Fallout 4

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LucidLady

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LucidLady

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About this mod

There must be a cure...
5 Required mods, 3 Optional mods, All DLC required.

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:: THE PREMISE ::

We must learn what we can from the Ghoulified Condition. At the Slog Healing Center, there are several exciting experiments underway. And all in the effort to understand, and maybe someday Cure, this devastating condition.

Perhaps the most exciting experiment is to discover what will happen when a feral subject is placed inside a memory lounge. Have they got memories anymore? Are their minds too damaged for the machine to take effect?

That's not all, though. An influx of robobrains have come to the Commonwealth recently. We have reason to believe that the one who created them used Ghoulified brains. We must learn the process used by that technology to clear their minds.

We are also attempting to learn if the feral process can be slowed utilizing Cryostasis. As well as what happens when a ghoulified mind is subjected to a wide array of strong chemicals, either feral or nonferal. Our VIP guest, Mayor John Hancock, generously offers himself as volunteer to these tests on a regular basis...

But it's not all searching for a cure here, i'm afraid. It seems some degenerate Raiders have taken to turning feral ghouls into furniture. We hold regular surgeries in order to undo this. Also, we have a dedicated cousellor to help those close to this affliction cope.

This institution isn't just a hospital. It's a home. And our doctors work themselves to the bone to make you feel welcome, and hopeful.

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Here is a [YOUTUBE] link to a shoddy video walkthrough of the build :: https://www.youtube.com/watch?v=xRDn88FDJA0

This is a build I started way back. I loves the ghouls, so I finally got around to working on it again. While I was taking screenshots and rewatching the video walkthrough, I kept seeing things I could have done more on. So someday I may upload a more complete version.

I don't usually build with required mods, but this build is special to me, so here it is. I put an awful lot of care into this. The required mods are fairly simple though, at least. This build is more meant for looking good and being fun, rather than being a resource-profitable settlement. Though there are many Scrap benches that settlers can be assigned to. There's also plenty of space outside to build a greenhouse and more if you like.

There's alot of open space, and I could have filled it in more, but the build was getting too big. And despite how cramped some areas look, I assure you that settlers will be able to navigate freely. As freely as the game engine will let them...

- Over 24 food placed. Crops are Razorgrain, Corn, Carrots and Tarberries.
- 20 water, located in the Kitchen
- 156 power, two Beta Wave Emitters, one with it's own power source just in case an attack knocks out the main generator.
- Tier 3 Clinic, General store, Clothing store, and Bar.
- 206 defense.
- 16 beds.

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:: NOTES BEFORE TRANSFERING ::

- Go ahead and scrap everything first. The Console Command "scrapall" should be fine. I did leave the playground untouched though.

- The Tarberries will become unreachable after transferring this blueprint. If you want to  keep them though, I suggest using the Vault Tec DLC terminal to remove everyone from the Farmer job, then assign one settler to handle them. Otherwise, several random farmers will always be trying to reach them.

- Can't stop the original Slog settlers from "farming". This is an old bug in the Vanilla game. No matter what job you give them, they'll always be back in the general farming area (the Cafeteria) with hoes, trying to farm.

- You'll need either a Scrap Everything type mod, or console command, to remove the original set of beds from the build.

- The sharp eyed will notice that there aren't 20 beds in this build. I tried to find a place for them, forgive me. Feel free to "renovate" the large bathroom. Maybe even add a door to the outside, where there's a nice balcony area. Not sure those Chemical showers are necessary anyway. And  i'm not sure that barrel is how the Chemical showers are supposed to work...

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