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Author notes
The Free Parking Settlements icon is created using the Chryslus Corvega model courtesy of Renafox from Sketchfab under the Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) licensure, with edits made for transparencies. Any redistribution of the Free Parking Settlements icon must provide proper attribution to the original creator(s).
This mod, as of the time of publication, is not to be redistributed or reuploaded on any sites other than Nexusmods without express written permission given by the original author, JKalts.
File credits
H4RDC0R3V1B3Z - Original concept idea, playtesting, screenshots; wouldn't have been possible without his feedback powering the 'ol creative engine. BlahBlahDEEBlahBlah - This wouldn't be possible without his settlement mod guide. Give 'em a hug if you see 'em. Or a kudos. Or some other sign of affection. Tarsis31 - Original mentor and sounding board; while not directly involved in this mod, I wouldn't have gotten into modding without first playtesting his settlements. Renafox of Sketchfab - For modeling and texturing the Chryslus Corvega used in the Free Parking Settlements icon and uploading it via Creative Commons. Image of the render used with some modifications for transparencies.
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Changelogs
Version 1.02
* All of the changes in V1.01 with none of the Invalid Header Errors!
+ Gary
Version 1.01
* Fixed deleted navmeshes in FO4Edit; a few extras floating around and a few errors in the CK still, but until I can go back and hand-nav everything, this should do.
* New vis & previs for Lynn Pier.
- Rusted car frame north of Lynn
- Precombined truck with pallets south of Lynn
- Deleted navmeshes, + new formIDs for new navmeshes
+ Gary
Version 1.00
Initial Release - Kendall & Lynn Pier w/ Pre-Discovered On
Yet another settlement mod, casting Workbencho Expectromus on select parking garages throughout the CW.
In case there aren't enough places to build at, with the game having been out for a year and a half (as of publication), here's another batch of workshops for general consumption. And where have the kind lathe-owners of the Old World decided to park their gear, I hear no-one ask? Well, fortunately enough, answers are out there. Or here. Just below this text.
Kendall Hospital
Somewhere above the Bloodbugs and the Bloatflies, a staunch red rock of civilization holds its eternal vigil. Shiny and (painted-over) chrome, it awaits for a Wanderer's touch to give it purpose once again. Oh, who am I kidding, it's a bloody worn-out piece of machinery that shouldn't be within spitting distance of a hospital, but is. Look about on the third floor. "Red rock of civilization", yeesh, I'd fire myself if it meant work'd get done, honest.
Lynn Pier
Ensnared in a decaying oasis lies an eternal reward, one nearly as old as the Sole Survivor. Forgotten by time, its all-seeing Eye protects it from those who would seek to plunder it from the briny depths. Or, without the cryptic mythical bullocks, it's in a meshed-off room in the sunken part of the parking garage. I didn't know what to do with the Eyebot there, so, I dunno, take a baseball bat to it, teach it to fly far and fast.
Nitty-Gritty
This spot's reserved (pun intended) for eventually turning most of the parking garages in the CW, and possibly beyond, into settlements. I wanted to push these first two out for feedback ASAP so I could carry any changes forward. That being said, Bethsoft apparently really really really likes putting parking garages on the intersection(s) of as many cells as possible, which can make things interesting (read: annoying). I like to think I did a decent job making everything play nice together, but with this being my first foray, I'd appreciate it if you could keep an eye out for any hiccups while you're on the road. So far, nothing's been reported that a little bit of elbow grease can't solve.
Update (Nov. 11 '18) - Well, Nexus, you're lookin' good after all this time. Since I've been out of the game for a hot minute, I'm putting this into the public domain. Anyone who wants to use the modifications here (heaven forbid) is more than welcome to. The Free Parking icon is a different story, though. Check the Permissions for more info on what I mean and who you'll want to talk to. This was made back when NMM was in Beta. I don't expect issues with Vortex, but I'm not holding my breath that every install will go perfectly, either. If you think you can bug hunt any of the problems in Free Parking, I'm more than willing to talk shop. Drop me a line here and we'll see where it goes. I have no problems accrediting for patches, or bringing others in as co-authors now that my GECK is gathering dust.
Credits
H4RDC0R3V1B3Z - Original concept idea, playtesting, and screenshots of the impressive amount of work he's put into his settlements so far.
BlahBlahDEEBlahBlah - This wouldn't be possible without his settlement mod guide. Give 'em a hug if you see 'em. Or a kudos. Or some other sign of affection.
Tarsis31 - Original mentor and sounding board; while not directly involved in this mod, I wouldn't have gotten into modding without first playtesting his settlements.
Renafox of Sketchfab - For modeling and texturing the Chryslus Corvega used in the Free Parking Settlements icon. Image of the render used under Creative Commons with some modifications for transparencies.
Incompatibilities On another note, this follows your standard Load Order rules, put it higher in your load order unless you have mods that change these cells, in which case you put this after those. I had to steal KendallHospitalExt for literally one corner of the parking garage and VitalyPumphouseExt for Lynn's (pre)vis, but everything else (if memory serves) just touches standard Wildy entries.
This means you should load Free Parking after mods like Subway Runner or Beantown Interiors, if possible.