Fallout 4

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Uncle Roe

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Uncle Roe

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62 comments

  1. PhoenixKnight13
    PhoenixKnight13
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    Seems like an extremely underappreciated mod here... barely over 100 endorsements since 2016? This is a diamond in the rough people! Of the 1k+ mods I've tested, including at least 50+ settlement mods, this is in my top 10 settlement favorites easy. With a 500+ installed mod list and climbing, my years long playthrough is held together with love by the skin of my teeth lol. So the fact that this caused no conflicts or noticeable issues and even works almost* perfectly with the Airbarge player home and Atlas Summit mods (no noticeable conflicts with the latter)... you couldn't ask for more IMO! It's basically a copy of Sentinel Site in your Vault 111 backyard with a small pond outcropping that will mash up with the Airbarge's 'loading platform'. I resolved the issue by building a few concrete foundation blocks in the water to form a suitable platform, tweaked the positions of the rest of the clutter using the console and shazam - no one can tell the difference. The vertibird installation nearby from Atlas is untouched far as I can tell and your Alpha Site Exterior settlers will even interact with the terminal there. The path to the Concord exit is awesome, as is the exit itself using the same vanilla hidden hatch design you'll find on the upper exterior of Corvega. Altogether a very well-placed setup, nice and clean perfect to build your own ziggurat-housed city/trade hub/whatever. The trash and clutter is cleared out inside, along with a couple nice portal doors via the elevator and a shortcut at the end of the tunnel network to go back and forth  between the central area. The little armory in the central base by the door was also a nice touch.

    * the only conflict with the Airbarge is actually one of my own making by using the Fallout 76 C.A.M.P. mod. I placed a camp on the exterior of the barge to tidy and re-arrange things, however once installing the Alpha Site it made the buildable areas conflict so any time I try building on the barge it now tells me I'm out of bounds for the Alpha build area and kicks me out. I was thankfully already finished cleaning the barge up so it didn't matter, just thought this would be an interesting tidbit for anyone that likes the Airbarge/Alpha combo idea. I've placed teleporters from Immersive Teleporters at every one of my non-vanilla settlements in order to bypass the Institute use so porting up to Airbarge then 'hopping' down to the Alpha Site is always a breathtaking view as well.

    10 out of 10!
  2. Nick19121
    Nick19121
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    Endorsed!
    Thanks, now i can settle down the Eden's Gate in the Commonwealth..
    Hope that Sinner never find us again..

    Haha
    1. ABAZ7C1991
      ABAZ7C1991
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      walk the path
  3. romalight
    romalight
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    Hello and happy new year. i don't know if it work with the other mod/settlement i use there: Fort Hope, but i try it for one time, to see if i like the interior of your Settlement. That's all. Thanks.
  4. TheLoneWolf093
    TheLoneWolf093
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    will this mess up the main quest line ?
    1. Uncle Roe
      Uncle Roe
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      Nah it does nothing to the story at all. It might be close to the vault but it's seperate from the main story and affects nothing.The area i built it was prime territory really. Alot of nothing the devs didn't do anything with. So i just cleared it out and plopped my own stuff down on it. Built it originally close to the vault so my new characters would have close instant access to whatever they needed.
  5. Yanqui9
    Yanqui9
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    I love to use this settlement! Very cool!

    Just one little trifling criticism: I wish the land immediately around the pyramid had been leveled off and made flat. That way we could use prefabs easier there. Also, it would make some sense in that the people who constructed this facility would have leveled off a lot of land around for parking lots, landing ports, and other facilities.

    But that's just a little persnickety observation. Otherwise, this mod is great and works great. I have over 100 mods in my game and this one doesn't seem to interfere with any of them or break any of them!
    1. Uncle Roe
      Uncle Roe
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      Sorry for the late laaate response. When i was working on this mod i actually planned to flatten out the perimeter for the same reason. Building around the pyramid area can be pretty rough without some hard work. Problem is i learned from some other content makers that flattening out the land can affect navmesh routes,which affect pretty much everything that moves around. It could have been done but not without a ton more work added to this mod project. Sorry about that.

      As for it not conflicting with other mods. That's good to hear. it contains minimal scripts used to get the ownership working. I prefer to keep it as simple as possible when it comes to scripting as i don't know pretty much anything about scripts. lol Had alot of help on that one.
  6. IgnacyOrder
    IgnacyOrder
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    I love how this looks ^^ I was looking for a settlement at this location for long but no one ever did any. My only suggestion would be make a bit darker rooms in interior ones. Its way too bright and takes the fun of putting lamps and such. Other than that looks amazing ^^
  7. qdphung
    qdphung
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    can settlers go inside?
    1. Uncle Roe
      Uncle Roe
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      Both the exterior and interior are seperate settlements. If you set up a beacon on the inside,settlers will show up there.
    2. qdphung
      qdphung
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      cool. thanks
    3. Ghostreacon66
      Ghostreacon66
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      awesome
  8. Elizayutani9
    Elizayutani9
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    I cannot seem to find the Roach, I've been killing all all over the place. @n@
    1. Uncle Roe
      Uncle Roe
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      I just tested it out on a new game save and didn't have any issues finding the roaches. Not sure why they aren't appearing for you but you can try the console command killall. If the roaches are there but not visible, that command will wipe them out for you.
  9. EliteCore
    EliteCore
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    This is cool. As soon as I firsted entered the Sentinel Site in the Glowing Sea I wanted a base of operations in one of those structures.
    1. Uncle Roe
      Uncle Roe
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      Yeah that's always been my style. When fallout 3 first came out, i made my own vault.. when skyrim came out, i made my own ratway..and when fallout 4 came out and i saw sentinel.. i knew i had to turn it into a home somehow. i just prefer underground/fortified bases rather than domestic housing. Sentinel was a perfect place to convert.
  10. lordzues40
    lordzues40
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    way cool mod bro. I just have a lil suggestion. I would have left out the institute room and keep that door as an exit to the pillar or what ever they are called and placed a vertabird platform at it for like cargo deliveries and whatnot.
    1. Uncle Roe
      Uncle Roe
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      I originally planned to use the empty workshop area for people to build in because when i originally uploaded the mod i hadn't converted it into a settlement or anything. so the workshop was the only area you could actually build in. I've fixed all of that since but i'm iffy to remove the workshop since people are prob using it right now. however i might upload an alternate version without the workshop. In my own personal version it's gone and replaced with a tunnel that leads to an alternate exit.

      As for the vertibird platform. i don't really have space for it but there are mods where you can place your own platform down. That's really what i had planned and cleared the space for. So people can add their own stuff down. I previously had statues and some memory den chairs down as well but got rid of them so people had more space to add their own stuff. It's a lesson i learned quickly. If i'm building a player home. Give people space. lol.
    2. lordzues40
      lordzues40
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      thanks for the reply. as for the vertabird platform and exit i meant on the side of one of the pillars in the outside world like the one next to the billboardand not the workshop in the main room, the institute room it was separate.