Build High - Expanded Settlements 2.5
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Fallout 4 » Player Settlement
Added: 29/11/2015 - 09:32AM
Updated: 15/10/2016 - 11:50PM
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Last updated at 23:50, 15 Oct 2016 Uploaded at 9:32, 29 Nov 2015
Build High - Expanded Settlements 2.5
The Settlement Expansion Initiative has successfully lifted the restrictions on the construction of buildings above certain heights thus giving property owners full liberty over their future projects. The sky is the limit. Well, almost.
In effect in ALL settlements. (Except Home Plate.)
And now S.Ex.I. is all about pushing the boundaries.
Currently, 16 settlements has joined the "Build without Borders" movement through which they see significant expansions to their possible construction sites.
They are the following:
- Sanctuary Hills now includes the whole of Sanctuary Island (with a little extra around the SE base of the bridge) and the hill above, surrounding the entrance to Vault 111.
- The Castle has now taken under control the section of the road leading from the southern exit up to the shack by a small pier with a boat (inoperable). Also, the western boundary has been extended beyond the ruined building of a restaurant.
- Jamaica Plain now incorporates two whole blocks extending its borders up to the next street to the west, beyond the church to the north and reaches the ponds/lakes to the south and to the east.
- Hangman's Alley inhabits basically the whole block surrounding the alley itself.
- Bunker Hill welcomes everyone who wants to take residence in (or above) any of the buildings on the streets surrounding the monument. There is also a limited access to the river on the northern edge.
- Abernathy Farm can now grow crops all the way to (and a little beyond) the next high voltage tower to the west and has some access to the small river to the south.
- Coastal Cottage acquired control over a section of the road to the east and the bridge leading to Mahkra Fishpacking. Also extends a little to the south. Mirelurk Queen alert!
- County Crossing oversees the traffic going through the intersection nearby and the road leading up to the bridge to the SW. May build on the property with the ruins of a refinery. Hazmat suit advised.
- Egret Tours Marina can use the road to the north and a large area of water to the west. Also has full control over the defunct drawbridge nearby.
- Somerville Place expands considerably along a NW-SE line.
- Graygarden mainly extends to the east and the west to incorporate a large section of the highway leading through the property.
- Greentop Nursery occupies a larger strip of land between the roads to the east and the west.
- Murkwater Construction Site has nearly quadrupled its area basically making the original territory the NE corner of the new.
- Oberland Station controls a section of the railroad about twice the length of what the original boundary permitted.
- Taffington Boathouse extends to the south and the east, reaching the other side of the river.
- The Slog has access to the rivers both to the north and the east, including the corner of land between them with the old diner.
Plans for future expansions are already in motion. Stay tuned for regular if somewhat infrequent updates.
The Initiative put considerable effort into encouraging settlers to accommodate themselves to the newly attached lands. They now feel free to move anywhere in the settlement if they are given the incentive. Although, they seem to be very afraid of heights.
New in 2.5
Expansion of the build area in 11 more settlements.
Sanctuary Hills: Scaled down the area settlers can move around in. Hopefully they will be less likely to end up in Red Rocket. (This does not effect the area of the settlement.)
Hangman's Alley: Added the missing setting to allow settlers to wander around in the new areas. (This does not fix the issue of them not going up beyond a certain point. I guess that is an AI thing, possibly only fixable with the G.E.C.K. As it stands, you can assign settlers to anything at any heights and it will be added to the settlement stats but they just won't go there. On the other hand, you can summon them with the bell. Check last screenshot.)
Note #1 "Build High - Expanded Settlements" has taken over as the main mod. I will keep the original as an optional download but it is unlikely to get an update. Still, if you only want the height limit lifted and no area expansion, there it is.
Note #2 Since the green walls marking the original boundaries in the enlarged settlements no longer apply, they have been moved out of the way. Currently, there are no markers to guide you so you will have to find your own limits. I will most certainly be able to add them to the new area once we have the G.E.C.K. but to be honest, I don't really miss them.
Note #3 Many of the objects that the new, much larger boundaries bring into the building areas CANNOT be scrapped. This is something that is beyond my skills. (They are practically non-existent.)
Note #4 This mod modifies a handful of values that define the dimensions of the building area in the settlements so it is only incompatible with mods that do the same.
Note #5 Made with FO4Edit.
IMPORTANT NOTES & WARNINGS
You really SHOULD read it. It's not that long.
#1 "Keep it hidden. Keep it safe."
This mod triggers the cell reset bug. If you store your valuables in any of the preexisting containers (including Power Armor frames that you found in the world) in an area affected by the mod, you may and most probably will lose them upon reloading. As far as I know, this does NOT affect the Workshop containers.
To avoid losing your stuff, keep them in crafted or purchased containers.
It is a game issue and most definitely not a bug in the mod. It may be fixed with an update to FO4Edit or with the G.E.C.K., once it's released.
At any rate, you have been warned.
#2 Aim for the stars, build a little lower.
The mod doesn't really erase the height limit but sets a new value for it so big that you will likely run into glitches way before you would reach the maximum. At least I did. For me, it started around the 50th level of my building in Sanctuary but may be different for you. Basically, if you suddenly fall to your death through the floor you should dial it back a bit. Again, this is something related to the game engine and not a bug in the mod.
#3 Construction Site. DO NOT RUN!
Sprinting seems to be out of control inside the building areas. Sometimes you can run, other times you have to take it slow. I haven't been able to put my finger on a pattern so far. Again, definitely not a bug in the mod.
#4 The bed fell through the floor!
With the mod activated you may find that you can't put things where you could before. Most notably, the interior areas in The Castle are not detected as surfaces any more so nothing can be placed there. As of right now, I have no idea what this is caused by.
A very neat workaround is the mod Simple Intersections. Not only does it allow you to place objects while they are intersecting with each other or the environment but it inadvertently solves the issue my mod seems to create. Go for it.
