About this mod
Overhaul and change of a vanilla settlement
- Requirements
- Permissions and credits
- Changelogs
- Donations
Im still here and barely surviving BUT...i managed to finish this baby.
What can i say except that this was quite an undertaking and very risky being the location that it is.
I managed to do this WHOLE area over and still left quests etc. unharmed.
EVERY and i do mean EVERY building has been removed and replaced (not deleted just sunk way down).
ALL of the navmesh HAD to be re-done from scratch since all the old buildings are gone and new ones in their place and MANY more buildings added.
The road was also replaced with a clean version but i also changed it to now "loop" back to the entrance at the bridge.
In doing the new road layout i was presented with even more areas to build thus making it look like a REAL town.
All alleyways are also navmeshed and usable by settlers/npc's .
Now to the stuff you want to hear...
here is what ive done as far as buildings are concerned.
1) "our" home has been replaced with a new brick type dwelling but has the EXACT same layout as the old one.
2) the workshop house (Rosa's) has had the same done to it as our house but with several changes a\s far as animations go.
Example that you will see in the pics is a wrecked car on cinder blocks and that my friends is to keep the idiots from banging on the walls but instead make it like they are working on the car... ;)
3)Whole new riverside area with a small port,fish farm and fish tavern .
4) new player home overlooking the river with a private dock and a terrace with a majestic view.
5) New "trading arena" (thats what im calling it ) where you can set up several trading stalls/stands .
6) Bank
7) Gun shop
8) Big building intended as a hotel or what ever you want to do with it.
9)Church and cemetery
10) Schoolhouse
11) med center
12) Farm with a fruit and veggie stall and home for a farmer
13) security/jail and central guard tower covering the main entrance at the bridge.
14) a bar with a big upstairs terrace and small quarters for the barmaid
15)Twin stores do do as you please (set up like a mini plaza) . The one ive sort of set up as a clothing store with window platforms for showing off your stuff.
16) A PARK!!!
17) 3 very tall guard towers that look very cool at night ( imo ) and have been tested for settlers ( you only need to place a mat/marker and assign them.
18) obviously...a NEW bridge to blend in with the new look that is fully navmeshed and works as intended.
Thats all that i remember but im sure you will find the rest...
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Now some technical stuff...
a) i have installed a gen(100 power) and water purifier (40 water)
The Purifier has been made to look like a water tower and needs power.
The gen HAS to be linked to a pylon (next to it) BUT LINK THE PYLON TO THE GEN not the gen to the pylon .Then link that pylon to the "water tower".
The gen might look like its not running but you will see the 100 power in the stats.
These little issues might be because of my save games that werent 100% clean.
The mutfruit are assignable assets and count as settlement resources .
Some beds also count but it depends on your save.
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Known Issues..
These arent really issues but stuff that the game itself is responsible for.
There are several items that you may see (again according to your save games) and these are some old random doors and refrigerator doors,some scrappable items here and there and the most important ...THE WORKSHOP that has been moved to next to the power armor bench but you will find in front of the door where it was.
To fix the doors and scrappables simply scrap them...
To fix the workshop workbench...i highly suggest this mod that will place a marker of where you want you workbench to go and as soon as you close the workshop menu..POOF...it moves to that new location. Use this to move the work bench
The hard way is using the console and the commands modpos and setangle to move it .
This mod might interfere with any red rocket mods due to the reaching to the other side to make the new bridge but i havent tested any to know for sure.
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Note i left quite a few areas empty so that you can build too and even opened up the build area a little as well.
I have furnished with the basics but left the "personalizing " to you as all ways.
I hope you guys enjoy this mod cause it really was a labor of love ....
If anyone starts any "not immersive" or lore friendly bull crap ill delete their comments...and the reason is simple...
After 200 years ... Isnt humanity allowed to better themselves??...To seek a CLEANER way of life??
Everything in this mod is VANILLA meaning nothing in it that isnt in the game...
The Cambridge type buildings i made are used not even 10 mins down the road..as well as the brick that is used in Concord.
The only thing "non immersive " is the missing garbage and weeds. ( dont forget that there was a robot here for 200 years with nothing to do ).
Finally ..
LOAD LAST AS POSSIBLE to avoid conflicts with other mods that edit the same area...
Requirements...
Far harbor DLC
Warning...
This might effect your FPS a bit due to the enormous amount of objects/effects that have been added.
sanctuary as it is has a ton of markers and triggers so anything added weighs heavily on performance.
Now go and explore your NEW sanctuary.
ALSO:
Please finish starting quests up to bringing Preston and the gang back to Sanctuary BEFORE installing to avoid any issues.
If you enjoy this mod please endorse and if you want to help me out please donate.
Love you all...
and a quick tour...
A good review by MxR
Another showcase and walkthrough from our friend Petard.
A nice showcase done by Klone Wolf
Another great review by theSamGaming