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City Blueprint Unfinished City Plan Pool Cooperation and Faction Plan Discussion thread.

Rylasasin

Active Member
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143
Okay, so an explanation of what this thread is about.

Unfinished City Plans:
First and foremost, it is a pool thread. Essentially, a thread for people who are not quite so good at city building, don't have a real idea on how to make "Lower levels" of an already finished settlement, or simply do not have time to do so. What I hope to do is gather a bunch of Transfer Settlement blueprints here for City builders to "improve" upon and turn into real city plans. Those interested in turning them into actual city plans can then take these blueprints, improve upon them, and create actual plans from them.

The premise here is basically "many hands make for light work". Someone does part of the work, someone else does the other parts.

If you have a blueprint, attach it here, and I will add it to this front page. Anyone interested in improving upon them can then do so. Make sure you include mod requirements for said blueprints, as well as settlement and type (if theme applies).

City Planners: If you turn a Blueprint into a settlement, make sure you credit the original authors for them.

I feel this could be quite useful for creating new city plans, especially faction-themed ones. IE An institute-themed settlement plan or a Brotherhood themed plan.

Current Transfer Blueprints Available:
  • Boston Airport Command Center: Rylasasin, mayaterror. Based upon Mayaterror's Boston Airport Forward Command Center with his permission, designed as a main base for Takarazuka's Brotherhood of Steel Faction Pack. IF you take this up and make this into a proper city plan, make sure you credit Mayaterror as well as me. As Beth never really meant for this to be a real settlement, you'll have to either import your settlers (Either through FCOM or console codes or other settlements or what have you) or you'll need to make use of Boston Airport Workbench Fix to turn this into a proper settlement (which you'll probably need to do anyway if you want to edit it properly).
    There are two versions I created, the Extended version and the Reduced version. See the post for details.
    • Extended: Makes use of Boston Airport Buildable Area Expanded, as well as the following mods: Settlement Objects Expanded, Workshop Rearranged (not sure where though, pretty sure I wiped out all instances of it), CWSS (only for the bathroom), Thematic and Practical, and Advanced Turrets (realistic no power version), Settlement Radar Station, Whirligig Sentry. As well as heavy use of Megapacks 1 & 2, RS Buildings (for the Agri Plots), Industrial City (scav center). Also, Scrap Everything is a requirement, and you will need to remove some more troublesome objects.
    • Reduced: This one is as vanilla as possible. No SoE, no WR, no CWSS, no Thematic and Practical, No Scrap Everything, Vanilla Turrets. Still uses Megapacks 1 & 2, RS Buildings, Creations by COOTS (desk) and Industrial City.
  • Institute Red Rocket Scrap Bases: Requires Settlement Objects Expanded (for... well pretty much everything), Workshop Rearranged (mostly for mini-workbenches and washer/dryer), Advanced Turrets (You need these for the Turret Trees... unless you want to get rid of those), Settlement Radar Beacon (optional, but highly recommended), Whirligig Sentry (optional but recommended). Scrap Everything IS required. Also for all but the vanilla one, you will also require Yagisan's Red Rocket Settlements. You will also need the Scrap Everything patch for that (which is also located on the github. Don't worry, it's an ES(L)P, so it won't take up space on your load list).
    No, I will not be making "reduced" versions of these, due to the faction theme essentially requiring SOE.
This is also a place to share Workshop Plus Blueprint objects. For simplicity's sake, please use Sanctuary Hill for those.

Current Workshop Plus Blueprints Available:
 
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Faction theme Ideas/Guidelines.
Though speaking of themes, I feel this could also be a good place to discuss ideas/guidelines for "Faction themed plans". IE Raider, Minutemen, Brotherhood, or Institute, and what mods could be used/are necessary for each.

Right now it's just my own thoughts/advice, but I'm sure more input can improve/change this.


Minutemen Theme:

  • Basic Notes: Much like a regular settlement plan, but slightly more "organized", with plots and objects aligned more "neatly" as opposed to being "haphazard" placement. Less sharp bits and debris.
  • Materials Used: Heavy used of wood and light use of scrap metal in Level 0-2, L2-3, might make note of Far-Harbor or Barn/Warehouse style buildings instead of just scrap wood/metal. Might engage in landscaping. Use of Junk Walls at the beginning, upgrading to concrete or stone or even metal at later levels. Prefer use of Defensive Plots and objects over automated defenses.
  • Mods that might be helpful: Settlement Objects Extended (for Constitution building materials), Homemaker, G2M, or Workshop Reorganized for walls and other items, otherwise not much that isn't in Vanilla or Project Blueprint doesn't provide already. Snappy Builds perhaps for those who want to build Decokit things.
  • Example: Fort Independence By TimKeck84
Raider Themed:

  • Basic Notes: Much like a regular settlement plans, but more "haphazard" and rickety than normal. Lots of sharp objects and debris everywhere (Raiders are known to be very messy, in all senses of the word).
  • Materials used: Heavy use of wood throughout whole process. Never really graduates to higher end materials. Does not engage in heavy landscaping. Uses junk walls from beginning to end. Uses Defensive plots over automated defenses, unless it's the Rust Devils you're theming it on, in which case defensive plots meant to be occupied by robots and/or moderate to heavy usage of Turrets.
  • Mods that might be helpful: None that I can think of.
Brotherhood Themed:
  • Basic Notes: Very organized, use of walls from the get-go. Very high defense ratings is a priority. Very brutalist in terms of architecture. Also, heavy use of Industry and Agricultural plots as opposed to commercial ones, as the Brotherhood is more interested in fueling its war machine than making money.
  • Materials used: Brotherhood Themed Metal, almost no use of wood or sheet metal. Alternatively, Concrete from Wasteland Workshop works very well for them. In terms of defense, the Brotherhood is not likely to leave Defense in the hands of hapless, untrained civilians. Either defensive plots manned by power armored soldiers (if that's possible), or Turret defenses, with more emphasis on the latter than the former.
  • Mods that would be almost required: SoE and/or Thematic and Practical would almost certainly be a requirement. Homemaker would also probably be required for the walls though in both cases you could also probably get away with using Wasteland Workshop Concrete for both cases.
  • Examples: Boston Airport Forward Command Center (not Simsettlements based), Boston Airport Modded settlement (Also not Simsettlements based), Zimonja Militarized Outpost (ditto).
  • Other Notes: Enclave themed Settlements follow mostly the same procedures.
Institute Themed:
  • (Not so) Basic Notes: This will no doubt be one of, if not the hardest to get down pat, not only because the use of external mods is a necessity rather than a suggestion like in most cases, but also because of the unorthodox nature of Institute construction. On the flip side, they also allow for the most creative, as Institute settlements can take on forms that are considered too nuts for other themed settlements, everything from massive towers to They will almost certainly be walled off from the get-go. Needless to say they are the biggest neat freaks, and that doesn't just go to their own construction, but to everything else around it. The Institute, if they can help it, will not leave decayed buildings around, and will scrap everything they can.
    There are two types of settlements I could imagine the Institute building, with the latter dividing into several subtypes. The first are "surface ops outposts" or "scavenger stations", run almost entirely by Synths, basically bent on gathering as much scrap as possible or serving as an insertion point for Institute surface activities. Heavy use of Industry plots, almost no use of Commercial plots. For my versions, I make heavy use of External plots with some use of internal. These are bare minimal, a few heavy turret defenses, a defensive plot on each cardinal direction, and maybe a small player home. Walls are optional. Though just like normal institute settlements they still make use of the same themes.
    The second type are actual Settlements and institutionalized towns. These take the form of self-contained megastructures for scientists, massive schools, or self-contained arcologies. In pretty much all cases they'll use Internal plots almost exclusively, unless you want to make some sort of "Prewar city in a dome" using Megapack One high class residential plots. While the actual structure of them can vary, ideally they should all at least have walls if not an entire dome structure.
    In both cases they'd rely heavily on either the Fusion Generator or the Vault Tech Super Generator for all of their power needs, not power-producing plots.
    In both cases, External Defense is primarily (if not exclusively in the latter case) provided by mass walls/towers of turrets. If you must have defense plots, have them run by synths or Coursers, not civilians.
  • Materials: In all cases, exclusively "Institute themed" materials. no wood, no scrap metal, no rusty concrete, nothing else will do. This is why external mods are almost certainly necessary.
  • Mods that will certainly be required: SoE and/or Homemaker, as Institute type building materials are not included in Project Blueprint. For defenses, Advanced Turrets are almost certainly a necessity. I'd recommend Advanced Bubble Turrets instead, but unfortunately, they don't really work well, especially the side/upside down ones. It looks fugly, but at least Advanced Turrets actually work. Also, Scrap Everything. While it's generally NOT recommended for this sort of thing, for Institute city plots it's almost entirely necessary unless you want to build around existing objects.
  • Other Recommended Mods: Immersive Teleporters 2 or Settlement Teleporters, as a more Institute-centered replacement for the IKEA plot (not only does it allow for teleportation-based caravan routes, it also lets you teleport from settlement to settlement, even in Survival). Settlement Radar Station, as this is definitely something the Institute would use.
  • Examples: Sanctuary Estates: Institute Version (This is a bit cheaty here as this is a settlement replacer rather than a blueprint). Costal Cottage - Clean Version (not really an "Institute Settlement" Per-Se, but could definitely count as one since it runs on the same sort of principles. Also a settlement replacer. Institute Vault (For a Vault 88 Settlement), Institute Slog Base, Institute Murkwater Base, Greentop Biochem Center, Gorshev's Spectacle Island, Cross County Glass House, Institutionalized Vault 88, Fort Starlight (Technically Minstitute, but more the latter than the former), Skyscraper Settlement, Crystal Castle (Another starlight one), Institute Surface Migration Facility, The Institute Settlement Series, Institute Outpost on Spectacle Island, Various Reddit Posts, CCMad's SoE Examples, Etc.
 
UNFINISHED CITY PLAN: Boston Airport Command Center

Comes in two versions: the Extended version and the Reduced version. see main post for requirements.

NOTES:

EXTENDED VERSION

This version is essentially 2 settlements at once (3 if you count the original vanilla base which I left alone). You have the BOS Command Center, and a "sharecropper hydroponic farm" inside of the ruined parking lot. There's also 4 guard towers surrounding the base with two 2-person home pods for the snipers.
The Sharecropper farm contains 5 internal farm plots (Because why oppress farmers for their crops on the ass end of the commonwealth, when you could do so just as easily from the comfort of your own backyard?) Two internal recreation plots (a kitchen and a lounge) on top of a little platform, and two four-person bed pods. The extended version makes heavy use of the Thematic and Practical bunk beds (no residential plots, since even in the extended version there really is no room for them). All exits save the primary one have been blocked off to prevent raiders and mirelurks from going in the backside, and the vehicle entrance has a vault tec tools gear door on it.
The Command Center is more or less the same as mayaterror's original, but with some slight modification. The most notable change is a wall around the terminal creating a small "courtyard" with 3 exits (2 secondary exits and one large one blocked by a vault door). The courtyard has 6 Plots (including the vault-tec tools gear door plot): 1 BOS Armory (military), 1 BOS Hospital (Military), 1 Scav Support (industrial), 1 Iron Mine (intended to become munitions), 1 Oil (Intended to become Micro Fusion Garage). Unfortunately, you will have to find your nuclear power upgrade elsewhere. There's also another example of the Gear Door, which is an "internal" military plot. On the left side "robot room" I left relatively unchanged save for some minor decor. I did put an industrial plot for those who use IKEA and don't want to replace the Scav Support. I don't use IKEA myself however. Other than that and some minor decor, I didn't do much with this room, and I suggest leaving it alone for the most part as Maya intended this area to be where you build your relay interceptor for the main quest. I ditched the internal water pumps and put a pump outside (I mean really, there's a body of water right outside, you might as well take advantage of it). On the right side 1st floor room... I didn't really know what to do with it, so I just decorated it with misc containers. I use it in the Reduced version for Agri plots, but since that role is taken up by the sharecropper farm/ghoulag/labor camp/whatever in the parking garage, I had no use for it. Feel free to come up with something.
The first floor center is more or less the same (except for the fact that the power doors now have logic switches on them to make them more accessible). The second floor is mostly unchanged. If you have Armor and Weapon Keyword Resource, the workbenches for those will show up, but they're not necessary. It's pretty much a player crafting area. The third floor I've essentially replace the beds with more Bunk Beds. I also converted the "lounge" area in the back into a bath/washroom, which is the only place in the whole plan that uses CWSS. It could be replace with something else easily. The floor above it I converted into a mess hall, with a Rec Plot (kitchen) and some Vault Tec Tools dynamic tables. The top two floors didn't see a whole lot of change, I had to ditch the display cases for a change I'll mention in a bit, and replaced the desk in the "office" with a brotherhood faction war table. The city plan desk is in your bedroom where you have your own bed, but there's not much of note there.
Finally, on the roof, I scrapped that scaffolding for a final advanced industrial plot (Oil, intend to turn into advanced weapons facility so it'll have that weird gun thing on top of the command center). The oil plot will cause some issues at first, but I think it's worth it considering what it turns into. In order to make the topside plot work, I had to reverse the stairs. Stairs that were on the left side are now on the right and vise versa.

REDUCED VERSION

This one is mostly vanilla save for simsettlements stuff. A few minor notes from the above:

- Due to undeletable concrete barricades, I had to raise the platforms of the farthest 3 plots in the courtyard.
- The right side first floor room is no longer full of junk, it now has two agri plots. I originally made it this way to give Jezebel and Ada something to do when I no longer needed them, but there are enough beds to accommodate human settlers there too. I had to alter the first floor center room a bit to accommodate them due to the undeletable scrap piles (I swear, why did beth include the stupidest things in their precombines? I can see them including the terminal itself in the precombines, but lord forbid you delete those cinder blocks or those little piles of trash!)
- The left side first floor room roughly the same as the extended version. Once again there's an industrial plot here, it defaults to a vault tec water plot, but you can put IKEA here too. For those that want to do the latter, I put a water pump outside of it (again, seriously, it's just a few steps outside.)
- Because neither vanilla nor simsettlements had any real "bunk beds" that count as two beds, I had to make a workaround for the bunking floor. There's still 10 beds available, not to mention there's a robot workbench.
- I converted the Mess Hall kitchen rec plot into an agri Vault Tec Tools diner plot. You can change it back though if you prefer the kitchen.

Notes on both
I'm not really sure how to "Plan-ify" these, as these as they are, seem to be level 2 or 3. Also, just looking for input.
 

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Added my Institute Scrap Bases and my Turret Trees/Heavy Guard Tower resources.

Institute Scrap Bases. Essentially these are not really true "Settlements" per-say, they are more outpost designed to 1. Aid in surface salvage details, and 2. provide a teleportarium waypoint network (to alleviate some of the energy drain on the main teleporter by providing surface-surface teleportation instead of having to slingshot through the institute constantly.) So they are populated entirely by robots/gen2 synths, so no residential plots or food production. However, it could work by changing some of the plots over to residential (especially the internal ones, though that on its own is far from enough). Comes with Turret Trees and drones for outer area defense, and some defense plots for inner area defense.

As for the turret trees and heavy guard tower resource, see the nexus page.
 
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