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This page was last updated on 20 February 2018, 7:57PM
- Changelogs
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Version 4.0
- - Introduces the FOMOD version of the mod. All up-to-date variations of Build High are included in a single download. Everything else is now considered obsolete.
- Support for all DLC settlements, except the one and only Vault 88. (It's big already. What's the point?)
- All Expanded Settlements are surrounded by new but effective, simplistic but colorful boundaries. You can even pick a color... if you like any of the choices. (Tee-hee...)
- Three, originally limited workbenches have been replaced with regular ones. These are at Boston Airport, Home Plate and The Mechanist's Lair. This is consistent through all variations of the mod, The Mechanist's Lair being dependent on whether or not the variation supports DLC's or not.
- - Introduces the FOMOD version of the mod. All up-to-date variations of Build High are included in a single download. Everything else is now considered obsolete.
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Version 3.4
- - Abernathy Farm: The buildable area gets the red border. The settlement size remains the same: it extends just beyond the next electric tower to the north-west, barely but fully including the ranger cabin in its western corner.
- The cabin has two crafting stations (a fireplace and a chemistry station) which are now the property of the settlement so they share the inventory of the workbench.
- The radstags that used to rest at the base of the electric pylon are scared away and they now patrol the area just outside the settlement limit.
- Bunker Hill: Gets the red border.
- Finch Farm: Gets the red border after a major expansion.
- Graygarden: Gets the red border.
- Nordhagen Beach: After a slight increase in size the settlement gets its painted border. The buildable area is much larger than the original, it contains the whole length of the bridge nearby and a good length of the road leading up to it.
- Oberland Station: Expands to reach the river to the west and gets the border.
- Outpost Zimonja: receives a major expansion and now includes a good chunk of the highway right next to the original settlement. Gets the red border, as well.
- The Slog: Gets the red border after a major expansion.
- Sunshine Tidings Co-op: A slight increase in size sees the silos nearby now belonging to the settlement and it also gets the red border.
- - Abernathy Farm: The buildable area gets the red border. The settlement size remains the same: it extends just beyond the next electric tower to the north-west, barely but fully including the ranger cabin in its western corner.
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Version 3.3
- - Sanctuary Hills: The buildable area gets its red border after it is restructured and becomes even bigger than in previous versions. I really went insane there, I think. The sandbox area settlers play in is also changed accordingly. It covers most of the settlement but that has a rather uneven shape while the sandbox is a single box so watch out for stragglers and let me know if someone wanders too far out.
- Red Rocket: Buildable area gets the border treatment and is extended towards Sanctuary Hills. They share borders near the base of the broken bridge to Sanctuary, so in theory you can build the two settlements and make it look like one.
- Tenpines Bluff: Recieves a small adjustment to the building area and gets the glowing red border around it. You can actually build on the bluff as the name of the settlement might have made you believe in the first place.
- Creates a scrap recipe for 6 mattresses in 3 settlements that you can't scrap in the vanilla game. These can be found at Tenpines Bluff, Abernathy Farm and Nordhagen Beach, 2 beds at each location. I believe they belong to the pre-existing, quest giving npc's there, so my advice is that you don't scrap them before creating new beds in these settlements. (The mattresses are not included in the Scrap Everything mod and are not on the Unofficial Patch bug tracker, either...)
- - Sanctuary Hills: The buildable area gets its red border after it is restructured and becomes even bigger than in previous versions. I really went insane there, I think. The sandbox area settlers play in is also changed accordingly. It covers most of the settlement but that has a rather uneven shape while the sandbox is a single box so watch out for stragglers and let me know if someone wanders too far out.
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Version 3.2
- - Adds borders around the modified building areas of two settlements as a test. They are made up of light boxes with very strong red light sources and though the look is different from that of the original green borders they work the same way. A minor issue with it is that since it's light it turns practically invisible when going through deep water as lights don't work on water surfaces. This will get fixed in the future. The affected settlements are County Crossing and Warwick Homestead.
- County Crossing: The buildable area gets modified. The L-shape from version 3.1 grows a bit towards the power plant ruins across the road from the original settlement. But, even though all radiation has been cleared up within the boundary, settlers will stay mainly on the other side of the road.
- - Adds borders around the modified building areas of two settlements as a test. They are made up of light boxes with very strong red light sources and though the look is different from that of the original green borders they work the same way. A minor issue with it is that since it's light it turns practically invisible when going through deep water as lights don't work on water surfaces. This will get fixed in the future. The affected settlements are County Crossing and Warwick Homestead.
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Version 3.1
- - Hangman's Alley: Fixes the issue with settlers unwilling to utilize the mod's added space. Now they will go as high as you can build and as far out as the outer edges of blocks of buildings that make up the alley itself. Note, that the actual building area you can use is considerably larger.
- Hangman's Alley: The wires hanging between the buildings in the alley are removed as a minor visual fix. You can't scrap them without other mods and it can be annoying if you want to build something where they are...
- County Crossing: Reduces the building area. It was a simple square shape that included the power plant site across the road allowing settlers to wander around heavily irradiated areas. It is now shaped around those structures in an L shape but settlers will stay even closer to the original settlement.
- - Hangman's Alley: Fixes the issue with settlers unwilling to utilize the mod's added space. Now they will go as high as you can build and as far out as the outer edges of blocks of buildings that make up the alley itself. Note, that the actual building area you can use is considerably larger.
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Version 3.0.1
- - The first version made in the Creation Kit and as such works as a completely new mod.
- The settlement expansions receive a rough overhaul posing possible incompatibilities with settlements built with the previous versions. (Some formerly included areas are now outside the building areas of this version) 3.0 was made from scratch, so again, consider this a new mod.
- With 3.0.1, 29 out of the 30 settlements of the base game receive an expansion treatment. (The 30th being Home Plate which is untouched.)
- The Boston Airport settlement is the only one that maintains its base area and only the height limit is lifted. It looks like a busy neighborhood and good land is hard to find here. Stay tuned for more!
- The original green borders around the building areas are removed. They are no longer accurate so why should they be visible?
- - The first version made in the Creation Kit and as such works as a completely new mod.
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Version 2.5
- - The final version before the release of the Creation Kit. I consider this outdated as it was made with an early version of FO4Edit more than a year before 3.0.1.
- It expands the height limit in all settlements of the base game (except Home Plate) and gives new areas to 16 of them.
- It is still a usable version, however. The bugs it triggers or used to trigger are issues with the game's engine. The most notorious of them all, the cell reset bug, seems to have since been fixed by Bethesda.
- - The final version before the release of the Creation Kit. I consider this outdated as it was made with an early version of FO4Edit more than a year before 3.0.1.
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- Author's activity
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February 2018
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22 Feb 2018, 7:55AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 7:57PM | Action by: ThemonWillow
Attribute change
Description changed.
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20 Feb 2018, 7:56PM | Action by: ThemonWillow
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Description changed.
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20 Feb 2018, 11:06AM | Action by: ThemonWillow
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Description changed.
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20 Feb 2018, 3:58AM | Action by: ThemonWillow
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File 'Build High - Expanded Settlements 5.0' description changed.
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:40AM | Action by: ThemonWillow
Mod image added
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20 Feb 2018, 3:06AM | Action by: ThemonWillow
Attribute change
Description changed.
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20 Feb 2018, 3:06AM | Action by: ThemonWillow
Attribute change
Description changed.
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20 Feb 2018, 3:02AM | Action by: ThemonWillow
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File 'Build High - Expanded Settlements 4.0b' description changed.
File 'Build High - Expanded Settlements 4.0b' category changed.
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20 Feb 2018, 3:01AM | Action by: ThemonWillow
File added
Build High - Expanded Settlements 5.0
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20 Feb 2018, 2:57AM | Action by: ThemonWillow
Permission change
Author changed their file credits.
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20 Feb 2018, 2:53AM | Action by: ThemonWillow
Attribute change
Name changed to 'Build High - Expanded Settlements 5.0'.
Summary changed.
Description changed.
Mod version changed to 5.0.
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