Fallout 4

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Created by

FFTeam

Uploaded by

ilpinfas

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About this mod

A new settlement, 100% operational and with large flat surface to build.

Permissions and credits
FFTeam Mod - No need DLCS



Last Versión V5.2, Changes;
I had to upload the file again, again affected Sanctuary, I have cleaned it with F04Edit, I apologize to those who have been able to download in this little while that version. (03h/10).
More markers for companions and new lighting perimetral, i have adjusted the lighting and changed some things, I think now it looks more, I added some 30 more action marks for the npcs.



I want to remember it but all the images are of the base game, without dlcs and vanilla, without mods, is what there is.


I changed the output to Sanctuary, (Thanks to indycurt) now you go on the small bridge, I have a Vertibird replica to scale and Small adjustments I see.

You know what happens in Fallout 4 when you put on a chair, right? Then that, and if you put it double ... XD


Except some last minute error that needs to be remedied, the mod stays like this, this is the last version, I do not want to eat more mod resources, they are yours already.

I hope you like the changes, greetings.



Last Versión V5.1, Changes;
I have translated some names that escaped me (thanks to lasse1001) and I have fixed the ascent to the Vertibir, which had been cut by the doors, goodbye to the doors, goodbye to the problem and I made the map mark mine, so that it does not appear in More sites. XD
The map mark does not work well and I've changed it, I reuploaded the file, sorry. (D.08/16H)


Last Versión V5, Changes;
I had to re-clean the mod with Fo4edit, to remove some traces I had left in some adjacent cells and as compensation I created Maggie, a large 10mm pistol.
To install overwrite the old file. easy.



FF Green Valley






His Story

One hundred years before our adventure begins, a group of residents wake up by a short on one of the bunker's wings, the radiation outside has greatly diminished but is still lethal.
They survived for a few years by cutting the sheltered reserves of Refuge 111, but the outcome is obvious, they have to leave, everything is over, they must face an increasingly less aggressive layer of pollution.
Its fate, the difference with others that in similar circumstances perished shortly, was to find a nearby valley, with one of the already clear free pollution, where the vegetation tries to start again, and that more and more habitual, Nature complains What is yours.
For decades it all worked wonderfully, the site had everything necessary to start a new stage, there were relationships, were born creatures, almost managed to reach the level of prosperity and progress they had, but ...
They were poisoned, the first thing they noticed were small marks, eczema on the skin, the second was that time stopped for them, they were only aware of their own mutations, slow but relentless, as slow was their cognitive deterioration, the level of coexistence Acquired, redefined Humanity, those decades during which good harmony permeated all their gestures had transformed these Human beings into something else, their minds were resistant to their cruel destiny and managed to maintain certain routines for a long time, shortly before your arrival Player, his state had already lost all traits Human, still, something binds them to this place and defend it from any threat, it is their home, their Valley, it's Green Valley.



Where is it?
Just in the northwest corner of the map, very close to Bunker 111, you have a visible mark on your map.


What does this mod offer?
A further settlement, which includes a new construction house, on an independent plot, also has numerous green spaces, swimming pool, is equipped with a large plot, partially walled and totally flat, fantastic for large projects, equipped with some resources, ready to connect, complete crafting, bed, kitchen, etc.



Among the previous tenants there was a Nuclear engineer, the energy is almost unlimited and reaches the whole area of the mod, its work with water is also remarkable, obtaining access to aquifers that provides clear and clean water pollution that feeds all facilities.
Wild attacks from the north, by a wilder variant of their own kind forced them to fortify that area and give it exceptional security measures (turrets actually serve as targets, exploit and regenerate, are perfect for that ), If that were not enough, there is a second ring right at the entrance to the property.
You can decontaminate, there are a couple of very interesting weapons and lots of ammunition, a complete armor combat team, you get the aquatic perk, barber chairs and surgery, etc.
There are up to 10 light turrets connected to a switch, to minimize the effects of the turret bug and activate them all with a single gesture.
You can build in all the area except in your own house, the limits are branded by your own engine, because they are huge, despite the fact that few sites there are as suitable for them as this, two of their sides are the end of the map, detail that Repercussions and much on performance, favored by the elimination of any element that is not valid or out of sight on my part, as it is really the only corner of 90 degrees, that means that it is the best site on the map build, it is a fact.
It makes the 5 hawkers immortal and gives you double reach in your Pib-Boy light, as an extra.
And more things you will discover.



What to do to have the operational settlement at 100%


Soon I'll put a video, but for now I'll explain a little above.
As soon as you arrive you can use the workshop and build, but in order to be a full owner you have to carry out a mission for the settlers, so our first task is to attract some, you already have a mini antenna at the corner of the 5 switches, just above the master connector (Reach X25) where the fusion reactor, connect it, you can also entertain yourself by connecting the water pump in the pool, after the source of pipes, give 500 of water, put some bed in the houses of the residential area (there are many hidden materials behind one) or connect security Of the heliport, if you fancy you can also connect the 10 light turrets that are subsequently controlled from the entrance of the house all with a single button. The more things you put the less happiness declines when the first settler arrives and the sooner they come, luckily your house already has much of everything and they will not be long.
Once the first settler arrives, leave the area and rest 2 days, you can use your helicopte, come back and talk to some, is a generic random mission that, however, sometimes fails, saves before talking to the settler, I have observed that if in the last sentence instead of saying "I will help you", we answer "where?", works better, so that everything goes well Should appear once selected, a mark to follow on the map, otherwise, something bad happened and it is better to shit the previous game again, sometimes if you answer "I will help" gives you the mission for resolved but not you You're boss and you can not send anyone there.
Once the mission is done, return to collect your prize, you are the real boss, attention, because sometimes with level 1 has sent me to the middle of the map and I was not at all easy to complete it, other times paying is resolved immediately.


With the mod Workshop Spotlight Fix to 300, the poster is now behind, for vicious requests ... XD
More Info.

Technically it is solid, a detailed NavMeshes, even in the areas of housing, where at last your settlers will be able to show all AI..
It is a settlement with all its benefits and drawbacks.
To create this mod I have used only the creation kit, have been more than 400 hours of work, many lost trying things that in the end have not been included, my English is pathetic and that makes the problem even worse, but in the end here You have, although you are late, this mod just turned one year, is the time it has taken to maintain the quality enough to be, (hope that if you try you agree with me.)



Requirements and installation.

Copy the file to Data, in the installation directory of the game and enable it as you prefer, to uninstall it, delete it.
It does not have any requirements, it does not depend on other mods or DLCs.



Contact site

http://falloutforever.foro-blog.com/t251-mod-fallout-forever-fallout-forever-casa-pre-guerra (Spanish)



I hope you enjoy it as much as we did, it was our first job and since then we have not stopped improving it, I hope it is up to the present, a greeting.



Coming home

I apologize strongly for my sad English, but I think it is better than nothing.



Regards