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Sim Settlements 2 - Superstructures Addon Pack

VersusXV

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SS2 Superstructures - A Sim Settlements 2 Addon Pack - Updated to 1.7

►Lots of small fixes across current plots
►Conversion of Another Brick in the Wall complete! (Original: <https://www.nexusmods.com/fallout4/mods/27043>)
►Conversion of VaultLand complete! (Original: <https://www.nexusmods.com/fallout4/mods/31365>)
►Holiday decoration spawners on some of the plots
►Mall plot had some changes, a small moon with a bubble turret that floats around and countertops are separate + scrappable:
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I know it's been a while, but just wanted to say thanks for having updated "VaultLand" - I didn't realise how much I liked the couple of "Agricultural" plots in there back in SS1 until I didn't have them for a while then got them back. Mirelurk Cakes for all!
 

VersusXV

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1.7a update: New 1x1 Advanced Agriculture plot - Bee Farm, various bug fixes & iTypes added. This new plot will change a little based on the foliage mod in use(if any).

@Antoine Soverie I forgot to mention before too but XB1 version got updated too, thanks to @Captain LaserBeam for help testing! Uploading issue seems solved.

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Injuneer

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Installed it the other day and so far I am very impressed .... can't wait to see what you come up with next! Here's a tough one ... how about a working golf driving range?
 

Orissa

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A while back I converted Animal Farm using the FO4edit scripts provided by Kinggath. If I remove all AF plots from all settlements, can I safely uninstall my ported version and replace it with your Superstructures?
 

VersusXV

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A while back I converted Animal Farm using the FO4edit scripts provided by Kinggath. If I remove all AF plots from all settlements, can I safely uninstall my ported version and replace it with your Superstructures?
Safest bet is always to begin a new game or continuing from a save from before the mods to be removed were installed. FWIW most of them on mine do have plot skins like base SS2 plots and various fixes.

What I'd probably try doing in that kind of case if I didn't want to start a fresh playthrough, is renaming the build plan names so that they won't be beside the other [AAF] build plans & using the RemoveList option on the AddonConfigData for the self converted Animal Farm. Duplicate the build plan formlists, add the duplicates to RemoveList field, then remove all build plans from the original formlists under MyItems, iterating the AddonVersion global so it will re-evaluate AddonConfigData on the next startup. Then on the build plans I'd add in a UsageRequirement with an impossible condition, like it could be RequiredPlugin Starfield.esm.

This way they should be removed from the respective build plan lists, and if not then they should be omitted due to UsageRequirements and if not then they should be separated in the list for build plan selection if I've renamed them to something like z[AAF].

You could perhaps try out using OriginalPlans("Used for merged addons such as the MegaPacks to detect the original mod and pass control to it.") under Advanced in Build Plan properties for each one in order to redirect it but I've never used that personally on SS2 nor on SS1.
 

Rocola

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Yeah! Industrial city is back! It was a cool addon duplicated
Well, AAF was a must so thanks for converting it too
 
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