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Sim Settlements Building Plans Tags and more

Whitesacha

Active Member
Messages
118
As this mod doesn't seem to being updated anymore, was just wondering if any of the team maybe thinking about picking up this mod. Or will addon authors add it into their updates?
This is the post from the mod page.
SS Addon Authors you can use the resources on this mod.

Sadly I can't update this mod anymore, there are too many updates this week and my time is now more limited than before.
So the resources on this mod can be use ONLY by any of the SS addon authors that i cover on this patch. You can incorporate them into your own mods or just use them as a guide no permissions needed, though I will appriciate some credit. If you need help incorporating this into your addons let me know. There is a guide in the download section, send me a PM for the password.
I really appreciate the feedback and support from all, and maybe in the future I can keep working on my own addon or more updates thank you.
 
I think some addon authors may use it ,but its an extra step in the process
New addon authors wont be able to use it by the looks of it ,and theres a few new ones in the works If L2k_Perma gets off his lazy but lol
 
Is this about VIS tags? If yes, I could integrate that into my "VISifier" script. You'd still need the files so that the icons are being displayed properly.
Not sure how you did the previews. Is there a simple trick to fetching the mesh from the blueprint and setting it to the misc item? Maybe I could automate that as well.
 
Is this about VIS tags? If yes, I could integrate that into my "VISifier" script. You'd still need the files so that the icons are being displayed properly.
Not sure how you did the previews. Is there a simple trick to fetching the mesh from the blueprint and setting it to the misc item? Maybe I could automate that as well.

No the previews are made in nifscope or similar and then added as the model on the buildingplan
 
Then I can't do much.
I'm still offering to automatically tag the blueprints, though,


edit: hm, but the building stages are mostly just 1 mesh, created from a SCOL, aren't they? Maybe this would be enough for the preview?

I'd have to do some tests when I get home. Unforunately, that will be on thursday...
 
Then I can't do much.
I'm still offering to automatically tag the blueprints, though,


edit: hm, but the building stages are mostly just 1 mesh, created from a SCOL, aren't they? Maybe this would be enough for the preview?

I'd have to do some tests when I get home. Unforunately, that will be on thursday...

Yeah, most of the building plan previews are just the final building static. Some of them are the final building and some of the clutter, then scaled down severely, then a transform is applied to the model in the CK.

They aren't hard to make persay, but as mod-authors we have to also consider the size. XBox users are already running into an issue with space just from SS and it's associated add-ons, so by baking these preview models in we remove choice and everyone a) has to have them and b) has to live with the size increase. Not an issue for the Hunter-Gatherer add-on, but Wasteland Venturers has like 40 plots, that's going to get significant.

An additional patch/addon that adds them is ideal for that reason in my mind. The biggest problem (as ArcherDown discovered) is maintaining such an additional patch.

This kind of project is best taken for add-ons/mods that have reached a mostly stable point.
 
Same thing as with VIS patches in general. Radrose seems to have given up, too, so I just use his main file (for the new icons and other changes), but generate the patches myself.
 
Hmm, are YOU this mod's author or do you have a way to contact him?

It seems that I can indeed make a script for creating patches for the thing, but, I have no idea about how the actual part with the DEF_INV_TAGS etc works.
 
Hmm, are YOU this mod's author or do you have a way to contact him?

It seems that I can indeed make a script for creating patches for the thing, but, I have no idea about how the actual part with the DEF_INV_TAGS etc works.

Do you mean you could make like an xedit script that would patch after add-on/SS updates or do you mean you could script in the changes during gameplay? (the later would be amazing, but I'm like 1.3% sure it isn't possible without f4se). The former however would make the job of such an individual much easier I imagine or even make it feasible to release it as a setup for users to make their own version of the patch tailored to their preferences (on PC at least, obviously xbox users wouldn't be able to do so).
 
The first. I don't even know how to begin the second.
Similar to my "VISifier" script.
 
Hmm or maybe I overestimated my abilites. How the four-letter-word do I tell into which category a certain blueprint belongs?

edit: I also contacted the author of the mod now. Let's see if he responds

also, he seems to go quite into detail with his icons, with stuff like "Taller than 3floor Buildings". If anything, the best thing I could do would be an icon per category.
 
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Using the first final build stage seems to be possible, at least:

https://steamuserimages-a.akamaihd....367/FCC21464227686408C5A48F98DC0993A0323A6B0/
https://steamuserimages-a.akamaihd....353/DA0CA0064C5A4E060062921152EFB2E6D139D4F6/

The preview transform doesn't quite fit all blueprints, though:
https://steamuserimages-a.akamaihd....677/B50981CCDEF589CB35477D73D30D0AAABEB2A31B/

Edit: after more tweaking, this works surprisingly well.
20171214235738_1.jpg
The previews aren't perfect, and for some blueprints quite ridiculous:
20171214234457_1.jpg
but you usually get an idea of what you get.

Also, flags:
20171215011849_1.jpg
 
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I know archerdown had a custom preview transform he used for the mini-models
 
I know archerdown had a custom preview transform he used for the mini-models
Yeah, he answered me and told me about that, too^^

My main problem atm is: how do I tell what a certain blueprint actually does? Where do it's values (aka, power requirement, food production, happiness, etc) come from?
I assume the blueprints are sorted into categories (Residential, Commercial, etc) using some script? Or, if not, how do I figure out where a blueprint belongs?
 
Yeah, he answered me and told me about that, too^^

My main problem atm is: how do I tell what a certain blueprint actually does? Where do it's values (aka, power requirement, food production, happiness, etc) come from?
I assume the blueprints are sorted into categories (Residential, Commercial, etc) using some script? Or, if not, how do I figure out where a blueprint belongs?

You can probably determine which blueprint goes into each category by looking at the formlists (each mod should have a formlist that dictates if it goes in the residential, commercial, industrial, etc), however that's only going to help with the "normal" plans, the "advanced" plans you have to sorta trace things, because the master plan (like the "robotics tech tree" plan) will be in the Advanced Industrial formlist. Additionally the formlists I'm discussing are named something different in each add-on, so you'll have to look at the add-on quest and at the various properties to determine which formlist represents which type.

That plan will have a list of buildingplanpaths (the various nodes in the tech tree), and each buildingplanpathwill point to a formlist that will tell you various buildingplans that can represent that planpath.

Honestly it might be easier to make a configuration file and make the script ask how to categorize other blueprints it finds that aren't in the configuration file, then add those selections to the config file (if that's feasible with fo4edit, I'm not certain it is).

Making a small 1 building add-on yourself just to get familiar with the framework structure might be useful for this project.
 
Hm, that part could possibly be done by my VISifier. It supports configuration files already. You can set VIS tags for editor IDs there.

Meh. TBH, I don't really want to actually mantain anything. I was hoping someone else could, with the tools I'd provide...
 
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