Fallout 4

About this mod

A saved game where Egret Tours Marina is your main base of operation. Your character came out of vault 111 and went to the one place they remember before everything fell. Finding the place in shambles, a ghost of a memory, the vault dweller has piece the marina back together and improved upon the settlement to to call it home once more.

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Egret Tours Marina Settlement by CCrowe01


 


This is a saved game file with a female character (Also a file as a Male, Read Notes) that has taken residence in the settlement location Egret Tours Marina. This female character's face was loosely based on Gorgeous VAULT-GIRL by Cedaie. I believed Cedaie deserved some credit. The character has only gone through Vault 111 and then, made a beeline for the marina, taking a detour around Sanctuary. So this mod is a new start from the beginning after Vault 111.

The mod has many nice features. The settlement does a careful dance between lore/non-lore and realism/fantasy.

The story behind the settlement goes as thus:

“Egret Tours Marina was the Vault Dweller favorite place. The Vault Dweller would take their family there constantly. When the Vault Dweller awoke in Vault 111, unable to cope with returning to Sanctuary and piecing what life remain, the Vault Dweller went to the one place that they still held happiness and peace in their mind. Egret Tour Marina, however, the place has been neglected and was not as they remembered. 200+ years taking their toll on their haven. So for 5 years, the Vault Dweller rebuilt their new home. Bring it up from the ashes and turning it into a functioning stronghold. It took a great deal of patience and strength, but through the dismantling of Vault 111, savaging the land, and learning new skills, the Vault Dweller has finished their haven. Time to explore, not just survive. To cope!”


You are offered many niceties in this mod:

1) Ship. Taken from Spectacle Island, as it had the only mostly intact ship available. Small red one.
2) Large 18 Wheeler-ish Truck. Taken from an overpass bridge some ways off. Been turned into an attempt at mad
    max. I will let you decided.
3) Greenhouse. Small, but has indoor and outdoor space with every crop available in the game, and more.
4) Settler House. Perfect for two settlers, or helpers if desired. Has their own bathroom, because who 
    likes to share. Read Notes.
5) Laundry Area. Just outside the settler house. Small but doable.
6) Workshop. Turned in the red roof building into the power armor, weapons, and armor bay that sits on
    right side of the water front.
7) Warehouse. The largest of the buildings is now your supply shop and boat/car hanger.
8) Up/Downstairs Warehouse. Where you will find most of your supplies needed to run a settlement. The lower
    has the doghouses and cat beds, along with the jail cell.
9) Prison Cell. One cell, for one person. Equipped with bed, shower, toilet, and sink.
10) Vault. A nice stone fortress, though miniaturized. It contains your fusion reactor (power), along with 
     everything and anything that held value kept guarded.
11) Pre-War House. Just like in sanctuary before the bombs. The buildings that were damaged and  
     boarded up were removed so this could be placed.The front half is the lab and medical area, while the
     back holds the Vault Dweller private bedroom, bathroom, and office. It also holds the library that
     includes the unique bobble head shelves. Read Notes.
12) Animal Pen. Just off the greenhouse. Small, but can hold up to two Brahmin, though one now with a
      young radstag fawn.
13) Diner. More your big and nice kitchen. Turned the small diner in the middle back into a big kitchen
     with all the foods and gears to keep you well fed. Created a eating area behind it, access it by going 
     to the left of diner.
14) Smoker/Drier. Built from scratch as a place to dry and smoke meats, fruits, and veggies.
15) Shrine. A place to honor your dead husband/wife and any friends or colleagues you miss.
16) Firing Range Area. Built from scratch area to test your firearms ability.
17) Outdoor Recreational Area. Basketball and boiling mainly. Sits next to the settler house.
18) Work Vehicle Shed. Just a small shed that holds a tractor and lift.
19) Covenant Walls. Surround the entire settlement until it reaches the water front.
20) Pets. Dogmeat puppy and lady friend (yes they are shepherds). Brahmin. Radstag fawn. Two cats. Look 
     for them as they tend to watch over particular areas of the settlement.
21) Surgery and Barber Chairs. No charge. Look for them in the pre-war house.
22) Eyebot. Simple...nothing special. Read Notes.
23) Hidden Fallout Bunker/Shelter. I nice place to run too when outnumber, attack, nuclear annihilation...again.
      Read Notes.
24) Male and Female. You can play as both gender with this settlement.

...And a lot more...

BIG HINT…look for hidden surprises. You will see a lot of things if you keep a keen eye opened and look in narrow or dark spaces. Wink...wink...


Notes/Glitches/Comments:
A good thing to read.....!!

=> Spectacle Island is one of few places that where unlocked on the fallout 4 map by having to go through them to get somewhere. No quest has been unlocked/completed and the settlement still remains closed until you do what is necessary to gain accesses to it. The only thing changed on it, is that it is missing a boat and few mirelurks are dead. A level 1 character has some issues getting to the boat...darn crustaceans.
=> The buildings that were deleted to make room for the pre-war house do cause a small glitch... However, it is not harmful, mostly annoying for when it very, VERY, rarely shows the rendering of the old buildings and trees that were scrapped. It is a brief  second, or two, and only happens in workshop mode. I do not know what causes it, completely random. Purely visual glitch.
=> Most items are static, placed with OCDecorator. They will not move if touched. Only the combat knifes, any gun or explosive weapons, lanterns, tire irons, and a hard hat are not static. If you want to picked anything up, go to workshop mode to move it.
=> Most of the buildings have been repaired, to the best of my ability. So most of the holes and broken pieces have been replaced or fixed. No leaky roof for me thank you.
=>
In the pre-war house you will find a weird rust stain. I have tried...many time times to remove it. It is the stain that was on one of the removed building that still lingers. The placement of the house currently is the only spot that lessen the visual of the stain. So just imagine you had a water pipe burst or something....heh...sorry.
=> Phyllis Daily is still present, despite my uncertain emotions to that. She mostly just circles the greenhouse and sits at the tables on the porch I built into the pre-war house. You can disable her, or kill, if you want her gone. However, if you kill her, do it before you bring anyone to the settlement. Settlers are really found of her for some reason.
=> The Eyebot does not have radio or talk. You can hack the robot like normal, giving it commands, once you reach a certain level and unlock some perks. Mostly I wanted one and did not want to have three mods to get to get one tiny bot. So pro's and con's.
=> As of Version 1.0, Sanctuary was unlocked on the map. Still, I have not talked to Codsworths, or completed the "go home" quest you get straight from the vault 111. So it is just a fast travel location. I just decided to take back my characters  200+ year old refrigerator from my their house.....and their calendar.

=> The Radstag Fawn is like any other deer. It will get in your greenhouse and act like it is eating your planets. A bit of realism I suppose. Just drag him back to pen when caught in the act.
=> The Hidden Fallout bunker/shelter is located in the library through a secret bookshelf door as of Version 3.0. There are also three hidden doors in the shelter itself. You must download the "Basement Living" mod for this perk/addition to the settlement to work. I have set the place up to have a false exit in the back of it. There is a door, but as it is a closed cell with only one entrance/exit combo, it will just lead you into a white blank area (outside the game itself). Mainly to pretend there is a back door exit if needed or attacked. There is also a friendly mole rat. Repeat FRIENDLY!
=> You can have a "Male" character, if desired. If you want to change his name, type "showspecialmenu". However, he will only be a Fresh Character, explained below. Repeat, only one file is male, rest are female characters. There are Surgical and Barber Chairs in the Pre-war House to make the male character look as you wish for him to be. Otherwise, he is just a generic preset called John Doe.
=>
There is some mild clipping on the C.U.T.E harness of the character "Basic and Advanced" versions. Works better with Slim CBBE, but I do not mind the clipping as it is small to me. What the harness has is worth it to me, and the majority of the clipping disappears one you upgrade its appearances. There are like 100s of variations to choose. Something worth mentioning.
=> The Pre-War House and Settler House do not have any navmesh in them. Settlers and companions will not entered them unless glitched in or consoled in. Once done, they will act as any normal person would and interact with what is inside, even leave at certain hours. They are simply unable to enter of their own accord. Bloody...vampires. Oddly, Phyllis Daily, if not removed, frequently enters the pre-war house as her round about hike constantly glitches her into the house. She usually always at the chem station when there.

File Versions/Updates:

Fresh Character - Egret Tours Marina Settlement Version 3.0
-Update from Fresh Character - Egret Tours Marina Settlement Version 2.0
-Includes:
.......> Touch-ups here and there
.......> Additions throughout the settlement
.......> Added hidden fallout shelter/bunker. Check Library. Read Notes.
........................- Friendly mole rat friend included.
.......> Replaced all the wooden/rusted porch and outdoor eating area roof with warehouse 
           roofing that is better and not broken with holes in it.

- Updated all Character files (fresh, basic, advanced, male) to reflect changes.
- Edited Mods Lists. Be Sure to check them due to the changes in character and settlement.
- Removed Synth Eyes Options Files. If you want the mod check recommended mods section.
  Noticed it was more of an issue than perk. Now it is no longer required and up to you.
- Decided to remove all the C.U.T.E Harness and Headgear upgrades. This way you can 
  choose what you want these to pieces of gear to look like, and not go with what I picked.

 
(Male) Fresh Character - Egret Tours Marina Settlement Version 1.0
- A Playable Male Character instead of female
- Same as the Fresh Character file for the female
......> Nothing but what was on him after leaving Vault 111
......> You can change name and stats if you read the section in notes.
......> Does not require second list of mods (unless you want them).
......> Advanced and Basic Version will be made upon request.



Egret Tours Marina Setttlement Character Mods 
(You will need the second and third list of required mods, on top of the first.)
-
There will be Four versions of my character with Egret Tours Marina as their base.
......> Four Versions
..............=> Female Fresh Character - Egret Tours Marina Settlement.
........................- Level 3 (perks unspent)
........................- 10mm pistol
........................- 25 Ammo for pistol
........................- Vault Suit (New and Old Version)
........................- Wedding Rings (Spouse and Yours)
........................- No resources
........................- Egret Tours Marina Settlement
..............=> Male Fresh Character - Egret Tours Marina Settlement.
........................- Same as Female Fresh Character, but as a Male Playable Character.
..............=> Female Basic Character - Egret Tours Marina Settlement.
........................- Level 5 (perks unspent)
........................- 100 of each resource
........................- Outfit (JC Jeans Mod)
........................- Shoulders armor
........................- 10mm Avenger Pistol (Avenger Mod)
....................................= 500 Ammo for pistol
........................- 2 Stimpaks and Radaways
........................- Tactical Harness/Headgear with multiple appearance variations that can be change are the armor station. (C.U.T.E Mod)
........................- Nothing been upgraded (gear is base models).
........................- Very Basic Starter Pack but better off in surviving the game than Fresh Character.
........................- Egret Tours Marina Settlement
...............=> Female Advanced Character - Egret Tours Marina Settlement.
........................- Level 272
........................- 1000 of each resource
........................- Perks Maxed Out
........................- Same weapon and gear from Basic Character
....................................= Shadowed Shoulder Armor Upgraded (Shadowed Camo Mod)
....................................= C.U.T.E Headgear Upgraded for goggles (C.U.T.E Mod)
........................- Max ammunition for 10mm Avenger Pistol
........................- 10 Stimpaks and Radaways
........................- Egret Tours Marina Settlement

(If you have the mods downloaded, as requested, you will see differences here.)

 

 
Fresh Required Mods: (For Egret Tours Marina Itself)

Settlement Keywords (SK  by Stuyk
Homemaker - Expanded Settlement  by NovaCoru
OCDecorator - Static Loo  by mcface
Crafting Fury 9000 GTX - Buildable armour stands - Decorations - Furnitur  by Elianora 
NX Pro Farmin  by Nephatrine
NX Pro - Farm Core - No Requirements.esp
(Optional)
Homemaker - SK Integration Patch.esp
Homemaker - Unlocked Institute Objects SK.esp
(Optional for Institute items to show up, the settlement uses a few of them.)

Craftable Animated Bridge  by DDProductions83)
Craftable Animated Water Well  by DDProductions83)
Craftable Cat  by mm137
Craftable Dogs and other Animal  by humanindustry
Craftable Solar Panels and Fusion Reactor  by DDProductions83
Dog Bed for Dogmea  by SeaFaringGentleman
Scrap Everythin  by shadowslasher410
Living Interio  by schme
 Basement Living - Bunker and Basement Player Homes (with standalone Workshops) by fadingsignal
(Required for Hidden Bunker/Shelter. Seriously Required.)
Ammunition Re-texture by Rimrald 
Bottles Labels Overhaul by BlastoLho 
Detailed Urban Food by clintmich 
(The last three mods are texture overhauls to make specific items appear different.
It is up to you if you wish to use them.)

Basic Require Mods: (On top of the list above):


JC - Shirt and Jeans by Jordan1q2
(I use the files: JC- Shirts and Jeans with Bodyslide and Weathered Black Jeans in Misc Section.
Usually go with the black/white checker or brown tartan outfit. Bodyslide is need for this.)

Armor and Weapon Keywords Community Resource (AWKCR) by Valdacil and Gambit77
Avenger 10mm Pistol with increased damage by OverClocked56
(I use the file: Avenger 45. I just love the pistol, and this makes up for the weakness of it.)

C.U.T.E - Customized Universal Tactical Equipment by idlesheep
Ponytail Hairstyles by Azar by Azar
(Azar Hairstyle Short Number 1)

BodySlide and Outfit Studio by Ousnius and Caliente
(Remember to set it to what CBBE option you pick (curvy or slim))
Caliente's Beautiful Bodies Enhancer -CBBE- by Caliente and Ousnius
(Prefer Curvy, but it really does not matter)

Advanced Require Mods: (On top of both lists above):

10mm Pistol- Stahl Arms STA-20 (4k AND 2k) by SenyaTirall
Shadowed Leather Camos by GarnetSan
(Atomic Desert Version)
Fallout Texture Overhaul PipBoy (Pip-Boy) UHD 4K by Gorgulla




Now the game does not require any of these mods to work, however, a great deal of items will be absent at Egret Tours Marina. It is highly recommended to have all these. Optional mods, as mention above, are the mods that only use one or two items and do not play as big as a role in the settlement.

It is up to you on what you wish to keep or remove from the list above. However, if you choose not to pick some of these mods I cannot guarantee that there will not be any problems of any kind. I do not know what mods you already have or your game settings. For me, I have zero issues with multiple play throughs, and that is turn mods off and on all the time. I will help were I can and to the best of my ability, but understand your root problem might be from not following what was told. That is as a best of disclaimer as I can give you.


Recommended mods (Mods I used that are worth mentioning, but not required):
Quieter Settlements by Lemures
Rich Merchants by OverClocked56
Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) by Cirosan and shadwar (Recommend "lite" Version)
Improved Map with Visible Roads by mm137
Glowing Player Synth Eyes (8 Color Variations) by Calebbait
Legendary Modification by teaLz
Dogmeat's Backpack by Higeyosi



Credits:


fadingsignal
Jordan1q2
OverClocked56
idelsheep
Calebbait
Azar
GarnetSan
tealz
SenyaTirall
Gorgulla
Valdacil and Gambit77
Stuyk
NovaCoru
Elianora
Nephatrine
Caliente and Ousnius
DDProductions83
mm137
humanindustry
SeaFaringGentleman
shadowslasher410
schme
Rimrald
BlastoLho
clintmich
To anyone I might of have missed, please let me know. I wish to give credit were it is due.


Thank you all ahead of time for endorsements and comments.

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