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Vault-Tec Tools for Sim Settlements 2

Samutz

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Verified Builder
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72
Nexus: https://www.nexusmods.com/fallout4/mods/48700
PC Bethesda: https://bethesda.net/en/mods/fallout4/mod-detail/4189179
XB Bethesda: https://bethesda.net/en/mods/fallout4/mod-detail/4189180

This is mostly a straight port of 1.1.3 of the SS1 version with adjustments made to fit SS2 and WSFW.

Code:
- The auto-open/close options for sliding vault doors have been removed as Workshop Framework's door settings already has them covered.
- Settlement Menu Manager is no longer required as Workshop Framework handles menu injection now.
- Most non-residential plots have been reclassified to fit SS2's new classifications and have had their produced resources/stats standardized.
    - Cool Fusion is now an Advanced Power Plant Municipal Plot
    - Vault-Tec Pump is now an Advanced Water Plant Municipal Plot
    - Gear Door is now an Advanced Defense Martial Plot
    - Holding Cell is now a Basic Defense Martial Plot
    - Vault Holding Cell is now an Advanced Defense Martial Plot
    - Vault Hydroponics is now an Advanced Farm Agriculture Plot
    - Power Gym is now an Endurance Training Recreation Plot
    - Expandable Classroom is now an Intelligence Training Recreation Plot
    - Expandable Restroom is now a Relaxation Recreation Plot
- Added a Vault Power Grid Relay to SS2's Power menu.
    This acts just like a Municipal Power Grid Pylon/Switchbox, but snaps vault walls to provide municipal power through the vault wall power grid.
- Cool Fusion
    - Plot is no longer direct select only and can be selected at random from the Power Plant class options.
    - Plot no longer has a power connector.
        To connect Cool Fusion to the power grid place a Vault Power Relay (or Municipal Power Grid Pylon/Switchbox) anywhere in the settlement and connect it to your power grid.
        To power a vault wall power grid snap a Vault Power Grid Relay to it, or place a normal Vault Power Conduit and connect it to a Municipal Power Grid Pylon/Switchbox.
- Gear Door
    - The entire plot has been flipped and is no longer facing backwards, so now the back of the plot is the back of the door.
    - The ASAM Sensor has been moved to the front-left corner of the plot.
    - The placement helper now automatically selects the Gear Door building plan.
- Vault Hydroponics no longer has a level 4.
 
Oh hellllooooo! This is perfect timing! Just as I’m starting a new game.
 
So, oddest thing I've noticed; the Int.Residential plots that have 'sit down and read newspaper' animation markers set so that people can sit on the bed... anyone with free time LOVES going to do that, at higher priority than anything else in the settlement. I've just seen an entire settlement plus all the Visitors present on that day all crowded around in that one room, ignoring the Bar and the actual Recreation plots. I'm not sure why it'd be doing that?
 
So, oddest thing I've noticed; the Int.Residential plots that have 'sit down and read newspaper' animation markers set so that people can sit on the bed... anyone with free time LOVES going to do that, at higher priority than anything else in the settlement. I've just seen an entire settlement plus all the Visitors present on that day all crowded around in that one room, ignoring the Bar and the actual Recreation plots. I'm not sure why it'd be doing that?
Because reading is fun!!!

Also newspapers are awesome. No reason why I'd say that out of the blue... carry on
 
So, oddest thing I've noticed; the Int.Residential plots that have 'sit down and read newspaper' animation markers set so that people can sit on the bed... anyone with free time LOVES going to do that, at higher priority than anything else in the settlement. I've just seen an entire settlement plus all the Visitors present on that day all crowded around in that one room, ignoring the Bar and the actual Recreation plots. I'm not sure why it'd be doing that?
Is it only the plot owner that's reading the paper? Or is anyone doing it? It should only be the owner.
I have seen issues with settlers crowding around recreation plots and relaxation furniture in both SS1 and 2, and also not just my own plots, but I never figured what caused it. Usually removing the plot and rebuilding it fixes it.
 
Is it only the plot owner that's reading the paper? Or is anyone doing it? It should only be the owner.
I have seen issues with settlers crowding around recreation plots and relaxation furniture in both SS1 and 2, and also not just my own plots, but I never figured what caused it. Usually removing the plot and rebuilding it fixes it.
Everyone! Visitors, the other Settlers, etc, all taking it in turns to sit down there and read the newspaper.
 
2.0 Update is out with 26 new building plans and updates. Screenshots of most of the new plans have been added to the Nexus page.
Building plan list: https://docs.google.com/spreadsheets/d/1IIs3_HquTb3JXV5gf4dp2EbxeTJfSimNRJnUuGDWGBY/edit?gid=0#gid=0

* Job titles and job uniforms (Auto-Equip Settlers) only apply if they are enabled in the SS2 settings.
** Some changes require a plot refresh to take effect.
  • Miscellaneous
    • Added MCM menu support for plot plan settings.
    • Corrected various spelling errors and typos.
    • Added compatiblity with the standalone Dynamic Furniture mod (https://www.nexusmods.com/fallout4/mods/84343). If Dynamic Furniture is installed, over 500 clutter objects will be imported to VTT's dynamic furniture and some clutter spawns on plots.
    • Renamed Vault Power Grid Relay to Vault Municipal Power Relay.
    • Tweaked the color of the Vault Municipal Power Relay to distinguish it from the normal Vault Power Conduits. The orange bits are now blue.
    • Retextured the Dynamic Furniture diner stools to give them a cleaner, pre-war look.
  • All or Most Plans
    • Added some new clutter.
    • Added preview models for all plans.
    • Replaced the default destruction explosion effect for all plans with a less intense effect.
    • Replaced candles on level 1 plans with oil lamps.
  • Residential Plans
    • All Plans
      • Fixed an issue that caused yellow beds to appear with the default military green color instead.
      • Adjusted beds so that settlers have an easier time getting in to them.
      • Added some dog and cat animation markers to the residential plans so that they can lay or sit in the plots. Who said "no dogs in the vault"? **
    • Vault Lounger
      • The sitting on bed animation marker is now in the correct location and is no longer missing from level 2 and 3 of the plan. **
  • Recreational Plans
    • All Plans
      • Added a new level 0 (building materials) model for recreational plans.
    • Power Gym (original)
      • Renamed to Power Gym (SS1).
      • Set to Direct Select Only.
    • Expandable Restroom (original)
      • Renamed to Expandable Restroom (SS1).
      • Urinal toilets can now be added from the terminal.
      • Sink and mirror combos can now be added from the terminal.
      • Fixed stall spawning issues when refeshing, moving, or upgrading the plot. **
  • Commercial Plans
    • Compact Kitchen
      • Added packaged prewar foods to level 2 and 3 vendor inventories.
      • Added some new clutter. **
      • Assigned settlers now have the Chef job title and a chef hat as their job uniform. *
    • Cola Bar
      • Assigned settlers now have the Bartender job title. *
      • Diner stools have been retextured to give them a cleaner, pre-war look.
    • Give It A Shot
      • Assigned settlers now have a Vault-tec Lab Coat as their job uniform. *
    • Prewar Wear
      • Assigned settlers to Prewar Wear now have the Clothing Merchant job title. *
      • Added Vault-tec Security Armor, Vault-tec Mechanic Jumpsuit, and miscellaneous hats to the vendor inventory.
  • Martial Plans
    • All Plans
      • Assigned settlers to all martial plots now have Vault-tec Security Armor as their job uniform. *
    • Gear Door
      • Assigned settlers to Gear Door now have the Gatekeeper job title. *
      • The plot nows requires power for the door and the turrets to function. It also now requires an assigned settler for the door to open and close automatically. The player can still open/close it manually if is has power but no settler assigned.
      • The door structure can now be moved in Workshop mode to relocate the plot, such as snapping to another spot.
  • Municipal Plans
    • Cool Fusion & Vault-Tec Pump
      • Assigned settlers now have a Vault-tec Mechanic Jumpsuit as their job uniform. *
    • Expandable Restroom
      • Urinal toilets can now be added from the terminal.
      • Sink and mirror combos can now be added from the terminal.
      • Fixed stall spawning issues when refeshing, moving, or upgrading the plot. **
  • Agricultural Plans
    • Vault Hydroponics
      • Fixed an issue that caused level 1 to not produce food.
 
Hi! Great add-on, love the vault theme.
I am on Xbox, I just unlocked the Advanced Power Plant class, but I can't seem to find the Cool Fusion plot in Municipal. I already used the holotape to rerun addon registration, clear plot cache and tried to unlock all plots with cheats, but still no Advanced Power plot (I have the class unlocked, since I can select the SS2 2x2 Advanced power plot).
 
Is there a settler already assigned to the plot? Does the settler have INT 5 or higher? If the settler's INT is too low, you won't be able to choose the Advanced plot. Though I believe this restriction can be turned off in the SS2 settings via the City Manager 2078 Holotape.

You can check/test this by either:
  1. Assigning a settler of INT 5 or higher to the plot
  2. Build a new internal municipal plot and try to choose the Advanced Power plan before there's a settler assigned to the plot.
 
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