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UNDRCVRGmrLdy

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UNDRCVRGmrLdy

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About this mod

Simply Settled at Greentop Beauty and Spa Salon: Come stay at Greentop, where a little tuck, a little luck, and lavish treatments & teas await your tired bones, and smooth away the fatigue of the trials of the commonwealth. Rest a spell. Leave a new you!

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Changelogs




Throw No Stones!

“General! We’ve got news! Greentop Nursery has agreed to test the ASAMs!”

“Well that is news!” You reply as you settle into your big chair at the Castle. A slow smile spreads across your face as you consider your recent stint of… facilitating resolution of settlement disagreements and requests from a rather royal looking chair. An immensely popular, happy accident. Yeah, I’m a proper Jarl. A half grunt-half laugh escapes your lips. 

“You okay, General?” 

“Um, yeah.” 

“So it’s a sweet proposition and fixin’ to be a good plan,” Stan continues. “I think they see the benefit of establishing a higher-end clientele so to speak. I’ve dispatched two letters on this account.” A flourish of the pen and a slight bow. 

Wow, he really is a courtly SOB. “Great work,” you say out loud. “My concern at this point is in getting the word out that rest and herbal remedies are good things to spend caps on.” 

“Oh, General,” Another flourish. This one, lavish and expressive. “I assure you; we’ve worked quite painstakingly to ensure a solid commitment from any new residents to the mission. They must want to do more than farm. They must want to heal others.” An assured nod.

“Excellent,” you murmur. You’re already thinking again about the rumors of illness sweeping the Commonwealth, “Well, it’s too late to see anyone tonight, Stan. So, tell me, how can I help you with the Greentop plan?” You want this settlement built. It will help to have some folks working on discovery as well as survival. “What are the challenges?”

“Well, General,” Stan’s face darkens, “It’s just a lot of glass. You know what they say about glass.”

“Throw no stones!” You exclaim, remembering your college exploration of Chaucer.

“General?”

“Never mind. What do they say about glass?”

“It can break.”

“I see.” No shit, Sherlock. 

“We’ve already had some breakage on the east side. 

“Oh?” As if a glass wall would ever keep out a Mutie, or a Raider for that matter. Note to self: More guns.

“Yes, General. But I think it’s going to create the atmosphere you spoke of. Bold. Daring. Expensive, and peaceful. And we have plenty of extra glass. It was a good score.”

“Well then,” you say, rising from your throne… er chair. “Let’s get into marketing then, shall we, Stan?”



To be sure you enjoy Stan’s complete experience, this mod requires the Following with Designer's Choice: ON:

All DLC

Sim Settlements 2
Sim Settlements 2 - Chapter 2
Workshop Framework

SS2 - Settlers at Play
IDEK's Logistics Station 2
Sim Settlements 2 - Junk Town 2 Addon Pack
SS2 Superstructures - A Sim Settlements 2 Addon Pack          
Jampads 2 - a Sim Settlements 2 Add-on                    
Sim Settlements 2 - Pra's Random Addon 2
Wasteland Venturers Sim Settlements 2 Addon Pack                  
Sim Settlements 2 - Tiny Living
Sim Settlements 2 - So I Made Plans Addon Pack
Sim Settlements 2 Scrappers                       
              


The following plot types are included at level 3: 
1 Agri, 3 Comm, 1 Indust, 2 Martial, 5 Munic (1 Adv Pwr, and 1-Int Training), 2 Rec, 7 Res         

21 Beds, 20 Jobs (in case you want to build artillery)
This settlement includes a player home and is survival playthrough friendly (drinking fountain, stove, razorgrain (in greenhouse), bed, etc.

I like to build settlements with things to ‘do’. So, in addition to needs, you’ll find:
  • A desk with terminal (upstairs bunkhouse)
  • A shooting range (behind back bunkhouse)
  • All crafting stations

Note: Inevitably, in all city plans, minor issues arise some of the time: 

1) In testing the city plan, I found that sometimes (usually at L2 upgrade) the tiny generator on the power pole sticking through the greenhouse roof stops working. If you send the little wire to the workbench, then rewire the tiny generator to the pole, the power should resume in the area. Note: at L3 this sometimes also happens with the pole by the bear, which affects the plots inside the house. 

2) The res plot in the front room should be: [TL] Corner Bunk Barracks. Sometimes, it doesn’t populate correctly.

3) The bunkhouse in the NW corner builds at L2 and the plot should be: [SIMP] 2 Bonks by D-D-D-Decade.

4) If the soda fountain doesn’t power up, there is a connection just above it on the ceiling. Wire it. Done.

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