybe it could be a plot that produces the robot mods in the mechanist dlc.
I was also asking myself the same question, not sure if there are any gaps in production or material gathering, but I was thinking of robot parts as well.
Maybe adds them to the general goods trader inventory? Along with the various automatron weapons and robot armor added to the weapon and armor shop inventories, that would be a decent amount of content added to the production category.
Thanks for being so open to suggestions, I really look forward to downloading anything you make in the future!
I appreciate the feedback and i'm glad you're are enjoying these as much as I am! I'm about to release the plots i've been working on, but I'll take a look at what options there are for the robot MODs in the coding and see if I can get something together.
[!] CAUTION (DDS-DIMS) : (SS2 Industrial Revolution of the Wasteland (Add-on Pack)) Textures\SS2_STRA_Buildings_and_Skins\Posters and Paintings\SS2_STRA_Poster_BlueprintHat01_d.DDS > 1024x513 > DDS DIMENSIONS ARE NOT DIVISIBLE BY 2
Just checked the file and it is showing 1024x513 pixels. It should be 1024x512 so it likely does not like that "513" value. Typically having the pixels off of the required total either results in the texture failing to load or it being slightly cut off. I know where i use this texture and it loads fine for me soooo my guess is that there is a strip of blue pixels cut off.
Did you get this as an error message or were you just scanning the file?
Haha, anything over 24 hours and granny's brain is fog. I "think" that was a snippet from a crash log. I doubt your mod was the cause but since it was in there thought I'd ask. Either that or I saw it in xEdit when "checking for errors" which I do anytime I start a new load order, just a practice I do to try to minimize any problems. Either way, not sure it's going to cause any issues, just wondered, so thanks for the explanation!
So there may be an easier way, but basically you just need to make a new plugin in the creation kit which alters the building plan to include additional ammo types. It's not necessarily hard as much as it is tedious.
Steps: 0. Load my mod and whichever ammo mod you want to include, but don't set anything as active 1. Search for STRA_BuildingPlan in the object window under the items tab. 2. Find the one for the ballistics plant and edit it. 3. Then open the SS2 script in the bottom right. 4. Expand the resources tab, click produced items, right click area with list and "add value" 5. Fill out each variable Count: Amount Made at level sTargetVendor: Number associated with vendor type (should be 2 for weapons) Item: Form number for ammo you want it to produce Level: Building level when produced 6. Repeat for each ammo type and each level (3x) [i.e. 5 types of ammo would have 15 lines under that production list] 7. Save as new plugin
LOVE that Maryland Flag! In the US only one states' people take more pride in their States flag than a Texan, and that's a Marylander! We put our flag on everything! But fumy enough unlike a Texan we don't tell people we're from Maryland.
I can't get these building plans to appear in the list... anyone else having this issue? Only building plan from this pack that I can find is Cork Processing. Are any of these plans locked behind quest progression or something similar?
All was working fine a few months ago in a different playthrough. Only thing that's different is that I updated SS2, Chapter 2, and Workshop Framework before this new playthrough (I don't have Chapter 3 installed). I've unlocked all the plot types through the SS2 quest, and I even tried the "unlock all building plans" cheat but no luck. Any ideas how to fix?
EDIT: I figured out the issue. I had not yet unlocked the plot classifications for many of the building plans. All working fine now. Keeping this comment here in case another dummy like me has the same issue.
Interesting. This would happen if I forgot to change the global variable in the code to tell the game to refresh the content. I definitely updated that variable since the last revision when i was testing so it may be something else, but i am not sure.
I am currently testing/finishing 2 plots that i am going to release shortly. I will increase the variable another step in that release and hopefully that will fix the problem. If not, let me know and we can go from there.
Sorry if I bothered you. Actually it was because SS2 locks your plots behind quest stage or something. I am new to SS2 (I was SS 1 user coming back recently) so I didnt know about this. Other than that, your plots show up correctly after some game stages.
53 comments
Lemme know what you guys think and if their is a particular order that you'd want them to be released. Also any other ideas are greatly appreciated.
Potential Industrial Plot Ideas
1. Pyrotechnics Mill
· Create fireworks
· Adhesive
· Cloth
· Fertilizer
2. Alchemist
· Convert to gold
· Lead
3. Glue Plant
· Convert to adhesive
· Bone
· Leather
· Acid
4. Fiber Optics Manufacturing
· Convert to fiber optics
· Fiberglass
· Aluminum
· Plastic
· Maybe circuitry (for the silicon)
5. Ammunition Manufacturing
· Interior plots since SS2 has ext versions.
· Was thinking 3 separate plots. 1 for ballistic, 1 for energy/advanced, and 1 for specialty.
· Components would depend on type
6. ASAM Factory
· Interior plot as requested since PRA did ext version.
· I haven't looked into the components yet, but it would probably be similar to the numbers used in PRA's
Finished
Power Armor, Soda Bottling, Cork Processing, Pharma Manufacturing (Chems), Advanced Tech manufacturing, Hat Maker, Eye wear Manufacturing, and added the oil plant requested.
What about an improvised ASAM sensor factory built from the salvaged tech found in the Vault-Tec HQ basement? It could be even an unlockable reward for the 'Hub of the Problem' mission. I know Pra did an exterior ASAM factory already, but an interior version would be cool too.
You actually gave me another idea too. I'm finishing up the tech manufacturing building now so I added some ASAMs and the Beacons to the production list since it fit in with the others. (Plus there aren't too many other tech consumables)
One thing I've noticed lately is a serious lack of robotics-themed plots. I'm not sure how familiar you are with the HQ upgrades but the scanning station for the robotics lab would make an amazing interior plot. It has some great unique assets and moving parts that would add some character to a settlement.
Awesome work so far, I can't wait to see what else you make!
As for the robotics lab, I got stuck until recently on the HQ plot line right before the science department opened up so I haven't seen it yet. I'll see if i can look it up on the SS2 website or in the coding, but what does it do?
I genuinely don't remember what the lab actually does as I just upgraded everything as a completionist lol
The city planner manager holotape has an option for quest skipping under cheats, I've used that before to fix bugged quests, especially some of the HQ ones.
Basically, it plays an animation where a robot body comes out of the door on the left goes along the conveyor belt, gets scanned, either passes (green) or fails (red), and then proceeds to exit the door on the right. It's just a cool little custom animation and terminal that would add some life to a settlement.
I'll attach some photos but seeing it animated in game is a much better experience.
I've been focusing on production and some conversion with this mod so far since there are so many collection plots already. I was trying to think of some sort of production plot related to robotics, but all i could think of was material scavenging. Maybe it could be a plot that produces the robot mods in the mechanist dlc.
Maybe adds them to the general goods trader inventory? Along with the various automatron weapons and robot armor added to the weapon and armor shop inventories, that would be a decent amount of content added to the production category.
Thanks for being so open to suggestions, I really look forward to downloading anything you make in the future!
[!] CAUTION (DDS-DIMS) : (SS2 Industrial Revolution of the Wasteland (Add-on Pack)) Textures\SS2_STRA_Buildings_and_Skins\Posters and Paintings\SS2_STRA_Poster_BlueprintHat01_d.DDS > 1024x513 > DDS DIMENSIONS ARE NOT DIVISIBLE BY 2
Did you get this as an error message or were you just scanning the file?
So there may be an easier way, but basically you just need to make a new plugin in the creation kit which alters the building plan to include additional ammo types. It's not necessarily hard as much as it is tedious.
Steps:
0. Load my mod and whichever ammo mod you want to include, but don't set anything as active
1. Search for STRA_BuildingPlan in the object window under the items tab.
2. Find the one for the ballistics plant and edit it.
3. Then open the SS2 script in the bottom right.
4. Expand the resources tab, click produced items, right click area with list and "add value"
5. Fill out each variable
Count: Amount Made at level
sTargetVendor: Number associated with vendor type (should be 2 for weapons)
Item: Form number for ammo you want it to produce
Level: Building level when produced
6. Repeat for each ammo type and each level (3x) [i.e. 5 types of ammo would have 15 lines under that production list]
7. Save as new plugin
All was working fine a few months ago in a different playthrough. Only thing that's different is that I updated SS2, Chapter 2, and Workshop Framework before this new playthrough (I don't have Chapter 3 installed). I've unlocked all the plot types through the SS2 quest, and I even tried the "unlock all building plans" cheat but no luck. Any ideas how to fix?
EDIT: I figured out the issue. I had not yet unlocked the plot classifications for many of the building plans. All working fine now. Keeping this comment here in case another dummy like me has the same issue.
I am currently testing/finishing 2 plots that i am going to release shortly. I will increase the variable another step in that release and hopefully that will fix the problem. If not, let me know and we can go from there.