About this mod

Red Rocket Outpost and City Plan for Sim Settlements 2.
Created for the December 2023 Sim Settlements 2 City Plan (Outpost) Contest.

Requirements
Permissions and credits
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


The Plans
There are 4 plans in the main file.
2 Outposts and 2 City Plans. (1 multi-level and one single level of each type)

Since Red rocket may be one of your early game settlements, I have made a city plan version of the Outpost (contest entry).
There are the same number of plots in the corresponding levels, however, several have had their types change. (eg Martial or Residential to Industrial)
It would be possible to convert these over prior to changing the settlement to an outpost, or if you don't want to see your 'progress' lost, you could apply the single level outpost plan - the single level plans are the same as level 3 (final level) of the multi-level plans.



Settlement Overview

Standing on a hill is the Concord Red Rocket, an ideal location to act as the Southern entrance to Sanctuary.
It has potential to be both a settlement or perhaps later as time go by, morph into an Outpost for a center of defense for those living nearby.
   

City plan

Foundation Level - 9 settlers
2 Industrial, 3 Municipal, 1 Commercial, 2 Martial
4 Recreational and training (STR)
5 Residential (1 vanilla bed)

Level 1 - 13 Settlers
1 Agricultural, 4 Industrial, 3 Municipal, 1 Commercial, 3 Martial
6 Recreational and training (STR, AGI)
7 Residential (3 vanilla beds)

Level 2 - 20 Settlers
2 Agricultural, 6 Industrial, 5 Municipal, 2 Commercial, 4 Martial
7 Recreational and training (STR, END, AGI)
16 Residential

Level 3 - 25 Settlers
2 Agricultural, 7 Industrial, 7 Municipal, 3 Commercial, 5 Martial
9 Recreational and training (STR, END, AGI)
19 Residential


Outpost
Assigning a City leader will reduce the warrior count by 1

Foundation Level - 14 settlers (7 soldiers, 7 warriors)
3 Municipal: Caravan, Comms, Sanitation
4 Martial: Watch tower, Armory, Recruitment center, Defense
4 Recreational and training (STR, PER)
5 Residential (3 vanilla beds)

Level 1 - 20 Settlers (10 soldiers, 10 warriors)
3 Municipal: Caravan, Comms, Sanitation
7 Martial: Watch tower, Armory, Recruitment center, Battlefield scavenger, Field Medics, 2 Defense
6 Recreational and training (STR, PER, AGI)
8 Residential (3 vanilla beds)

Level 2 - 28 Settlers (14 soldiers, 14 warriors)
3 Municipal: Caravan, Comms, 2 Sanitation, Cemetery 
9 Martial: Watch tower, Armory, Recruitment center, Battlefield scavenger, Field Medics, Prison, 3 Defense
7 Recreational and training (STR, PER, AGI, END)
18 Residential

Level 3 - 36 Settlers (18 soldiers, 18 warriors)
3 Municipal: Caravan, Comms, 2 Sanitation, Cemetery, 2 Hospital
11 Martial: Watch tower, Armory, Recruitment center, Battlefield scavenger, 2 Field Medics, Prison, 4 Defense
9 Recreational and training (STR, PER, AGI, END, LCK)
21 Residential



ISSUES - Please Read!

The Triangle of Death

Red Rocket is part of the Triangle of Death, which is so named because moving through certain parts of the area sees the game try to load Red Rocket, Sanctuary, and Abernathy Farm. The more these settlements are build up the more chance there is for you game to become overloaded when moving through the area and CTD. Sprinting towards them is not recommended!
When saving your game, I would suggest that the far side of sanctuary would be a lot safer that in Red Rocket, as when you start up a save, it can hang due to trying to load parts of the triangle of death settlements. Or alternatively, whip down to the mole rat cave at Red Rocket and save in there. (where you could always use the console command coc Vault111ext to get out safely if you experience hang/ctd on leaving the cave.    


Scrapping

I used a custom scrap profile to get rid of a few things that were left when first starting a plan. This has meant that some of the sliding doors may be duplicated, the lesser of two issues.
Traffic cones, traffic barriers, and tyres that move tend not to be removed when the city plan/outpost are first built, I suggest you manually scrap prior to initiating any of the plans. 


Pathing

Unfortunately the Sanctuary retaining wall pieces and the terrain ground pieces next to them do not have navmesh. Thus settlers will not walk along them.
You could add a floor over the top or the invisible Navmesh blocks from the WRK if you really want them to do so.  


Beds

You may need to refresh the following residential plots as they tend not to spawn in the bed when they first build:
War Rig from Wasteland Venturers and Bunk beds from Bare Essentials (only in the city plan version).



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. 
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. (Mainly for the city plan versions)
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.


Power

The settlement is powered by conductors located above the workbench. There are also a few extra low power conductors (on billboard and by the fence electric gates.
Unpowered plots: When the city upgrades there's a chance the script load will cause some plots to not register the radial power nearby.  If you do encounter a plot which is unpowered, usually it just requires you to enter workshop mode, pick up and [TAB] release a nearby power pole and the plot should be powered.
I have put some power pole inside the main buildings structure, and to reach them will require turning collisions off (and back on using tcl in console mode.
Other power problems may be solved using the power options under manage on the workbench, such as rewire or convert to faux power.



ASAMs in the way or floating in mid air?

Yep, some ASAMs are 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. 
Main one is the Watch towers, the other is the residential that is by the internal garage door (although the doorway can still be used)


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.


Wasteland Venturers Sim Settlements 2 Addon Pack by Tinuvia and Myrmarachne

Sim Settlements 2 Scrappers by Ohnno

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

Sim Settlements 2 - Apocalyptic Additions Addon Pack by SirLach

SS2 Settlers at Play

Sim Settlements 2 - From Sanctuary to Concord - Building Plans Module

Jampads 2 - a Sim Settlements 2 Add-on by CaptainLaserBeam

SS2 Addon - Shazbot's Cots


For City Plan only

SS2 Addon - Bare Essentials - by msalaba

Sim Settlements 2 - Far Harbor Expansion


For Outpost only

Enclave here - A Sim Settlements 2 add on pack

Wasteland Defense - SS2 Addon