Fallout 4

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GavMan

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Gavdaman

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About this mod

Tarsis31 and Yagisan's Lakeside Cabin Settlement (Need settlement Mod!) City plan for Sim Settlements 2.
Created for the June 2023 Sim settlements 2 City Plan Contest.

Requirements
Permissions and credits
REQUIRES CUSTOM SETTLEMENT MOD Tarsis31 and Yagisan's Lakeside Cabin Settlement by Tarsis31 and Yagisan

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

Out to the Northwest lies the old cemetery, standing at the foot of the rising hills. Over the years a small gang of raiders used the area as a base, but have since moved on. First a trader set up beside the small lake, and others soon followed. The old church buildings, tower, mausoleums and paths provided a sense of permanence the settlers desired. Higher on the hill, stood a single mausoleum which became a place of reverence. As more people came, trading began, and rumor's suggest that you can even find things from beyond earthly bounds.

The idea for the settlement came about from Pra's recently released Luck plot, (the temple), giving an overall Cemetery feel. Yes, there are dead bodies in the lower area, and on a few plots. I thought of them past raiders foolish enough to attack the settlement, and that now serve as warnings to any other raider gangs.

There are two city plans in the file - one standard, the other with only 6 settler beds - there are only difference is in the foundation level (level 1-3 are the same in each plan) - please read the issues section below for more details. 


Foundation Level - 11 settlers (Alternate 6 settlers)
1(0) Agricultural, 2 Industrial, 4(1) Municipal, 2(1) Martial
5(4) Recreational and training (LUC)
4(3) Residential (Vanilla beds are used in this level)

Level 1 - 19 Settlers
3 Agricultural, 5 Industrial, 5 Municipal, 2 Commercial, 3 Martial
10 Recreational and training (STR, END, AGI. LUC)
16 Residential (1 quad)

Level 2 - 23 Settlers
3 Agricultural, 7 Industrial, 5 Municipal, 3 Commercial, 4 Martial
11 Recreational and training (STR, END, CHA, AGI, LUC)
20 Residential (1 quad)

Level 3 - 28 Settlers
4 Agricultural, 8 Industrial, 5 Municipal, 6 Commercial, 4 Martial
14 Recreational and training (STR, END, CHA, AGI. LUC)
24 Residential (1 double, 1 quad)



ISSUES - Please Read!

Two city plans - why and which one to use

During testing the city plan I consistently found that several plots could not build correctly (with options designer choice and starting plot levels set ON).
This meant that plots would be placed, but left without a plan... and settlers would come and randomly select their own and end up changing the intended look.
Therefore I made a second city plan that removed the problem plots in the foundation level of the plan (they build fine when the city plan upgrades to level 1).

I suggest you make a save first, and try the standard plan to see if the all plots appear for you - (should get the tower, mausoleum on the hill, two cemetery, the moat, sanitation, martial and residential) in case it is just the particular way my testing profile is set up. If all looks good, then forge ahead.
If you are missing a whole lot of the plots, (and you don't want to manually go to the missing plots and select plans - you may not have unlocked some) it might be better to exit out, then reload your save and use the 6 settler version of the city plan as when it upgrades to level 1 all the plots should be added as per design.

In this 6 settler version you may still not have the caravan plan build (in the building on the Eastern lake shore). it will require manual selection, and so as to enable it to upgrade when the city plan levels up to level 1 (and not loose it's plan which can happen if plans are changed between levels) you can select the following: [IC]  Scav Team Dispatcher by mytigio (from Superstructures add-on)



! BEDS !

'Tree tent' residential plot can sometimes miss spawning in the bed when the build plan is carried out.
All that is required for it to appear is to REFRESH the plot! 



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 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 1 hi-tech martial plot requiring higher Agility.
Agricultural has 2 advanced and 1 hi-tech plot which requires 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.


ASAMs in the way or floating in mid air?

Yep, some ASAMs may be in the way or are levitating in the air. 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. 


No Layout File

This month the issues with plots not buildings the correct/any plan applied to quite a number in the layout (in my testing). As such I will not be adding a layout - it was missing too many to attempt to list (and level) for manual correction.



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 or plots sticking up into other built areas/plots.
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 - Pra's Random Addon 2 by Pra

Sim Settlements 2 - Tiny Living by Freddrick

SS2 Superstructures - A Sim Settlements 2 Addon Pack by VFX


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

SS2 Settlers at Play

Sim Settlements 2 - Far Harbor Expansion

Sim Settlements 2 - From Sanctuary to Concord - Building Plans Module

Sim Settlements 2 Scrappers by Ohnno

Sim Settlements 2 - Apocalyptic Additions Addon Pack by SirLach

Sim Settlements 2 - Junk Town - FENCES 2 Addon Pack by Uituit

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

SS2 Blood Moon Raiders - A Sim Settlements 2 Addon Pack

SS2 Support Structures of the Wasteland