the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

suggestion: Support for interior cells.

skyrimman143

New Member
Messages
9
in older fallouts, buildings had enterable cells so the gamebryo engine didn't go kaput. i would like to suggest a series of plots labeled "Interior" that could be used instead of the normal plots at the player's discretion as while not the most ideal solution i believe this might finally be the key to minimizing the triangle of death's stranglehold on three of the arguably most important settlements in the commonwealth.
 
There are already add ons that have this implemented.
The Mall by XV is one that comes to mind for me.
 
thanks, seems like something for my load order, though pure "Vanilla" mod options would also be a good thing.
 
I assume by "vanilla" you mean the base SS2 mod.
At this point there isn't very much else that can be added to the base SS2. It is already so close to the maximum file size any more addition or changes run the risk of pushing the file over the limit.
If you truly want those interior cells then you will have to use the add on packs that provide them.
 
i would like to suggest a series of plots labeled "Interior" that could be used instead of the normal plots at the player's discretion
Not plots, but in Kinggath's livestream last year, he said something about chapter 2 adding interiors (read "load door") to many of the various buildings around the commonwealth. They could have something similar to a building plan assigned to them. (I can't remember if it was auto or manual selection) We will have to wait for chapter 2 to find out.
 
I assume by "vanilla" you mean the base SS2 mod.
At this point there isn't very much else that can be added to the base SS2. It is already so close to the maximum file size any more addition or changes run the risk of pushing the file over the limit.
If you truly want those interior cells then you will have to use the add on packs that provide them.
how's the team going to roll out chapter 2 then? is it going to be a separate mod, or a pc exclusive or what?
 
Not plots, but in Kinggath's livestream last year, he said something about chapter 2 adding interiors (read "load door") to many of the various buildings around the commonwealth. They could have something similar to a building plan assigned to them. (I can't remember if it was auto or manual selection) We will have to wait for chapter 2 to find out.
could be a plan to reclaim the commonwealth without nuking systems like it's going out of style, perhaps concord, Quincy or Lexington. will be interesting to see for sure.
 
Internal plots: I know outdoor plots have varying sizes, why not internal plots as well? I could see someone create for example a bar/restaurant not only having the vendor area but say a stage or other embellishments that could be placed in a larger open area.
 
Internal plots: I know outdoor plots have varying sizes, why not internal plots as well? I could see someone create for example a bar/restaurant not only having the vendor area but say a stage or other embellishments that could be placed in a larger open area.
Considering the problems with placing existing internal plots in existing structures it would only get worse with oversized ones.
Now there are ways to restrict plots so that only the player can choose them and they are never autobuilt.
However I think it would be easier to place the bar and then build the stage/restaurant using workshop or even WRK assets.
Now if YOU still feel the need to create oversized interior plots then by all means feel free. Come join the exclusive community of add on pack creators!
 
Who said you had to stay within the lines? No one looked at Uituit's work ever? One of the best and he never cared where the definitions of the plots were. You want your interior to cover the equivalent of a 2x2? Put it in the description and have fun. 3x3? Why not?

And Sir Lach's plots use only the equivalent of 1x1 of the interior plot, it's entirely feasible.

But will they add new size? Probably not. It's not a real necessity, interiors are already mostly use for the advantage of being a lot lighter on the system, going oversized kind of goes against the whole point.
 
You don't need a new plot to do that. Someone would have to make a building plan that treats a 2x2 or 3x3 as an interior. It would work the same as Freddrick and I did for our 1x1 interior plots. I even figured out how to make a plot to place that doesn't automatically place the power pole and foundation. Now if only I had some time. It might be Fun(TM) to make some interiors of a larger size. Automatic high-rise floor plan in a can... err ASAM.
 
You don't need a new plot to do that. Someone would have to make a building plan that treats a 2x2 or 3x3 as an interior. It would work the same as Freddrick and I did for our 1x1 interior plots. I even figured out how to make a plot to place that doesn't automatically place the power pole and foundation. Now if only I had some time. It might be Fun(TM) to make some interiors of a larger size. Automatic high-rise floor plan in a can... err ASAM.
can a plot contain plots? so a high rise with 30+ apartment complexes, or a literal vault for example? do settlers go in and out of them? if i place multiples of the same building, will the interiors be unique, or will it be the same cell? does the cell get deleted with the plot, or will deleting it and placing a new one eventually bloat my save? if it works and works well, i think i might need to crack open the mod tools and start a few packs of my own.
 
Well... technically you can have plots in plots, but it won't work as intended. There is no code to handle that and I would imagine the Papyrus VM couldn't handle the extra work that would be required.

If you want to make a self building high rise, it would probably be best to modify the 2x2 and/or 3x3 plot nif to add snap points so they can be stacked. Then you would have to make sure the staircases in your building plans stack. The pathing AI is pretty crap so the NPCs most likely won't go above the first floor. Although NPCs DO prefer to stand in the middle of stairs so you can not use them...

For interior cells, you would have to do like VersusXV and link a load door to a custom cell. Then place the door in a building plan. If multiple building plans are used, they would link to the same cell. To get around this, you would set the building plan to only allow 1 to be built in the empire. Then create an interior cell for every building plan you make. The nice part about this is you could label the door so you would know what type of plot interior you are entering. If the plot is deleted, only the load door is deleted. The cell would still be there and used again if the same building plan is built. I do not know if it is possible to assign settlers to these interiors. And I do not know how the game would handle a stranded settler(s) if the player scraps the building plan or plot.
 
can a plot contain plots? so a high rise with 30+ apartment complexes, or a literal vault for example? do settlers go in and out of them? if i place multiples of the same building, will the interiors be unique, or will it be the same cell? does the cell get deleted with the plot, or will deleting it and placing a new one eventually bloat my save? if it works and works well, i think i might need to crack open the mod tools and start a few packs of my own.
Check out this mod by uituit, specifically the high rise.
They use a plot to create a massive structure that can then be populated with additional plots.
As for the interior cells I second what msalaba stated. I know XV's mall plot had an interior space you can build in but other than managing to get lost in a foggy room I haven't personally used it as it doesn't match my play style.
 
FYI- There are 2 different "plots in plots."
I read the OP as a building plan builds and places plots in the created building, building their own building plans. :kinggath: said SS2 does not support this and it would create circular linking that would cause all kinds of problems.

The other kind is what VersusXV and uituit did. The player places the plots. This method works fine.
 
That's pretty clever how those were built to be able to stack. It wouldn't be very hard to create skins to remove the floor from the bottom plot and add a roof to the top plot. starts muttering to self Great, now the gears are spinning...
 
Top