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Rudy's Rapacious Requests

Rudy

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City Planner (S3)
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I'm working on an Add On where settlement walls are built into the back of every plot. So the player can string these plots together and they will form a continuous junky wall along the back side of the plots.

I would like to not make a bajillion different plots, but rather have a wide array of variations in a single plot. So a single Residential 2x2 Middle plot could have 1 plot to select from the (huge!) list of residential plots but have dozens, if not more, combinations and outcomes. There is a set of residential plots called Chainlink, Rags, and Fences I that basically does this beautifully.

I've read the PDF tutorials and watched some of the videos that kinggath put together, and they're awesome. There are also a lot of them and I confess I got a little lost in trying to figure out how to do what I want.

My rapacious request:
I would like to have an array of random possibilities for a Residential plot. Let's call them A, B, and C at level 1.
At level 2, I would like each of the level 1 possibilities to have further randomization based off of their A roots. Let's call them A1, A2, and A3. The B and C level 1 builds would have their own; B1, C1, etc.
Finally, at level 3, I'd like another set of randomization that uniquely builds off of the Level 1 and 2 paths.

I've looked at branching building paths, but that seems much more geared towards industrial plots and does not seem to have the width I am looking for.
I looked at the Building Skins PDF Replace Building Models, which can use a Forms List, but I don't know if that can build in the consecutive randomization I'm looking for.

Example:
The single residential plot is plopped down. It decides if it is going to be an A, B, or C at level 1.
A has that cool Pier Support with the arms sticking out that I can use as a walkway for the wall. The game rolls the dice, and A is chosen as the L1. The Pier Support arms (and a little tent, some wire fencing, and a sleeping bag) spawn in.
When the plot gets ready to upgrade to level 2, the game rolls the dice again to see which of the A -> Level 2 options it will choose from.
Option 1 has plywood walls and a metal ladder added. Option 2 has metal walls and a wooden ladder. The game chooses option 2. So now we have a residential plot at A2.
The final upgrade the game rolls the dice again to see where A2 goes next. Let's say that the next three choices are also letters. Option A is has two story walls on the right and left of the 'house roof' and just a low wall in the middle so settlers and the player can shoot from the middle. The game chooses option A.
So at the end, we have A2A.

Is this even possible?
Can we have branching lists like this where an option from a list points to a separate list?
If so... um... how do I set that up in the myriad of options?
 
Extra credit:
I'd like to have Raider skins and Minutemen skins on all these as well.
So yeah, it's awful.
 
I should have just kept reading before asking for help. I think I found it. Please let me know if this is viable:
From the Branching Building Plans PDF:
PathKeyword: This keyword should be unique for this path, it’s used to ensure a plot can’t jump between different paths that are unrelated at each level.

Requirement_PreviousPathKeywords: This is an array of Keywords that should be set in ascending order for each of the other paths the plot should have gone through in order to be eligible for this path. They will be entries you used on other Building Plan Paths in the PathKeyword field.
 
This is whooping my butt. I have the variations created but can't seem to figure out how to string them together in 1 plot.
I think I need to make each their own plot and them join them in 1 master plot.

stuck and hate it.
 
The branching building plans are tricky to set up. It helped me to not only go by the tutorials but also look in the SimSettlements esp to see how Kinggath's advanced industrials really were set up, what keywords were used for what building paths etc. But my desk was swimming in paper notes before I had any semblance of order.
 
I think I'm going to lower my goal of having a super duper mod that is crazy to just getting something done that I can learn from and grow. Otherwise I fear I will never get it completed.
I still want walls built into plots, so I think I'll start with stores. There's no variations to contend with as a clothing shop is a clothing shop.
So, I'll fire up the Creation Kit and see what I can get done. I can always add on to something that's released but if I don't reset my goals, I fear I'll just be in the spin-cycle of overwhelmed.
 
I'm really excited by this description of a work in progress. I do have one question. Where can I find the mod with the residential plots you mentioned, called Chainlink, Rags, and Fences?
 
I can't find it either. It must have been rolled into one of the larger mods. There is no prefix before the name of the plots in the selection list (like [BMR] for Blood Moon Raiders).
I dug through my mod list and it's not listed there... ? Not much help at all, sorry.
 
The chainlink raider plots are in MaturinMods’ RaiderRefugees Addon Pack. It’s a bit old but fully functional from what I’ve seen. It uses the randomization system to build lots of variation from three base plots, which makes it have more content than it seems at first look.

Thank you! I never looked outside the Sim Settlements category on Nexus, and this one was under Player Settlement. I don't see any impaled heads in the screenshots, so hopefully the plots won't have any. I can't use the branching slum plots made by someone else because so many of them have impaled heads in the decor. I don't allow those in my settlements.
 
I can't use the branching slum plots made by someone else because so many of them have impaled heads in the decor.
Those are probably mine ;) from the Bad Neighbor Addon Pack. They can randomize with a Raider Skin and in Raider controlled settlements it's the default skin, but they also have a normal mode guaranteed to be impalement free. It's a bit of a job if there are many, but you can change them through the ASAM-sensor under Customize Plot, "Remove Skin".
 
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Those are probably mine ;) from the Bad Neighbor Addon Pack. They can randomize with a Raider Skin and in Raider controlled settlements it's the default skin, but they also have a normal mode guaranteed to be impalement free. It's a bit of a job if there are many, but you can change them through the ASAM-sensor under Customize Plot, "Remove Skin".
That sounds right. Okay, I will remove the skins. I liked those plots otherwise. The more variety, the better - except for impaled heads. :wink
 
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