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Questions

Blajammer

Member
Messages
38
Hello everyone,

If anyone is willing to answer, I have some questions regarding the rise of the commonwealth add on. I’m on the Xbox one x to be exact.

1.) since I have already built up many of my settlements myself with “objects” from other mods such as symbiotic settlements, will that cause a conflict when a settlement is “reset” so as to allow city plan additions?

2.) already existing settlers be allowed to stay or will they be removed?

3.) in sanctuary for example I’ve created my own personal “workshop/home/manor” that contains many containers that all filled with collected weapons/armor/food items/etc. will they be erased when the settlement “rebuilds” itself as a part of the first stage?

4.) is there currently anyway to “preview” what city plans will do? For example I would like the castle to be a Minutemen style military base populated by Minutemen “settlers.” I n this case I have the “the castle fully restored in and outside” mod installed.

Sorry about the long post but I have not been able to find answers to these questions although the guides put up on YouTube were very helpful. The mod looks absolutely amazing but I have yet to download it for fear of messing things up due to all the work I’ve done already.
 
When you choose the city plan it will give you a brief description of what the settlement will be (heavy food production and defense, self sustaining isolationist colony, trade and industry, etc). After you assign a leader it will prompt you to tear it all down and build the foundation level. The foundation level is the bones of the settlement, an outline which in some cases is just a pile of construction materials or stairs not attached to things. This will give you a general outline of the settlement and what it will grow into. Some settlements wont take all the available space and you are free to add things in that open area without fear of any issues.

I would imagine if you built something that is scrap able it will be scrapped when the foundation is built. All the settlers stay and will begin to build there homes , farms, defense etc after the foundation is installed.

As far as containers that are scrapped I would imagine any contents that are in them would be transferred to the workshop bench. If you refresh your city , it tells you transferring items in containers into the workshop bench .

Right now there is only one plan for each city (except for the 5 or 6 ) and more will come after the developer kit is released later this month . I imagine King and the crew want to squash all the major bugs before they let others mess with it.
 
Thank you for the reply Sigmar. While the online guides were very helpful, there really didn’t get into how this mod would react to content from other mods plus there was the issue of how already made settlements with containers and etc. would be affected. Appreciate the quick response. Oh, and long live the empire :)
 
1) If you chose to activate a City plan, the first thing that happen is that all _vanilla_ items in that settlement's build area are scrapped! There will most likely not be any serious conflict with objects from other add-ons. But if they are in a space that the autobuild will populate they will clip into each other, which might just look strange, or block pathways for the settlers.

2) all settlers remain, but no new recruitment will take place until there're vacant jobs.

3) yup. erased. your stuff *should* end up in the workshop. but better store it your self first.

4) No, not yet. Spoilers you know. But there're a few vids coming through of settlement showcases.
 
Thank you as well NikVilKok! Thankfully it seems that while it will be a hassle, all my stuff won’t just be erased. Not looking forward to have to “re”store everything though. This mod sounds very accommodating however and while I think I’m going to wait a little longer before I download it sounds amazing!
 
In your case with lots of settlements already built up, I'd simply recommend pulling the core SS 3.03b and maybe Industrial Revolution and leaving the RotC expansion for a later date. That way you get the benefits of self-decorating interiors, all the benefits to production and so on from all the other Sim Settlements addons, etc. Basically everything but the feature you don't want - self building settlements.

Best of both worlds :)
 
Yah, that sounds like a good idea. Currently I have SS and a few other Add-ons but not industrial revolution. Unfortunately I don’t have enough space (on Xbox) and while I could start all over..........I really don’t want to start a whole new game/story. Although with rise of the commonwealth I wouldn’t have to completely build every damn settlement myself.........damn you Bethesda for making me choose with your measly 2gb limit!!!!!!
 
Here's a question KG: how does the automated city plan system select plots?

I ask because there is an option to select plots based on the city planner's designs, which mostly just uses no add-on plots (only SS Vanilla plots), but there doesn't seem to be an actual rhyme or reason to it (IE, no fixed house choices for the interior or exterior plots). However, I noticed something odd when I had the randomizer select a new plot in Sanctuary. For this playthrough, I have the setting set to use all plots from all add-on packs, but when I did a plaque check of a plot to see what it would build, it initially said "SS Razorgrain mud farm" indicating one of your vanilla plots, but then changed and built one of ohno's mushroom farms instead.

Is there something to that? Does the algorithm default to SS vanilla plots first then overrides if the "designer's choice" selection isn't set?
 
That sounds like script lag. If you're too hot on it and pull up the plaque immediately after the plot have been laid down the plot design selection scripts may well not have executed yet. Even in an all manual Sim Set build you can mange to get there before the scripts completed. Thus sometimes you change the plot design to your own choice, only for it to build something else. (This can also be a VIP story effect.) Give the system a little time to breathe.
 
Well, today when I was fiddling with it, it picked a non SS vanilla plot first, then changed to a different non SS vanilla plot, so I don't know. Maybe script lag.
 
Sanctuary is at level 1 right now, but yeah, when it goes through this motion it just has the name prop up on the plaque. However, I HAVE seen items appear for construction of said object, then fade out as the new plot is selected. In fact, for whatever weird reason, I had this happen with a residential plot, too. One of the tree plots (I think one of Jib's) had spawned a big tree in preparation for building, then when the house was actually built (I wasn't actually there at the time, but I saw the plot with the tree before I left Sanctuary) it build the Wasteland Lounger plot instead.

This isn't really a concern, frankly, because when I purposely SELECT a plot, it builds that plot. It just seems to happen with the randomizer.
 
VIP Plots... This is jumping up and down and yelling "VIP"

KG used the wasteland lounger for his VIPs and they very definitely change the plot build plan.
 
I just wanted to say thanks to everyone for the replies and hopefully this thread can be used to help others. And yes woodfuzzy, it does suck.
 
Little tip on VIP plots...
Ban the Wasteland Lounger if you have a build that is critical on height. ie stacked plots. It will still build for VIP's, and you'll instantly know to move that puppy. lol
 
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