About this mod
ParksVil - A Place You Can Call Home.
The National Park Visitor Center's - ParksVil, once fully developed, has a large variety of goods and services.
It includes, a gift shop, a cafeteria, a bar and restaurant with patio and much more.
Come for a visit, you'll be glad you did.
- Requirements
- Permissions and credits
- Donations
A Place You Can Call Home
*1.0 ParksVil Version - Sim Settlements 2 City Plan Contest, March 2021
- Information available under DOCS tab.
A Sim Settlements 2 City Add-on for The National Park Visitor's Center, Far Harbor DLC
Helping to rebuild The Commonwealth, one piece at a time.
A lore friendly game addition
A Vil Series Community
Far Harbor's ParksVil - A Place You Can Call Home.
The National Park Visitor Center's - ParksVil, once fully developed, has a large variety of goods and services.
It includes, a gift shop, a cafeteria, a bar and restaurant with patio and much more.
Come for a visit, you'll be glad you did.
The National Park Visitor's Center has been customized to appear as a:
1st floor
Rest area, Gift Shop & Cafeteria.
Includes Restrooms & has working water fountains in cafeteria.
2nd floor
Bar & Restaurant with Lounge & Patio and A Manager's Office with SS2 Workstation.
Includes Restrooms & Cooking Workstation on patio.
3rd floor
Player's Home (Attic Loft) and outdoor access to overlook.
Includes Player Bed, Bobblehead Stand and a terminal.
The central hub for the town, serving both the player and the settlers needs.
A second player home is found in the lower part of town in the Commercial District, on Commonwealth Avenue.
It includes a fully functional workshop and tool shed with residence and bed.
Complete group of Workstations.
Also Includes Caravan Service, to connect with other communities.
Our Industrial and Municipal sector can be found on Park Street, with our Settlers found further back in CliffSide Heights.
Enjoy the outdoors or relax at your personal pad, both are available to you.
Come for a visit, or make it your home.
ParksVil - A Place You Can Call Home.
Other Vils
Kingsport Lighthouse - KingsVil
Red Rocket - RocketVil
Croup Manor - CroumanVil
Murkwater Construction Site - DozerVil
Echo Lake Lumber - EchoVil
Tenpines Bluff - PinesVil
New Release
Sunshine Tidings Co-op - SummerVil
More to come.
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V2.0 Updates.
Fixed Courtyard Walls and Crow's Nest so the content should appear properly in-game now.
Reset/Replaced all plots for proper building and town development.
+1 Caravan Services Plot, Replaces Tax plot.
Altered Landscaping. Provides better pathing and helps with defenses.
Base content reduced 122% by being converted to a Vil version, with content changes made.
- This fixes a lag and stability bug that may be encountered in the larger version.
More varied development.
More balanced stage development.
- Corrections to power lines and re-organized line patterns
- Proper power distribution to make sure power reaches all plots/areas.
- Replaced Streetlights that cost power to Streetlights that only require power.
- Lowered overall power consumption.
- Organized the streetlights and patterns.
- Working sinks in all restrooms at stage 3.
- Water fountain now provides clean water.
- Some alterations to water placements so pathing/use works properly.
- Alterations to landscaping, reduction in wasted space due to original landscaping, 53% reduction.
- Added Pathing
- Full Pathing now available to all plot areas.
Commonwealth Avenue has been spaced out to provide pathways and alleys between the building, making it a more natural looking commercial area.
Some small placement corrections with some minor things I came across.
Some building changes, but little change to base layout other then above mentioned.
Better variations to stage development to make you feel the town is more filled and more noticeable between stages.
*V1.0 users, you will need to destroy and replace the city with the new city plan.
The new city plans filename and city name vary from the original.
It is likely best to destroy the town, save and exit, then load and create the new town.
I will be connecting all my city plans and making updates to include them as a Vil city plan.
This meaning they will have a standard settler ratio and each will link through a caravan route.
I am presently creating new material, but each will become a part of the Vils.
I hope you enjoy my communities.
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Once fully developed, ParksVil has a capacity of 16 beds +1 (Player's downtown residence), for 17 beds in total.
An Additional bed is also located in the Player's Attic loft, but is a player specific bed for their home.
Consisting of 21 plots, it can fully sustain itself and still has further space to grow.
Plots included are as follows:
4x - Residential Plots
2x - Agricultural Plots
1x - Recreational Plot: Endurance training for Advanced Farming
1x - Industrial Plot
3x - Municipal Plots: Includes Caravan Services
4x - Martial Plots
6x - Commercial Plots
Additional:
+1 Generator & +1 Bed from Downtown Residence.
+1 Generator & Recruitment beacon
Water Tower & Wind Turbine.
I have set each stage of the towns development based on settler bed and job availability. (+1 downtown residence's bed)
Therefore each development stage of the town will add enough living space and work for that number of settlers.
Stage 0 - supports 4+1 settlers
Stage 1 - supports 8+1 settlers
Stage 2 - supports 12+1 settlers
Stage 3 - Supports 16+1 settlers
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Use Vortex to install (or whichever mod installer you use)
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Troubleshooting:
1st rule
DON'T PANIC
2nd rule
Always Carry a Towel.
Problem:
Help, my plot is not working correctly.
Fix:
After using your towel to wipe your brow, do the following:
Approach the ASAM Sensor and select "Activate, then select "Refresh Plot.
Done.
Please let me know if you encounter any issues in the comments section.
Please enjoy and feedback is welcome.