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Exporting and Releasing Your City Plan: The Simple Method

kinggath

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This is going to be a very quick and dirty list of steps to take your save files and generate a City Plan you can release to the masses! If you want detailed steps with images, or feel like I was too vague, I'd highly encourage checking out the City Planner's Toolkit.

Please don't release your City Plans until after the voting has completed, but once that happens - I would encourage all of you to package up and release your City Plans. The community is hungry for some more options - and you all have done an amazing job with your entries!

You'll need the mod Transfer Settlements to pull this off. It allows you to export your settlements to a text file. If you've never used it, just load its holotape and follow the instructions when you click "Export this settlement to a bluprint".

1. Open your L3 save.
2. Run the console command: cqf kgsim_scrapmanager linkscrapobjects true false
3. Once you receive confirmation it has completed, export your settlement with Transfer Settlements using ONLY the options:

- Export original items (not built by the Player)
- Export mod-added items

All others should be unchecked.
4. Once this completes, find the file it exported and name it ScrapProfile.json
5. Reload your L3 save, as that last console command will have left it in a weird state. Then run the console command: cqf kgsim_cpmanager preparetsexport true
6. Once you receive confirmation it has completed, export your settlement with Transfer Settlements using ONLY the options:

- Export mod-added items
- Export wired power connections
- Export Sim Settlements items

All others should be unchecked.
7. Once this completes, find the file it exported and name it LX.json (where X is the level of your save)
8. Repeat steps 5 - 7 for your other 3 save files.
9. Head to our City Plan Maker web tool, fill out the fields at the top.
10. Click Switch to Leveled Plan, and upload your 4 leveled json files to the corresponding fields (you'll handle the Scrap Profile shortly).
11. Uncheck all of the boxes under Advanced.
12. Click Configure Scrap Profile, and upload your ScrapProfile.json file to the Scrap Profile Blueprint field (you can leave the Baseline blank).
13. Click Create ESP and Create ESL to generate your mod files! (You only have to do one, but some players prefer one type over the other, ESP are easier to install with older versions of mod managers, whereas ESL won't use up a mod slot)

You're done!

You've got a mod you can release and people can try out your City Plan. Post a link when you release it and tag me with an @kinggath and I'll be sure to promote your first one on my YT channel!
 
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Run the console command: cqf kgsim_scrapmanager linkscrapobjects true false

Ooh, I remember when you noted that the baseline should now be made with 'false false', but I kept making profiles with 'true true'. Did I miss some anouncement regarding another change?
 
This is for the scrap profile. It's assumed for this contest, that all entries can use the default baselines stored on the server.
 
I get that, I was referring to the fact that you quote "linkscrapobjects true false" and not "linkscrapobjects true true" as I've been doing for profiles, I know that baselines are made using "linkscrapobjects false false" since you made that change a few months ago, but I didn't realise that making a profile had changed:)
 
If you're exporting original items in your plan, you should use true as the second argument. When not exporting original items, you should use false as the second arg.
 
Hey there :) I made a massive city in Starlight Drive-In and want to show it. Made it years ago so it's made of Pretty old ModPacks and an Older Version of Sim Settlements. I used Scrap Everything to make the settlement space as large and barren as possible so will i have problems exporting my settlement?

Edit: What is an L3 save?
 
Edit: What is an L3 save?
For a Sim Settlement City Plan there are 4 levels used to show the settlement's growth.
L0 = Foundation and is what the player sees when the first turn the settlement over to Sim Settlements.
L1 = Level 1 which is reached shortly after a few settlers have arrived.
L2 = Level 2 is when the settlement has stockpiled enough resources to start its transformation into a town. Lights and power are distributed throughout the settlement, more plots are placed for additional settlers, and so on.
L3 = Level 3 is a full blown town.

At the beginning of this thread is a link to a mod you can download to learn more about making a Sim Settlement and defines all the levels in great detail. The level 3 version of a settlement is often built first as it is easier to remove stuff from the final layout than it is to add on from the bottom. This helps prevent having to move entire buildings or plots as your design changes.
Hope that helps a bit!
 
Is there a default baseline for the Nuka World Red Rocket on the server? I haven't started building yet (or even looting) will I have to do something for the baseline for the Jan 2019 contest?
 
If you're exporting original items in your plan, you should use true as the second argument. When not exporting original items, you should use false as the second arg.
So by original that means a scrappable item in the settlement that you choose not to scrap and used it as part of your build?
I have all my batteries missing for my windmills in my Warwick homestead build. Could it be that I had use a battery that was in the settlement and by choosing false as my second augment those items don't spawn in my city plan?
 
Yes - if the item already existed in the settlement, it won't be exported by default unless you choose Export Original Items during the TS export setup.
 
Yes - if the item already existed in the settlement, it won't be exported by default unless you choose Export Original Items during the TS export setup.
Unless it's a Far Harbour asset?
Moved some Trees at Longfellow's Cabin, and so far i've not been able to get the trees i've moved/rotated/angled with Place Everywhere, to stick around.
 
If you are using the auto-replace feature of the City Plan Contest mod, which is probably on by default, those logs will be replaced with player built versions when you move them.

Moved assets will not work in a scrap profile anyway, so this is good. You don't want moved assets to be in your scrap or baseline profiles.
 
Just to circle back on this, I have found out why my batteries were not showing up on when imported by SS. It was that I had extra clutter turned off in the SS settings.
 
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