Hey all I fixed up the problems I'm aware of, as well as adding a few minor items while tiding up a couple of things that I didn't have time for during Plotapalooza event timeframe. This includes creating the building navmesh (that sort of works - see Issues section in the description).
As a special bonus, the building shell from level 3 is available as a building prefab in workshop mode so you can use and decorate it in your own settlements. (I have stripped out all the decorations and objects so it nice and empty for you). You might be able to fit in a couple of interior plots with appropriate 'fitting' plans. (Unfortunately my skill does not extend to the inclusion of snap points - so you will have to place them manually). Unlike
I'm intending to add more 'building' type plans in the future to this add-on. Currently I have a few designs that are in the works, and will likely split them up into themed add-ons... so more plans are on there way.... Soon™
Yes I have put in Navmesh in from v0.2. (and so it will be in v0.2a)
The navmesh 'exclusion' box that is provided by the add-on makers tool kit however doesn't reach all the way to the back of the plot size. (this is a box that tells the game that ignore the game world's navmesh and use the navmesh provided with the plot). I offset the box in nifscope when sorting the plot navmesh - so hopefully settlers won't think they can get inside via the back wall. I have been following tutorials to do the navmesh so I hope it will be ok, might be better once the cell is reloaded for each level
For some reason I can't get the plot out of the construction phase. It keeps the scaffolding and the roof is missing with all the construction sounds, but won't progress into level 1. When I try to refresh the plot it states that the plot is performing an operation to to wait. Also the building is invisible with no outline in the structures mode.
I couldn't get this plan to be built too, and I found out that problem is with wrong file structure. Game looks for meshes in (Fallout 4 folder)\Data\Meshes\GavMan\Buildings but they are in (Fallout 4 folder)\Data\Data\Meshes\GavMan\Buildings (double Data folder). At least MO2 installing a mod that way because esp placed outside Data folder.
is there a version of this that's not for sim settlements? i love that mod, but i hate it because it destroys my save game over time so i can't play the game for very long because of all the script lag issues CTD issues and save bloat issues.
To have it as a separate building shell could be done, (as a build menu object), which would require a separate plugin without the SS2 as a master. I could do it in the future, but it is not high on my priority list at present.
it's cool. i just see so many of these builds, and i'm jealous of the use of them because they only work for sim settlements, which i can't use anymore, it's just too unstable to keep in the load order.
Thank you, There are a few new (and old) creators that have some cool ideas for plots, so hopefully more will be in the works and trickle out for use soon
Now this one’s got me excited about! I hope you have some interior plots in mind! like a Super Duper mart general store interior plot, a Magazine press interior, Hubris Comics store, etc. there’s still many in game pre war businesses to recreate! Or better yet to implement!
Plotapalooza was using the new tool which allows the design and build of a Plan in game... then the import it into the CK and do a few script magic things and use Xedit to take all the objects and make a plugin. So there is the potential for some new plans from creators that have been put off building in the CK.
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I fixed up the problems I'm aware of, as well as adding a few minor items while tiding up a couple of things that I didn't have time for during Plotapalooza event timeframe.
This includes creating the building navmesh (that sort of works - see Issues section in the description).
As a special bonus, the building shell from level 3 is available as a building prefab in workshop mode so you can use and decorate it in your own settlements. (I have stripped out all the decorations and objects so it nice and empty for you).
You might be able to fit in a couple of interior plots with appropriate 'fitting' plans. (Unfortunately my skill does not extend to the inclusion of snap points - so you will have to place them manually). Unlike
I'm intending to add more 'building' type plans in the future to this add-on.
Currently I have a few designs that are in the works, and will likely split them up into themed add-ons... so more plans are on there way.... Soon™
Does v0.2a have navmesh or not?
The navmesh 'exclusion' box that is provided by the add-on makers tool kit however doesn't reach all the way to the back of the plot size. (this is a box that tells the game that ignore the game world's navmesh and use the navmesh provided with the plot).
I offset the box in nifscope when sorting the plot navmesh - so hopefully settlers won't think they can get inside via the back wall.
I have been following tutorials to do the navmesh so I hope it will be ok, might be better once the cell is reloaded for each level
You could console to the advance level to check
Kinggath has built this plan so it should be working (time start at 29:50)
Version 0.2a has removed the data folder I had the mesh files sitting in, so the buildings should now appear!
(I have mainly just done city plans, so having the additional folders this time around tripped me up)
I could do it in the future, but it is not high on my priority list at present.
There are a few new (and old) creators that have some cool ideas for plots,
so hopefully more will be in the works and trickle out for use soon