Version 2.1 is up. The Red Rocket in Far Harbor has been converted to a Safehouse and a new Red Rocket has been added in Salem as a functional Safehouse.
Obviously version 2.1 requires Far Harbor so I left v2.0 up for those that dont own the DLC.
Big thanks to Ethreon for allowing me to use his modified Red Rocket mesh for the Safehouse in Salem!
NOTICE: I am taking a hiatus from modding for some time. I just don't have enough big gaps of free time to put lots of work into mods. I will continue work on a few mods of mine that I personally enjoy, but updates will not be coming out in a timely manner. Sorry for the inconvenience
I like the idea of this mod, just wish that we could have supply lines. supply lines to a safe house would make sense since that would be how they get restocked with food and water. I might tackle my own version of this mod that adds them as full settlements as this mod hasn't been updated in about 6 years.
Agreed. It is awesome to convert Red Rocket into a Settlement, without too much of an overhaul (overhaul mods can cause mod conflicts as they can edit nearby cells or parent records).
For others who are eager to use Red Rocket as a Settlement, and a Home away from Home: * IDEK's Logistics Station 2 lets you set up supply line easily between settlements. * NAC X mod has a useful optional Weathers setting for Radstorms. You can set it so Radstorms won't happen in Settlements, or they will happen only in Hazardous zones (e.g., Glowing Sea, some nuclear-station bunkers, etc.). * The Mobile Mechanic - Portable Workbenches and Junk Scrapping adds a craftable, portable workbench, which allows you to do any kind of crafting anywhere, including the ability to scrap junk into its core components, and even a mobile Power Armor Station. * Workshop WorkBench Marker lets you move your workbench anywhere within your settlement so you use its original spot for other purposes. Also recommended to use with Workshop Workbench (to make workbench more useful) and Global Stash (cloud storage via workbench) mods.
Excellent mod for a "survival" playthrough. I love settlement building too much, though. I tried to go back to Red Rocket Settlements, but now I have both, even though I removed this one in MO2. Any thoughts on how to get it removed manually? Thanks! Dave
Snappy Builds has Red Rocket parts in it's shellkit, I used it to completely replace the Salem RR as it had a few issues with collision and seemed (at least in my game) to be incomplete.
It's also rather useful if you want to fix up all the other Red Rockets out there.
After fixing the change this mod makes to the main Red Rocket settlement, it works okay except theres some weird black walls appearing in nahant because of it. I've tried Settlements Redone - Red Rocket Settlements but that mods precombines conflict with other mods I have. This one would be alright if it wasn't for those weird walls, I'll take another look in fo4edit and see if I can find the problem
EDIT: as a completely experimental fix I just changed the x axis by 1 for the workshop area and the workshop bench in nahant in this mod in fo4edit. Fixed it.
I love this so, so much. I've been trying to reconcile Fallout 4's really terrible roleplaying with this whole Sims: Apocalypse vibe it's got going and this mod is inspiring to me. The Minutemen establishing a presence in the wasteland is good, but why are they setting up shop at destroyed shacks on muddy beaches and cliffside farms with no protection?
But what if the Minutemen were building safehouses that were easy to spot from afar and show up on every map? I really like this mod because if they were trying to fix the commonwealth, the numerous Red Rocket Truck Stops make great beacons of civilization from Nahant to Natick. They're easily fortifiable and defended without being too overwhelmingly large.
Some of these could have a little more build area; I know I had to use Conquest to set up realistic looking barricades in the Kendall Red Rocket. And if supply lines aren't working, I haven't tried that yet but getting functionality to that would be good.
Thank you very much for this mod. I know it sounds stupid but this is the mod that made me want to actually play this game again.
Please oh please could you just revert back the name on the vanilla Red Rocket near Sanctuary seeing as it reportedly messes with radiant quests or something? I was looking for retextures for the safe and just stumbled upon this (ported) gem of a mod among it all! I've looked over it with FO4-edit but it's way to many entries for me to understand or even find anything/what to edit! I'm just glad this seemingly hasn't touched anything *but* the name of the cell, which is a bit redundant imho.
What an excellent idea, especially in conjunction with Survival thus making me able to remove a few dedicated player-home mods reducing my load-order! ...and for building perfectly sized and cool outposts/fortifications! ^_^ *much endorsed*
115 comments
Obviously version 2.1 requires Far Harbor so I left v2.0 up for those that dont own the DLC.
Big thanks to Ethreon for allowing me to use his modified Red Rocket mesh for the Safehouse in Salem!
For others who are eager to use Red Rocket as a Settlement, and a Home away from Home:
* IDEK's Logistics Station 2 lets you set up supply line easily between settlements.
* NAC X mod has a useful optional Weathers setting for Radstorms. You can set it so Radstorms won't happen in Settlements, or they will happen only in Hazardous zones (e.g., Glowing Sea, some nuclear-station bunkers, etc.).
* The Mobile Mechanic - Portable Workbenches and Junk Scrapping adds a craftable, portable workbench, which allows you to do any kind of crafting anywhere, including the ability to scrap junk into its core components, and even a mobile Power Armor Station.
* Workshop WorkBench Marker lets you move your workbench anywhere within your settlement so you use its original spot for other purposes. Also recommended to use with Workshop Workbench (to make workbench more useful) and Global Stash (cloud storage via workbench) mods.
Thanks!
Dave
Snappy Builds has Red Rocket parts in it's shellkit, I used it to completely replace the Salem RR as it had a few issues with collision and seemed (at least in my game) to be incomplete.
It's also rather useful if you want to fix up all the other Red Rockets out there.
EDIT: as a completely experimental fix I just changed the x axis by 1 for the workshop area and the workshop bench in nahant in this mod in fo4edit. Fixed it.
But what if the Minutemen were building safehouses that were easy to spot from afar and show up on every map? I really like this mod because if they were trying to fix the commonwealth, the numerous Red Rocket Truck Stops make great beacons of civilization from Nahant to Natick. They're easily fortifiable and defended without being too overwhelmingly large.
Some of these could have a little more build area; I know I had to use Conquest to set up realistic looking barricades in the Kendall Red Rocket. And if supply lines aren't working, I haven't tried that yet but getting functionality to that would be good.
Thank you very much for this mod. I know it sounds stupid but this is the mod that made me want to actually play this game again.
with radiant quests or something? I was looking for retextures for the safe and just stumbled upon this (ported) gem of a mod among it all!
I've looked over it with FO4-edit but it's way to many entries for me to understand or even find anything/what to edit!
I'm just glad this seemingly hasn't touched anything *but* the name of the cell, which is a bit redundant imho.
What an excellent idea, especially in conjunction with Survival thus making me able to remove a few dedicated player-home mods reducing my load-order!
...and for building perfectly sized and cool outposts/fortifications! ^_^ *much endorsed*