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Closed Some minor issues with interior plots

i think the biggest challenge you are facing is that the interior plots were built for vanilla walls amd you are using mods that dont have the same snap geometry.

That havimg been said, there is a way aroumd most of it. i wont try to tell you its optimal by any means but itll work.

simply: make those rooms bigger.

Interior plots are 1.5x1 im dimensions. this is a square and a half in terms of game elements or 256+128=384 pels wide.

Place 2 full floor spaces side by side. build the backs and the side you want to flush mount the plot to. Now place the plot and if any of it is sticking through the wall, give it a shove with place everywhere by about 10 pels to get it out of the wall.. The object here is to get it out of the wall by moving it towards the extra space.

if it ends up overlapping on the front, you can add additional floor parts to get it past the plot boundary.

This gives you a building area of 1.5x2. with the plot not overlapping any walls.

The problem boils down to the walls being too thick in comparison to a vanilla wall of the same type.

SS is based on vanilla parts and i dont see that changing anytime soon so hopefully working around the issue with bigger rooms and plots moved to not clip will get you where you need to go.
 
Those are Bethesda walls... they snap to the outside of the floor blocks, so it shouldn't matter how thick they are. They're from Wasteland Workshop.

The doorways have the same issue whether using those "boards" or the Shack walls, because they're the same width and place the door in the same place.

I don't think requiring Place Anywhere should be the solution. If they snapped to the center of 1.5 blocks, and had a consistent "space" location for a door, the issue would be solved (why are they 1.5 blocks in the first place?). I don't see how the type of wall you're using makes a difference. As a side note, the concrete walls have a clear thickness to them, but the shack walls take up the same space as they are uneven and the planks, back to front, are haphazard and not aligned to a plane.
 
I cant change how things work in the game, only share my own experiences.

maybe @kinggath can help describe the issue better.
 
I add the walls around the interior residential plots planning for 2x1 with the regular snap locations for the walls. I add a toilet and sink behind a half wall at the end of the plot :)

I also use Snap and Build for interior walls but not exterior walls on concrete. Concrete walls and floors have a particular geometry which needs to be consistent to look right. Basically the exterior wall should be outside of the floor with the bottom edge of the floor and wall being even and not sitting on top of the wall's edge. Exterior wall corners should not overlap. That way you get the maximum interior space. You use horizontal and vertical spacers to fill in the building corners and along the top of the walls to even them with the roofs. Interior walls are much more difficult unless you consistently add spaces for interior walls and use horizontal and vertical spacers where they are absent. Snap and Build walls will not reach the ceiling without you adding a spacer but I figure if you add wood walls to a bunker interior you would sort of get that effect.

Also, the flooring for the Creation Club modern interiors has some really nice wooden floor options if you want to use those between floors.

I use the modern sliding doors from Easy Home Builder so I don't have to worry about them blocking NPCs. You just have to be mindful of the door sliding to either the left or the right and where it goes when it's open. You have to reverse the door frame if you don't like the direction it slides.
 
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Bethesda changed the snap arrangements they used in the DLC which could explain the bed clipping in the concrete set.

The Interior plots by their nature are always going to have problems. If we determine a certain area for a door - it dramatically reduces the number of designs we can create, and also demands you can only use them in one specific orientation. So they were made with a series of sacrifices. Ultimately I decided the best way to approach them was offering maximum flexibility since the plans can be chosen manually.

The 1.5 size was so that you could use 2 large floor pieces and know that the extra half space could act as a buffer before the door so that settlers could enter, even if the furniture from the plot is laid out in such a way that the NPC needs to walk slightly right, or slightly left to get to the rest of the plot.
 
Fortunately the "choose plan" tells you where the entry locations are which helps when adding walls around the interior plots.

At times I have used Place Everywhere to reverse the interior plots 180 degrees or scoot them over away from a particular wall. Without that you have to leave extra room on the 3 open sides.
 
the exterior wall should be outside of the floor with the bottom edge of the floor and wall being even and not sitting on top of the wall's edge. Exterior wall corners should not overlap.

Yes, as I said, that's exactly what I'm doing.

@kinggath and Nik; thanks, that explains it. Why am I somehow not surprised that Bethesda made a random change in something that should be consistent? It does seem like the plots snap weirdly when placing them on concrete; it's possible the real culprit here is the floor blocks. I have some mod-added floors but they probably just copied the snap points from the concrete blocks, so there's likely no way to test or fix this.

Oh well. Overall, they are indeed minor and I like how the overall thing came out. Fortunately I don't have something really silly, like the bed sticking out through the wall...
 
If I remember correctly, before I switch to leaving the building to plots, the concrete walls has two ways of snapping. On the side (normal) and on top. However, if you use the at the side snap, the walls won't fit very well together. Or something like that. I pretty much gave up on those walls.
 
I've used the concrete extensively :) I always use them hanging outside the walls, never the inside-resting-on-floor. I promise you all, lol, I checked it several times to make sure I didn't spaz the placement. It's hanging outside. As Kinggath said, the likely culprit is Bethesda's screwing with the snap points - not the walls themselves, but where the actual interior plots snap to the floor.

Almost forgot: @kinggath , that still leaves the "corner pallet" room without a visible bed object, should it have a sleeping bag or something up there? Also the light in Gourmand doesn't seem to be working.
 
They just sleep on the pallet.
 
Insanity begins when you walk into the settlement and all the items on half the plots are rotated 90 degrees from where they should face and stuff is sticking out all over. :) Plot layout remains normal, just everything loads weird.

Refresh plot fixes that one at least.
 
Yes, the 90 degree thing is whack, but I have noticed that it rarely happens again to one that I have to refresh. Is there any way to prevent this?
 
It's got something to do with timing and cell unloading while refreshing. I'm not sure if it's detectable as an error to allow it to be fixed in the code. Kinggath would be the one to ask that to.
 
That is deeply weird. I'd expect timing issues to cause stuff floating in space or whatnot, but what on earth could Bethesda have done that would cause them to rotate...?
 
As I understand it, the more indepth explanation is that the plots spawn items, then move them to their correct location, then apply rotation. If the cell unloads while this is going on, something goes loopy in the spawning and the rotation never takes place.
 
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