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 Tenhats Custom Settlement located at the Charles View Amphitheater

Requirements
Permissions and credits
REQUIRES CUSTOM SETTLEMENT MOD Charles View Amphitheater Settlement - with Recruitable Cult by Tenhats
REQUIRES BUILD MOD G2M - Workshop by g2mXagent and keppekinosha
HIGHLY RECCOMMENDED BUILD MOD Wireless Workshop Items by Whisper


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

Charles View Amphitheater, situated beside the River is a place for artistic expression through performance arts.
Come watch a show and enjoy comedy, songs and entertainment!
Buy that special item at the shops, or may stroll along the boardwalk before a beverage at one of the many establishments.
(the roadside railing each side of the Pool Hall recreational plot doesn't have collision - which is good in that it allows settlers to walk through these sections)


There are two city plans in the file - one mulit-level, the other single (with only the level 3 - final level of the multi plan).


Foundation Level - 8 settlers
1 Agricultural, 1 Industrial, 2 Municipal, 2 Commercial, 1 Martial
7 Recreational and training (Theater, END, CHA, AGI)
8 Residential

Level 1 - 15 Settlers
2 Agricultural, 2 Industrial, 3 Municipal, 5 Commercial, 2 Martial
9 Recreational and training (Theater, END, CHA, AGI)
10 Residential (1 triple, 1 quad)

Level 2 - 21 Settlers
3 Agricultural, 3 Industrial, 4 Municipal, 7 Commercial, 3 Martial
10 Recreational and training (Theater, END, CHA, AGI)
12 Residential (1 triple, 1 eight settler)

Level 3 - 26 Settlers
4 Agricultural, 3 Industrial, 4 Municipal, 11 Commercial, 3 Martial
10 Recreational and training (Theater, END, CHA, AGI, LUC)
14 Residential (1 triple, 1 quad, 1 eight settler)



ISSUES - Please Read!

Required and Recommended Mods...

Charles View Amphitheater Settlement: Custom settlement is pretty self evident why you need it. (set as a master)

G2M - Workshop: I have used a lot of Pier floor pieces and walls from this mod, thus it would leave too many 'holes' in the design to not have this mod. (set as a master)

Wireless Workshop Items: If you do not have this mod you will need to wire up the settlement yourself (or use faux power SS2 option), It is a great mod with 5x power radius conductors. Without it you will be missing all the street lights and Heavy laser turrets from this mod. It includes a cool function to show a dome about a conductor to see how far it's power reaches. (not set as a master)


PRIOR to starting the plan

Firstly, be aware of the Cabot quest line before trying to use the settlement.
When you are ready, and before you apply the plan:
  • I recommend to scrap the red tool box on top of the Workbench (it has a linked group that scraps several unwanted objects).
  • use the scrap settlement option from the Workbench manage menu (after picking up the lootable items you want)
  • Tyres won't get picked up by the city plan scrapping, so you could do those manually.

Everything else should be scrapped by the City Plan when it is initiated.
You may want to disable the floating algae/scum after the city plan is complete. (some are removed, but not all).
How: in console mode type in (then press enter) prid 0020c9c1
(that will select the large remaining one by the middle bridge)
now type in  (then press enter) disable 
and you should be left with just the water


! BEDS !

The Residential plans 'Cab home', 'War RIg' and 'Rug Revelry' from Wasteland Venturers can sometimes miss spawning in the bed/mattress when the build plan is carried out.
If you notice the bed count is out, all that is required for the mattress to appear is to REFRESH the plot! 

'Another Crate Hotel' will have correct setter assignment/bed count if using the latest update of Rags and Riches add-on  (10 Jan 24).


Where is the settlement power coming from?

Using Whisper's Wireless Workshop Items mod, I have set up a few 5x radiators (5 times the power radius) to cover the settlement.
To keep the settlement relatively free of ugly power lines there are a number of power conduits (the black things) a little below the terrain, popping up above for the 'radiators'.
You could try to pick up and drop the radiators in workshop mode if you encounter any plots/lights unpowered, or try the Rewire or Faux Power options from the red Workbench manage menu.

Please also check the main power located on the side of the yellow machine part, on top of the room out the back of the Amphitheater, as for some reason the wiring can be missed out when the plan levels up, (I have seen this happen mainly on upgrade to level 3). 


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 1 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 turrets (for the wireless versions)

If you do encounter a turret which is unpowered, usually it just requires you to enter workshop mode, pick up and [TAB] release the turret.


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

I have included a single level city plan in the mod file, so you can just use that instead... if you need to, after it has built you can 'remove the plan' at the city planner desk to stop the city plan... and perhaps free up a bed if you don't want a city leader.



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.

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

SS2 Superstructures - A Sim Settlements 2 Addon Pack by VFX


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

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

Sim Settlements 2 - Rags and Riches