Just to clarify, "Relay Site Alpha" is the official name of the settlement because it's the 1st Relay Site you can build on in the game and not because the mod is still in testing.
The actual build and sandbox area is larger than the Build Area Highlight you see in Workshop Mode. Planning to fix this later if the CK allows it. You can see the approx. build area and square shape from my 4th posted image.
After some testing, Settlers, and my Brahmin , do not seem to die from the radiation, but the results may vary if you use mods that change the radiation storms/ radiation damage. I don't use those kinds of mods so if they do die, please post it here. Regardless, I suggest putting your settlers in hazmat suits or anything similar simply because of Roleplay reasons . Or alternatively use these mods to have a truly unique settlement:
SuperMutantWorkshop: http://www.nexusmods.com/fallout4/mods/15160/? Tumbajamba's Power Armor for Strong by tumbajamba: http://www.nexusmods.com/fallout4/mods/10887/?
And if you think these aren't Lore-friendly, you haven't played any of the past Fallout games.
If you experience any bugs or have any suggestions, feel free to post them.
The mod works perfectly, thanks for creating and posting this.
Of note: As stated by a previous comment when you first go to this settlement site, before it is activated, you will see the green "build area" walls already being displayed. This corrected itself once you activate the workbench and claim the settlement. This will look a little unusual if you load the mod and do not plan on activating the settlement right away. You will see these build area walls from a distance. The best thing is to load the mod and travel there right away and activate the workbench. This will correct it all and then you can travel around the glowing sea without any visual anomaly.
2023 - Borders do not dissapear in my load. Also cant send anyone there. Might be a mod conflict but to far into the playthrue to bother. Can recruit by beacon and make a supply line from there but no to there from anywhere else. In pipboy it shows as 'commonwealth and show all the data. Started at 50 % happines so that bug did not trigger. Running a heavy modded game (700+ plugins, 500+ mods), will return if i find a sulotion in next playthrue.
Would be better if you would change the settlers to only ghouls, synths and super mutants, for caravans or such you could have a huge backpacks for super mutants and smaller variants for ghouls. It would skip the need of Brahmin entirely. Synths could be made to teleport around, fast in travel but light loading capacity.
It could work great with that super mutant settler mod, which would pretty much do most of the job already. Also they are a lot stronger meaning a much better defense against anything that would attack them.
Why? I use a mod that adds recovering greenery in the Glowing Sea and does away with radstorms altogether, so, I welcome this settlement and will happily recruit normal humans there
which mods? that sounds awesome. I am trying to retake the whole commonwealth (dlcs also) and am up to 118 settlements and am about to make it around 140 and the glowing sea is only place that is like a bald spot on the map (save a single conquest settlement at atoms crater). thank you. p.s.-ive been going thru nexus mods for over a year and I've seen you on here an absolute ton and I really respect most anything you have to say. for me you are the most trusted voice on the nexus
Might be a bug in your game because I had to use console commands to get the sky clear enough for those few screen shots. This mod shouldn't affect the weather and it definitely doesn't remove the Rad storms as my Provisioner will gladly testify to, as seen in the screenshot.
Loaded the mod and unloaded it and glowing sea disappears every time- I have zero clue what other mod could be causing the issue as up to this point in time I have not had any issues with any of my selective mods... *shrugs*
I just recently played Fallout 4 with ALL DLC and no mods. It turns out the area in and around the Relay station sometimes has clear weather. It's just something you get from the base game.
This might be because the station is at the very eastern border of the Glowing Sea. You can even see on the map that it is aligned vertically with Vault 95, which has regular weather, directly to the North of it.
I am an avid survival mode player, can we sleep in this location? Any plans to possibly make a way to have a small area/building with zero rad intake? Just for bedding down and saving/ refilling that sleep energy.
Anything you can do in the other settlements, you can do here. You can even sleep here but it is a bit tricky since the Rads you get in this location are purely from rad storms, there aren't any rad hotspots within the settlement. Just wait for the rads icon to disappear then click on a bed to activate sleep action before another wave of Rads hits your character.
Because of the way weather is handled, to fully avoid radstorms (which is what mostly powers the glowing sea's radiation, as this settlement has no actual "rad-iators') you will need an interior cell. I might recommend Basement Living by fadingsignal, here on the Nexus. His mod adds several craftable hatches connected to small independent interior cells. You can't have settlers work or live inside, but are connected to the workshop inventory and function like Home Plate where you can craft most but not all settlement items. It's a good way to have your own private and safe home within a larger populated settlement.
Hm Gonna try this and like the idea (Just really want a full on Settlement in the Glowing sea without using the rather faulty Expand and Conquer mod). However the incorrect build area highlights, gets to me FAR too much, what stopped you from making a Highlight that matched the real borders? :/
Basically the border is like a settlement object, I can only change it's scale and not it's shape. Think of it like a chair which I can place in the game world but I can't turn it into a sofa without custom meshes. This annoyed me too :/
any chance we could get an aireal view while in build mode so we can get an idea of how big the settlement is? and maybe toss some broken trees around the tower to make it seem like they sheilded the tower from most of the shockwave
Look at some of the actual Nuclear tests, towers like this survive the shockwave because of how they're built. Most of the shockwave goes through them because they don't have a lot of mass to 'catch' the shockwave.
You can see the approx. build area and square shape from my 4th posted image, unfortunately the Build Area Highlight in Workshop mode isn't accurate but I plan to fix this on a later update if the creation kit allows it.
As for the objects in the settlement, I didn't touch anything that was already there and the only Visible thing I added was the workshop. This was to make it as Vanilla as possible and make it seem that the SS found this site and decided to build a settlement/base here.
Hi, I've been using your mod for several hours and built a nice multi-story settlement with no major problems. Only some minor issues:
(1) The build area seems small to me. You said the area is bigger than the workshop border. But when I go beyond the workshop border, I get the message "will exit workshop in 10 seconds" and then get kicked out of workshop. No big deal, since I've been able to build what I wanted even with the small area.
(2) The settlement shows up in 2 places on the Pipboy, "Relay Site Alpha" and "Relay tower 0DB-521", both showing its own population and happiness stat. There is only one settlement, of course, and the two Pipboy stats should be identical. But sometimes they are not. "Relay Site Alpha" would show, e.g., 19 settlers and 79% happiness, but "Relay tower 0DB-521" would show 17 and 80%. It seems one stat shows correctly, but the other still shows what it was before. This usually happens when new settlers arrive.
(3) Another poster said earlier that I would see more tough enemy attackers here. But other than the ones I saw when I first arrived here, I haven't seen a single attacker. I'm up to 19 settlers now. I'm playing vanilla game "hard" difficulty. Will I really see some intense defense action?
(4) Question: will I get repeatable quests for this settlement such as "Help Defend Relay Site Alpha", "Ghoul Problems", kidnapping, etc.? Does the GECK let you put in things like these?
1) What I meant when I said bigger was that the Build area is a square not a rectangle so the width, aka the shorter side, is actually longer. You can see in some of the pics I made a settlement concrete wall that surpasses the highlighted build area. I maxed it out so the concrete wall is the real build area. 2) This seems to be a bug caused by having two map markers linked to the same cell. Accessing the workshop when your in the settlement seems to fix it. Sorry but I don't have plans to fix this primarily because I'm not really sure how to. 3) If we're thinking about the same post, he might be the one using a mod that increases enemy spawn and since its in the Glowing sea the enemies spawned will be a lot harder and more numerous. Aside from that, expect fights as hard as Somerville Place since this still uses the vanilla computation for enemy spawns. 4) No. I set it so that you will not get MM quests from this settlement because I wasn't sure how the Radiant quest system would treat this settlement. I didn't want to add another possibility for a broken quest to clog up my Pip-Boy. You will however receive the "Help Defend" misc quest from this settlement.
Hi, thanks for your reply. I have another question, somewhat unrelated, but I need to ask a mod-maker about this. Would you be able to add *dirty, beat-up* vault structure parts to the workshop in a mod? Does GECK allow you to do that? The official Vault-Tec DLC only has clean, brand new vault structures for the workshop. I want to build an old, decrepit, radiation-filled vault, like some of the abandoned vaults we see in FO4. I wonder if a mod can be done for that. Thanks.
WORKS FLAWLESSLY!!! Settlement works great (both ones I've tried from you) on the 1st try. It's just large enough for a nice large residential tower or two, and is a challenge to stay alive when building. I have both truestorms (incl. ghoul raids during radstorms, which always happen here), and an NPC level increaser. Let's just say I built the bottom floor of my building last, for a change. Works like a charm! Most everything is scrap-able and there is plenty of room here. It's on about a 10~15% grade so makes for some fun building. Provisioner/trade route linking worked fine here, though it did not show on the pip-boy when I had checked (it still functions). Settlers didn't randomly die and the background radiation would go away if I did not walk into the more radiated areas. If background radiation did appear (if I walked out of the cell), merely walking into greener pasture (literally) made it go away.
This is literally right at the border of the glowing sea, how awesome. Endorsed, and will look for future mods from you!
Ooh, I'm excited. I was always annoyed from a lore perspective that the only settlement bordering the incredibly dangerous Glowing Sea (and thus in the most danger) was a totally undefended farm, and you couldn't move the farmer and his children somewhere safer so I had to build a fort on top of them. Now I can use this, and make a much better fort in a slightly more strategic location.
If you're curious, CaporegimeMarcus, here's my efforts so far to establish the settlement with your mod. I haven't succeeded yet, but I'll be working on it. Thanks very much.
I appreciate that, CaporegimeMarcus. I'll be sure to let you know how the settlement turns out when it's stable (as in secure) , though it may take a while *laughs*
Hi, CaporegimeMarcus. I might not get to play more for a bit, but I finally got the turrets elevated off the ground. The ghouls were destroying them faster than I could repair them for a while, killing me. But your mod combined with True Storms ghoul swarms is the hardest thing I've done in Fallout 4 in more than 2000 hours of play.
There are other mods which create 50,000 hit point boss monsters that instant kill, but that's not technically increased difficulty. Proper game difficulty is balanced and just barely possible, and that's what your mod is. Good job.
Next set of pictures: http://www.nexusmods.com/fallout4/Images/68448/?
55 comments
The actual build and sandbox area is larger than the Build Area Highlight you see in Workshop Mode. Planning to fix this later if the CK allows it.
You can see the approx. build area and square shape from my 4th posted image.
After some testing, Settlers, and my Brahmin , do not seem to die from the radiation, but the results may vary if you use mods that change the radiation storms/ radiation damage. I don't use those kinds of mods so if they do die, please post it here.
Regardless, I suggest putting your settlers in hazmat suits or anything similar simply because of Roleplay reasons .
Or alternatively use these mods to have a truly unique settlement:
SuperMutantWorkshop: http://www.nexusmods.com/fallout4/mods/15160/?
Tumbajamba's Power Armor for Strong by tumbajamba: http://www.nexusmods.com/fallout4/mods/10887/?
And if you think these aren't Lore-friendly, you haven't played any of the past Fallout games.
If you experience any bugs or have any suggestions, feel free to post them.
Enjoy and thank you for supporting my mod. (^_^)
Of note: As stated by a previous comment when you first go to this settlement site, before it is activated, you will see the green "build area" walls already being displayed. This corrected itself once you activate the workbench and claim the settlement. This will look a little unusual if you load the mod and do not plan on activating the settlement right away. You will see these build area walls from a distance. The best thing is to load the mod and travel there right away and activate the workbench. This will correct it all and then you can travel around the glowing sea without any visual anomaly.
Excellent mod and thanks again for posting this.
It could work great with that super mutant settler mod, which would pretty much do most of the job already. Also they are a lot stronger meaning a much better defense against anything that would attack them.
p.s.-ive been going thru nexus mods for over a year and I've seen you on here an absolute ton and I really respect most anything you have to say. for me you are the most trusted voice on the nexus
This might be because the station is at the very eastern border of the Glowing Sea. You can even see on the map that it is aligned vertically with Vault 95, which has regular weather, directly to the North of it.
However the incorrect build area highlights, gets to me FAR too much, what stopped you from making a Highlight that matched the real borders? :/
Most of the shockwave goes through them because they don't have a lot of mass to 'catch' the shockwave.
You can see the approx. build area and square shape from my 4th posted image, unfortunately the Build Area Highlight in Workshop mode isn't accurate but I plan to fix this on a later update if the creation kit allows it.
As for the objects in the settlement, I didn't touch anything that was already there and the only Visible thing I added was the workshop. This was to make it as Vanilla as possible and make it seem that the SS found this site and decided to build a settlement/base here.
(1) The build area seems small to me. You said the area is bigger than the workshop border. But when I go beyond the workshop border, I get the message "will exit workshop in 10 seconds" and then get kicked out of workshop. No big deal, since I've been able to build what I wanted even with the small area.
(2) The settlement shows up in 2 places on the Pipboy, "Relay Site Alpha" and "Relay tower 0DB-521", both showing its own population and happiness stat. There is only one settlement, of course, and the two Pipboy stats should be identical. But sometimes they are not. "Relay Site Alpha" would show, e.g., 19 settlers and 79% happiness, but "Relay tower 0DB-521" would show 17 and 80%. It seems one stat shows correctly, but the other still shows what it was before. This usually happens when new settlers arrive.
(3) Another poster said earlier that I would see more tough enemy attackers here. But other than the ones I saw when I first arrived here, I haven't seen a single attacker. I'm up to 19 settlers now. I'm playing vanilla game "hard" difficulty. Will I really see some intense defense action?
(4) Question: will I get repeatable quests for this settlement such as "Help Defend Relay Site Alpha", "Ghoul Problems", kidnapping, etc.? Does the GECK let you put in things like these?
2) This seems to be a bug caused by having two map markers linked to the same cell. Accessing the workshop when your in the settlement seems to fix it. Sorry but I don't have plans to fix this primarily because I'm not really sure how to.
3) If we're thinking about the same post, he might be the one using a mod that increases enemy spawn and since its in the Glowing sea the enemies spawned will be a lot harder and more numerous. Aside from that, expect fights as hard as Somerville Place since this still uses the vanilla computation for enemy spawns.
4) No. I set it so that you will not get MM quests from this settlement because I wasn't sure how the Radiant quest system would treat this settlement. I didn't want to add another possibility for a broken quest to clog up my Pip-Boy. You will however receive the "Help Defend" misc quest from this settlement.
WORKS FLAWLESSLY!!!
Settlement works great (both ones I've tried from you) on the 1st try.
It's just large enough for a nice large residential tower or two, and is a challenge to stay alive when building.
I have both truestorms (incl. ghoul raids during radstorms, which always happen here), and an NPC level increaser.
Let's just say I built the bottom floor of my building last, for a change. Works like a charm!
Most everything is scrap-able and there is plenty of room here. It's on about a 10~15% grade so makes for some fun building.
Provisioner/trade route linking worked fine here, though it did not show on the pip-boy when I had checked (it still functions).
Settlers didn't randomly die and the background radiation would go away if I did not walk into the more radiated areas.
If background radiation did appear (if I walked out of the cell), merely walking into greener pasture (literally) made it go away.
This is literally right at the border of the glowing sea, how awesome.
Endorsed, and will look for future mods from you!
http://www.nexusmods.com/fallout4/images/68436/?
Thank you very much for using my mod! Also, that settlement build seems pretty hardcore.
Suggest using turrets, many, many turrets...
There are other mods which create 50,000 hit point boss monsters that instant kill, but that's not technically increased difficulty. Proper game difficulty is balanced and just barely possible, and that's what your mod is. Good job.
Next set of pictures: http://www.nexusmods.com/fallout4/Images/68448/?