About this mod
A Minutemen-style fortified trading colony at County Crossing.
- Requirements
- Permissions and credits
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High Rise Crossing
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by, bucketsmckenzie
High Rise Crossing
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by, bucketsmckenzie
LORE:In an effort to better safeguard the reacquired northern settlements, the General tasked the newly formed Minutemen Corps of Engineers with a bold endeavor. They would build a heavy fortification at County Crossing, to cover the old Tobin Bridge, that would serve as a gateway to the north in the eastern Commonwealth.
The High Rise at County Crossing is the first major destination for all traffic heading north out of downtown. With a garrison of Minutemen and the Bunker Hill caravans always coming through, this fortified trade colony has become a significant military and economic position in the Commonwealth.
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This blueprint is a vanilla DLC version of County Crossing with a Minutemen theme.
You'll get a developed fort-town featuring a:
- Market
- Minutemen Station
- Clinic
- 10 story high rise with landing pad on rooftop
- when traveling to CC, vertibird will only sometimes land on the rooftop :/ but when it does, it's magnificent : )
- Player home/Mayor's Office on 4th floor
- Food, water, accommodations for 35 settlers
- Armory with weapon racks, containers, and 24 power armor stations
If you enjoy this base, check out my other blueprints:
A General's Castle
Any questions or comments, please feel free to post. Endorsements are appreciated!
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Required Mods:
Transfer Settlements – SSB (along with HUDFramework and F4SE)
Recommended mods:
Spring Cleaning
FCOM – Fallout Commander
Increased Settler Population
Minutemen Paint for all Power Armors
Move Store and Assign Settlers to Power Armor
Vendor Caps
Workshop Spotlight Fix
Settlement Attacks Beyond
Vertibird Beacon