About this mod
Sim Settlements 2 City Plan for Tenhats Custom settlement located at the entrance to Vault 81
- Requirements
- Permissions and credits
REQUIRES BUILD MOD G2M - Workshop by g2mXagent and keppekinosha
RECCOMMENDED BUILD MOD Wireless Workshop Items by Whisper
Please be sure to have a read through the Issues section below
The settlement is designed with specific plots chosen for their access points, themes and have structures built around them to suit a particular plot.
Please ensure you have selected Designers Choice ON in the options and have the Add-On packs I have used. You'll find a list of them at the bottom of this description, they are incredible so don't forget to send them your appreciation too!
Some plots are set to begin at higher plot level in the Foundation city plan - to get these you will need to select Starting Plot Levels ON
Settlement Overview
Vault 81, filled with it's inhabits have commenced trading with the outside Commonwealth. If you are seeking interesting items, or perhaps have something to offer, come along and trade.
There are two city plans in the file - one mulit-level, the other single (with only the level 3 - final level of the multi plan.
Foundation Level - 10 settlers
1 Agricultural, 4 Industrial, 2 Municipal, 1 Martial
5 Recreational and training (STR, END)
9 Residential (1 dual)
Level 1 - 16 Settlers
1 Agricultural, 5 Industrial, 3 Municipal, 4 Commercial, 2 Martial
7 Recreational and training (STR, END, PER. LUC)
15 Residential (1 dual)
Level 2 - 22 Settlers
2 Agricultural, 8 Industrial, 4 Municipal, 5 Commercial, 2 Martial
9 Recreational and training (STR, END, CHA, PER, LUC)
21 Residential (1 dual)
Level 3 - 28 Settlers
2 Agricultural, 9 Industrial, 6 Municipal, 8 Commercial, 2 Martial
10 Recreational and training (STR, END, CHA, PER. LUC)
24 Residential (1 dual, 1 quad)
ISSUES - Please Read!
Required and Recommended Mods...
Vault 81 Trader Camp: Custom settlement is pretty self evident why you need it. (set as a master)
G2M - Workshop: I have used a lot of shack walls from this mod, thus it would leave too many 'holes' in the design to not have this mod. (set as a master)
Wireless Workshop Items: If you do not have this mod you will need to wire up the settlement yourself (or use faux power SS2 option), It is a great mod with 5x power radius conductors (2 cover the whole settlement), there are also 4 street lights and 6 turrets from this mod. It includes a cool function to show a dome about a conductor to see how far it's power reaches. (not set as a master)
! BEDS !
'Dual Bunk Beds' residential plot (in level 3) can sometimes miss spawning in the bed when the build plan is carried out.
All that is required for it to appear is to REFRESH the plot!
('Steam Home' was adding 2 beds to the top bed count for me)
Rogue Shack Wall needs scrapping
A metal wall from the original settlement shacks doesn't get scrapped when building the plan, thus requires manual removal. Located next to the Nightingales cache.
Where is the settlement power coming from?
Using Whisper's Wireless Workshop Items mod, I only needed two 5x radiators to cover the settlement, one located near the entrance up the stairs on the rockface. The other main group is located under the pier decking in the center of the settlement with the little power (lightning bolt) sign.
Defense and Junk Storage
Junk Storage has a defense requirement - however any city plans not set to Full Involvement setting will still upgrade. Large city plans with a lot of objects require a heap of junk storage.
This plan does not cover the junk storage defense requirements
I suggest you turn OFF the "Junk Storage Requires Defense" setting in SS2 options when you start and upgrade the plan, and then turn it back ON (if you want).
This setting only effects junk storage placed at that time, turning it back will not change those junk storage containers placed when it was OFF.
Higher level plots need higher ability settlers
There are several plots of various types that require settlers with high Abilities.
This includes 1 advanced and 1 hi-tech martial plot requiring higher Agility.
Agricultural has 2 hi-tech plot which requires higher Endurance.
Something I found was that when I had the settings Assignment Requirements Off, and Auto Assignment On, settlers would assign to these plots, then change to a new building plan, (if they change these to basic type, or reset to level 1 they will mess up settlement requirements).
Did you know you can use clothing items to help raise their abilities, and legendary items will stack.
Unpowered turrets (for the wireless versions)
If you do encounter a turret which is unpowered, usually it just requires you to enter workshop mode, pick up and [TAB] release the turret.
ASAMs in the way or floating in mid air?
Yep, some ASAMs may be in the way or are levitating in the air. You can go into workshop, pickup and move the ASAM to where is out of the way next to the plot's structure. It's fine to do. You will need to repeat the move if you refresh the plot, (or if it upgrades?) as it resets to the default position.
No Layout File
I have included a single level city plan in the mod file, so you can just use that instead... if you need to, after it has built you can 'remove the plan' at the city planner desk to stop the city plan... and perhaps free up a bed if you don't want a city leader.
Miscellaneous File
Another settlement at the location by VFX and Yagisan exists Vault 81 Entrance Settlement. I believe it's the one included in the Storywealth Collection and It covers a larger area outside Vault 81.
I have included a layout test file that puts a copy of level 3 of the city plan into this larger settlement. There are issues with pieces of the cabins not being scrappable, and these overlap on several plots of the plan.
The file provided is a layout; no city leader required, no leveling up of the plan, it just places a whole lot of objects and plots just like a transfer settlement file. You build it by going to the workbench, selecting Manage, and using the layout options.
It is up to you to fix the issues in your game, perhaps scrap or move the plots and overlapping objects to suit you.
It will at least provide a good base from which to continue building at the Vault 81 Entrance Settlement, (and there is lots more room around it than the Trader encampment settlement).
ADD-ON's Used (and Highly Recommended!)
I have designed the settlement with the specific plots chosen, you can let it randomize, but might end up with access issues or plots sticking up into other built areas/plots.
You may need to refresh the Martial plots as the turret can fail to spawn some times.
Wasteland Venturers Sim Settlements 2 Addon Pack by Tinuvia and Myrmarachne
Sim Settlements 2 - Junk Town 2 Addon Pack by Uituit
Sim Settlements 2 - Pra's Random Addon 2 by Pra
Sim Settlements 2 - Tiny Living by Freddrick
SS2 Superstructures - A Sim Settlements 2 Addon Pack by VFX
Sim Settlements 2 - So I Made Plans by Mikimikinyan or D-D-D-Decade
SS2 Settlers at Play
Sim Settlements 2 - Far Harbor Expansion
Sim Settlements 2 - From Sanctuary to Concord - Building Plans Module
Sim Settlements 2 Scrappers by Ohnno
Sim Settlements 2 - Apocalyptic Additions Addon Pack by SirLach
SS2 Addon - Bare Essentials
SS2 Support Structures of the Wasteland
SS2 Industrial Revolution of the Wasteland