Its a shame that the walls arent built up, compromising the incredibly defensibly of a star fort (theyre nearly impossible to assault conventionally without aircraft) with proper walls, nothing short of enough explosives to knock the walls back down, or enough enemies to exhaust the defenders ammo, would get you inside. Wouldnt bet on this castles odds vs 50super mutants, let alone the hundreds it could hold off otherwise. Suppose Ill just nuke the walls and combine it with a walls only blueprint
I have learned from bitter experience to be very careful with any mods in the Creation engine that change the landscape. I used a mod years ago that rebuilt all the houses at settlement locations and it was a nightmare of bugs and broken quests. I could not get anywhere near Grennetech Genetics without crashing, crashes when entering/exiting locations, fast travel crashes and a multitude of broken quests. I have also had problems with changes to the landscape in Skyrim. Just a heads up...
Hey, when i tried to activate the blueprint in game, it says that it needs the cleanerbeds.esp and a bettervendorstalls.esp. Are those optional and can i use the blueprint without? Thanks
Edit: nevermind, i confused this one with your newer version.
On most of my blueprints, where the vendor stalls are indoors, it is kind of necessary. It is optional on this blueprint as all the vendor stalls are in locations that can use the un-modded versions.
I think I know what you are talking about now... I ran into the same problem today with another of my blueprints. I found the problem was Flash, which has become a plague of the Internet. Please make sure any browsers... IE, Firefox or Opera are closed when you play ANY game! I have 16GB of RAM on my system and Flash regularly sucks up 2-3GB of that and turns my system into a frame rate disaster for all games.
I can appreciate the tactical layout you had in mind. Fine work. I noticed the "morale improvers" in the barracks. That a separate mod or part of the package?
Are you talking about the stores? If so then yes, every one of my blueprints has at least three stores/vendor stations. The only exceptions are Warwick Homestead which only has two and Covenant which already has two vendors onsite and bugger all settlement budget in the Vanilla version for any more.
The vendors in my Castle setup are strategically placed. Two of them are heavily armed at the bottom the stairs leading to the upper level on the walls... just in case some-one happens to attack from above...
I have to take a look at this in my game - I like the idea of your kill zones, but I'm a sucker for those finished walls all around, usually. Hmmm, a compromise of some sort here then. I'm gonna play with it a bit. Thanks, Tem.
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For some reason there continues to be a few missing electrical connections that must be a pain to find.
I hope this fixes it.
I have learned from bitter experience to be very careful with any mods in the Creation engine that change the landscape.
I used a mod years ago that rebuilt all the houses at settlement locations and it was a nightmare of bugs and broken quests.
I could not get anywhere near Grennetech Genetics without crashing, crashes when entering/exiting locations, fast travel crashes and a multitude of broken quests. I have also had problems with changes to the landscape in Skyrim.
Just a heads up...
Edit: nevermind, i confused this one with your newer version.
It is optional on this blueprint as all the vendor stalls are in locations that can use the un-modded versions.
I ran into the same problem today with another of my blueprints. I found the problem was Flash, which has become a plague of the Internet.
Please make sure any browsers... IE, Firefox or Opera are closed when you play ANY game!
I have 16GB of RAM on my system and Flash regularly sucks up 2-3GB of that and turns my system into a frame rate disaster for all games.
If so then yes, every one of my blueprints has at least three stores/vendor stations.
The only exceptions are Warwick Homestead which only has two and Covenant which already has two vendors onsite and bugger all settlement budget in the Vanilla version for any more.
The vendors in my Castle setup are strategically placed. Two of them are heavily armed at the bottom the stairs leading to the upper level on the walls... just in case some-one happens to attack from above...
I found some weird pathing errors for my guards when I tried the rebuilt walls mod. But each to their own.