Thank you for this mod. Though 25 lbs is waaaay too much just for some convenience, especially when playing on survival. The total weight of all the components is only 5.7 lbs, so I used FO4Edit to change the weight to 6 lbs (rounded up to account for the box and as a small price for convenience).
When you get ready to build your beacon and generator open your console command via the tilde key (`) and type in BEACON, hit enter. Now you have all the mats to build the beacon and generator.
DISCLAIMER: i use multiple build mods, so you specific material requirements might vary. You may need to adjust these values to better fit your needs...or run the bat file twice (which will likely generate extra stuff).
Why would you use my way? Mostly to save the extra esp slot and the 25 lbs of carry weight (which in survival mode is fairly significant).
Good work on the mod, but from your description: "Time to head back to one of your established settlements to pick up the stuff you need to bring the new settlement to life"
You can just head back and create a supply line from an existing settlement, then build a tower/power supply right away.
You could, provided that you have a settler free, or doing some make work project.
I got in the habit of assigning only one provisioner per settlement because it was complicated keeping track of settlers when I had multiple provisioners heading out of a settlement (Startlight Drive-In, usually). This was before Don't Call me Settler, but I still kept the habit.
A second thing worth noting is that you can build a kit and take it to your new settlement before you clear it out or complete it's quest. Once you have access to the workshop, you set up your antenna and generator without running back to an existing settlement; which is real handy for those southern settlements.
oh cool. What i've done in the past is gone int o god mode, made one, the ngone bac kto my main settlement and built one, then i just open the console and disable it
Great idea! This could be expanded to include a bunch of stuff making new settlement setup considerably quicker without being un-immersive.
Like - would it be possible to remake the kit into a consumable instead that on use adds the item directly to the workshop as a stored item? If so the player could create small low-weight construction kits for whatever they wanted in one settlement and then simply assemble (consume) them to make them available for placement in the new one. Expanding further one could make automatron kits too, reusing the miniature models as box kit model, so the player could assemble one to immediately start farming or set up a trade route.
One thing I should point out is that this is not a low-weight option; the kit weighs 25 pounds(?), 2 1/2 times more than the weight of the individual components. The vanilla weight, of all the components for a radio tower and generator, adds up to 10 pounds(?). The reason it weighs so much is because this allows you to pull those components from all of your linked settlements (as opposed to picking up the individual components only from the settlement that you're at...how many settlements do you keep an abundance of crystal?)
As for the robot stuff; I just came back and haven't played any of the DLCs yet. I will keep the idea of a robot kit in mind as I play through. I may also come up with some other "essential" kits in the future. Time will tell.
14 comments
open notepad and paste the following into it:
player.additem 0006907b 2; Circuit
player.additem 0006907d 2; Crystal
player.additem 0006907c 8; Copper
player.additem 000731a4 14; Steel
player.additem 000aec5e 4; Ceramic
player.additem 00106d98 3; Rubber
player.additem 0006907e 2; Gear
Save the file as BEACON to your FO4 data folder
When you get ready to build your beacon and generator open your console command via the tilde key (`) and type in BEACON, hit enter. Now you have all the mats to build the beacon and generator.
DISCLAIMER: i use multiple build mods, so you specific material requirements might vary. You may need to adjust these values to better fit your needs...or run the bat file twice (which will likely generate extra stuff).
Why would you use my way? Mostly to save the extra esp slot and the 25 lbs of carry weight (which in survival mode is fairly significant).
It's......Immersive.
For example,
Basic Settlement Kit:
-3 beds
-4 turrets
-2 spotlights
-2 large power generator
-1 beacon tower
Thanks,
Maybe not one large kit, but a number of smaller kits for each piece of furniture.
Just call me the Ikea Monkey of the Commonwealth.
KRB
You can just head back and create a supply line from an existing settlement, then build a tower/power supply right away.
Great idea for a very good quality of life mod. Thanks!
I got in the habit of assigning only one provisioner per settlement because it was complicated keeping track of settlers when I had multiple provisioners heading out of a settlement (Startlight Drive-In, usually). This was before Don't Call me Settler, but I still kept the habit.
A second thing worth noting is that you can build a kit and take it to your new settlement before you clear it out or complete it's quest. Once you have access to the workshop, you set up your antenna and generator without running back to an existing settlement; which is real handy for those southern settlements.
KRB
Now that you mention it, I'll upload a version without the perk requirement.
KRB
Like - would it be possible to remake the kit into a consumable instead that on use adds the item directly to the workshop as a stored item?
If so the player could create small low-weight construction kits for whatever they wanted in one settlement and then simply assemble (consume) them to make them available for placement in the new one.
Expanding further one could make automatron kits too, reusing the miniature models as box kit model, so the player could assemble one to immediately start farming or set up a trade route.
As for the robot stuff; I just came back and haven't played any of the DLCs yet. I will keep the idea of a robot kit in mind as I play through. I may also come up with some other "essential" kits in the future. Time will tell.
KRB