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Sim Settlements 2 - Superstructures Addon Pack

VersusXV

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Additional New Plots for Sim Settlements 2 + Foundations/Terraformers + Interior Cell Settlement. Including the new Municipal type & various 1x1 & 3x3 sized plots. A variety of themes & some with simple designs, others with complex designs

New Plots: 21 in total
Residential: 3
Agricultural: 3
Industrial: 2 (+4 variants)
Martial: 3
Municipal: 4
Recreational: 2
Commercial: 1

1 Interior Cell Settlement, located in a new cell.

New Foundations:

1x1 Foundations: 11
2x2 Foundations: 16
3x3 Foundations: 11
1x1 Terraformers: 76
2x2 Terraformers: 80
(Including 4 experimental types)
3x3 Terraformers: 76
270
in total


Some Power Poles now too:
Glowing Sea variants of Telephone 1-6 + Telephone Quad + Telephone Short bare + Telephone Tall Bare
A new test type: Underground Power Connector

(More to come, as time allows & if there is interest)[/center]
CgFLdxE.png

▶ 2 Residential 3x3 & 1 Residential 2x2

Wa30oLU.png

▶ 3 Agricultural_3x3: 2 Advanced & 1 Basic

7wJYM5j.png

▶ 1 Industrial_3x3, Machine Parts
▶ 1 Industrial_1x1, with 5 variants for the scrap gathering types.

eqSkIYw.png

▶ 3 Martial_3x3: 1 Basic & 2 Advanced

34828-1603568587-1211153965.png

▶ 3 Municipal_1x1: 1 Caravan, 1 Communications, 1 Advanced Power
▶ 1 Municipal_3x3: 1 Basic Power

ArNwC3g.png

▶ 1 Recreational_2x2: 1 Relaxation/Mess Hall(when Conqueror comes back) and another one not yet converted/incomplete
▶ 1 Recreational_3x3 Relaxation, oversized. It's also enterable into a separate interior cell settlement
bQ2DKF5.png

▶ 1 Commercial_1x1: Bar type, water vendor themed. Might add custom vendor at some point.
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Video showing the Foundations:
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Currently planning to update next some time after the new Builder's Toolkit releases
 
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This might seem like a bizarre thing to say, but I'd been avoiding installing this one due to just assuming from the name that all the plots would be obscenely oversized. Now that I actually look at the images, though, I'm definitely installing it.
 
I have a bug report. On xbox.

I tested every single foundations and terraformer.

None of the VFX foundation are buildable. all three format let me scroll through the names but none of them give me the option to build nor do they show me what it would look like.

Every terraformer 1x1, 2x2, 3x3 work fine. Some of the naming could be better but they work.

Under terraforming special the cave is the only one to work, all other ones are invisible.

That's it.
 
None of the VFX foundation are buildable. all three format let me scroll through the names but none of them give me the option to build nor do they show me what it would look like.
I'd unfortunately forgotten about them, they're supposed to be removed from the Xbox version. I tried experimental workarounds to be able to include some of the plots from the PC version without filesize bloat(full addon on PC is about 377M ). The initial version was a test to see how it goes since without the workarounds the pack would pretty much not have been viable to be ported to Xbox.

Including the NIFs for all of the foundations would add probably about 20MB. Trying to keep the Xbox version as small as I can. Alternatively, I think Static Collections potentially could be used although I haven't tried making SCOL forms buildable before. I believe they have been included on the constructible object form type for purposes of "Scrap Recipes". It turns out they work as buildable objects but do have some limitations compared to statics.
constructed SCOL.png

Though of course there will not be snap points in this case since Static Collections cannot include those. For exactly correct positioning, the static collection versions could still be created through ASAM sensor Customize Foundation. They can't include navmesh and I believe ignore the navmesh on the component statics, if it overlaps the plot it may invalidate the navmesh of the plot.

Making it work seamlessly & completely as expected, yet without file size bloat would require trying to make a customized version of the terraformer script or maybe a new script. I will look into what that would involve to try to do but I would guess that this would be probably more difficult than anything else that has been done for this mod. I've done some simple scripting, but nothing advanced.

Yep, now that I tried it, I love those boxy little 1x1 Industrials.
Great to hear thanks! I will try to find time to do some more 1x1s.
 
377Mb? Yeah no thanks on Xbox. I’ll live without the vfx foundations.

I’m not gonna lie, I barely semi-understood most of the rest of the explanation. I’m not a modder and my understanding of the technical part is limited to “harder than most people think”. Im fully aware that while making a basic plot following the tutorial might be straightforward, not everything is that simple.

So my basic understanding is that you might be able to find workarounds but they might create other issues or require scripting that you have no experience in. Am I correct?

I’d never tell anyone to not try and do something cool or push past their comfort zone. But don’t feel obliged to re-invent the wheel. Xbox has its limitation, if it means in order to work there are less options of foundations then so be it.

On a personal note, I’ll admit if it wasn’t to test your foundations I probably wouldn’t have even seen the issues. I use terraform only and only when the terrain isn’t quite even enough to work without it. Im a minimalist when it comes to building so don’t fret any issues on my account.

Can’t wait to see what you come up with regarding 1x1 plots. This is another that will be harder to make interesting than people realize. If I can give an idea, take a lesson from Bethesda. Look into vertical space and see where it goes.

Take care.
 
I would like to suggest adding Vault Style Foundations, for example something like "Structure" - "Vault" - "Atrium" - "Floor".
 
Just a little thing I have noticed - people assigned to those boxy 1x1 Industrials (but with no "hobby" assignment) seem to spend all day just standing in whatever spot they are in, like the plot doesnt have any animation markers for them to use so the AI doesnt know what else to do? It reliably seems to only be those specific plots.
 
Xbox has its limitation
Do you think you could try out the plots on Xbox and let me know if they work? I do not own an Xbox One so I cannot in any way test for issues specific to the Xbox One port. If it doesn't work I would like to see what could be done for it or at worst deleting it if there's not a good solution. The method used revolves around relying on Static Collections instead of usual Statics even for the actual level models and using placeholders of sorts alongside it, in short this allows much smaller size for the mod. Current version of it is 7mb, probably would be more like 50-75mb otherwise and this is with only some of the plots included.

Whether or not this is possible to work also affects future plans, I'd even started on some Interior plot work.

Just a little thing I have noticed - people assigned to those boxy 1x1 Industrials (but with no "hobby" assignment) seem to spend all day just standing in whatever spot they are in, like the plot doesnt have any animation markers for them to use so the AI doesnt know what else to do? It reliably seems to only be those specific plots.
I will look into this soon.

I would like to suggest adding Vault Style Foundations, for example something like "Structure" - "Vault" - "Atrium" - "Floor".
That could be pretty interesting to do.
 
Working on it. I might need another day or two but I’m trying to find what causes this
 
For the Caravan plot, how would people feel about if it gained IDEK Logistics functionality, only for players who have IDEK Logistics 2 installed? I believe I have it working on my end, but haven't done anything to additionally allow disabling this for players who had IDEK Logistics 2 installed but don't want Portable Caravan to function as an ILS. Would it be necessary to do this? I feel like it's probably not necessary, since people who find IDEK Logistics to be too powerful most likely won't have it installed.
 
Since I found caravan plots to be buggy as heck, I'd happily install idek
My hope is that caravan shutdown may become less likely to happen with IDEK Logistics supply lines. Another thing I'd been doing on my own game is building just 1 small generator and wiring that directly to only the caravan, which usually only has the communications near to it. This is to account for if auto-assignment issues or other potential bugs cause the power plot to stop functioning, which could cause the caravan plot to become unpowered which would break the caravan network link. So far have seemed to have reasonable luck.

For my 1x1 Portable Caravan I am thinking about removing the power requirement and adding some other penalty, ideally one that doesn't contribute towards the caravan potentially shutting down. I'm thinking maybe a defense penalty that simply matches the default power requirement. Maybe a 2nd occupant could perhaps make it less likely for auto assignment to end up leaving nobody on the caravan.

Playing Cyberpunk for now so no ETAs but giving thoughts to what could be done on this still.
 
Sounds good to me, I'm actually experimenting by adding your 1x1 caravan plots as a second post to see if that fix my no one wants to join the abnernathy-coop-sanctuarty caravan networks

Huh, is it possible to have multiple caravan networks?
 
This could be a conflict in my mod setup.. an issue due to Fallout 4 VR not being able to run everything as Fallout 4 pancake.. or a bug with your mod.. however with using Sim Settlements 2.. When using your mod there are these strange towers placed all over the landscape. Some making entering buildings such as Jakes shop impossible. These structures are instantly removed when I uninstalled your mod.. I have not seen others complain about such an issue so I am assuming it works fine on pancake.ScreenShot0.jpg

As I previously said.. I think it's more an issue with Fo4vr.. I cannot have HUDFramework either.
 
I believe FO4 VR uses the day one launch November 10th version of Fallout 4 , it has none of the DLCs & no Creation Club so therefore no ESL support. I unfortunately do not own FO4VR though, between the outdated version they used & the high cost of VR headsets I'd lost interest in getting into VR.

The game might not handle things properly for forms with a formID between 0x001-0x800 since that was added alongside ESL support. That particular static has 0x039, it's this:
  • VFX-SS2_G_1x1_Martial01_DecoLobbyBLvl1Static "[VFX] 1x1_Martial01_DecoLobbyBLvl1Static" [STAT:08000039]

At one point this pack was going to be ESL flagged but shortly before release I determined that removing the ESL flag on update is unsafe for saves which had already installed ESL flagged version. Objects disappear, it's effectively like an uninstall / disabling a mod and reinstall to a different load order index slot. As Kinggath puts it, "Disabling a mod can have a cascade of effects though because you change the load order of everything that comes after it". So this never had ESL flag at all even from 1st released version, but the original plan meant that formIDs were compacted regularly since for mods that are planned to be ESL they need to be compacted before any release.

One thing that could be tried is Renumbering FormIDs from 0x800 using xEdit like this:
unknown.png

As I previously said.. I think it's more an issue with Fo4vr.. I cannot have HUDFramework either.
Pretty much this, renumbering might work but impossible to say for sure since game updates have added stuff to the exe and probably a lot of game fixes.

I have not seen others complain about such an issue so I am assuming it works fine on pancake.
The only Commonwealth worldspace addition from this mod is a hidden map marker purely used for settlement data. The statics should not appear other than through usage of the plots from this pack or potentially from City Plans.

Sounds good to me, I'm actually experimenting by adding your 1x1 caravan plots as a second post to see if that fix my no one wants to join the abnernathy-coop-sanctuarty caravan networks
I'm curious, has this been effective? On latest update I'd made some changes to 1x1 Portable Caravan specifically to try to help with that kind of thing. Some stat changes & 2nd occupant, to try to avoid scenarios where it ends up with no one assigned.
 
I believe FO4 VR uses the day one launch November 10th version of Fallout 4 , it has none of the DLCs & no Creation Club so therefore no ESL support.
Although I am unsure of the release date, I can confirm that FO4 VR is using 1.10.138 and does not have "Creation Club" "Addons" or "Mods" on the main menu as my friends pancake ver. 1.10.163?
One thing that could be tried is Renumbering FormIDs from 0x800 using xEdit like this:


Pretty much this, renumbering might work but impossible to say for sure since game updates have added stuff to the exe and probably a lot of game fixes.
Thank you for this information and the screenshot. I have followed those instructions and only quickly ran the game so far.. I did not see this same problem as of yet..
Since I had to renumber the forms.. does this have any repercussions I.E. if I create a city plan using this modified version of your mod, would it break the plan if you/someone were to download it without the modified version or vice versa? - My first thoughts on this matter is yes, because my/others plans would be calling different addresses.
 
Thank you for this information and the screenshot. I have followed those instructions and only quickly ran the game so far.. I did not see this same problem as of yet..
Since I had to renumber the forms.. does this have any repercussions I.E. if I create a city plan using this modified version of your mod, would it break the plan if you/someone were to download it without the modified version or vice versa? - My first thoughts on this matter is yes, because my/others plans would be calling different addresses.
It will invalidate existing saves which had the non-renumbered version installed, for use with this modified version.

If you create City Plan, I believe it would just have the plots changed for random ones like as if users didn't have this installed even if they did. But I don't know if this exact scenario has been tested for or what happens if the expected FormID exists but isn't the expected type(WEAP, for build plan/level plan), my guess is there's probably sanity checks to account for if an author didn't set everything up correctly. As authors we're generally told to not renumber FormIDs at any point after there has been a public release and that if we want our mod to be ESL we should be sure to compact FormIDs before any release, which can work for updates since the compact FormIDs function does not affect forms that are already within 0x001-0xFFF.

The usual expected scenarios for city plans are:
  • User has the addon pack installed & everything is there as expected, it will create the specified plan as long as the Designer's Choice setting is enabled by the player(users can disable Designer's Choice if they prefer randomized build plans) and either has unlock requirements for building class + build plan or has Bypass Unlocks enabled.
  • User doesn't have the addon pack installed, so external plugin check returns false. SS2 will instead just select a random eligible plan from what the user has installed.
  • User has the addon pack installed but is on an older version that didn't yet include the plot(s) so external plugin check returns true but GetFormFromFile probably returns nothing/no form exists. SS2 should select a random eligible plan from what the user has installed.
 
Since I found caravan plots to be buggy as heck, I'd happily install idek
I have idek and have used it religiously until this playthrough. I wanted to test the actual caravan services plots. I Think i am going to be changing the few Caravan plots i have to Logistics stations. I like having a master station and the functionality seems so much better when it comes to supply lines. My question is do either allow for the sharing of building resources across settlements? I have never figured that out. I mean the hud shows both the settlement and the caravan networks scrap. So if one settlement is low and another has excess will one settlement draw from another's resources to do building and upgrades? Or to pay upkeep costs? But yes it would be nice to have idek's functionality in caravan plots.
 
So I just installed and am thinking where to start with a couple of these plots. One question, what do you mean by enterable into an interior settlement? are you saying this plot gives you a settlement indoors?
 
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