Mass Fusion Containment Shed working settlement, you know the drill.
Requirements
DLC requirements
DLC name
Automatron
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.4
Found a ceiling that had disappeared
Set location back to this map marker again (3rd time lucky?) (not sure why it is so hooked on North End Graveyard)
A couple more nav mesh touch ups
Removed some unused vanilla static changes
Version 1.3
Another nav-mesh rebuild- this time with experience!
Roof is no longer nav-meshed, no more settlers stranded there unless you floor over it
Removed some more items for cleaner nav-meshing inside
Rolled NPV into main file (the fix for the fix of the flickering fix)
Redid statics for better compatibility
Cleaned masters again (thanks Old Nick)
Gave Shank the address of Mass Fusion Containment, you should be able to raid here now
Version 1.2
further Navmesh upgrades
added an optional replacement .esp file for those using certain combinations of mods that bypass my preculling stoppage. This file should have the same name as the base .esp and should be able to be swapped right out. Use only ONE. If neither of these work for you specific users, let me know, I've got other options.
Version 1.1
Complete redo of navmesh on all cells. No more catwalk leaping.
Version 1.0
Nav meshes cleaned up
plugin cleaned for release build
Donations
No donations accepted
Another great location that begged to be a working settlement. There is another one on the Nexus that was not 100% fully functional, and the author Luke 2172 was busy with other things. So I took it upon myself to make one that is. This is my own take on MFC, nothing borrowed from other mods. It will NOT play nice on a save that you "sidegraded" from another author. It would be like putting Diamond City in Goodneighbor, nothing good of this will come.
Fusion City Rising users, This mod is written to try and stay compatible. Please load Fusion City Rising AFTER MFCS in your load order.
Working settlers, recruitment, supply lines, doesn't break the other good settlement mods. You know the basics. Cleaned up the unscrappables a bit, (then cleaned up a whole lot more to make the nav mesh work better), firmed up the floors and roofs, tweaked a few broken things here and there, etc. Moved the spawns and radiation for sanity. We've been over this territory before. P.S. I hate Nav Meshing. I spent many, many hours on it inside here. I hope you like it!
Oh, and by the way, no brahmin here. Because I'm sick of them standing in my apartment. Blocking my way to the chem workbench. I make these because I want to see what you guys do with them, upload me a few pics please?
Got any bugs? Set me up a bug report, that's what they are there for. Not sure it's a bug? You can set em up as private, I'll take a look anyway. Changes in the change log, we got a tab for that too.