This page was last updated on 04 April 2024, 10:06PM
Changelogs
Version 3.0.1
Redid previsibines using the new method
Added PRP patch
Moved "deleted" references to a separate cell with a fake dummy precombine, this should decrease the loading times somewhat
Regenerated the workshop border using my new tool
Combined the Barn around the Workshop and the Outhouse into single objects. You might have to scrap them again, but they will be gone all at once now. Sorry for the inconvenience.
Made lots of stuff in the settlement be scrappable without any mods
Replaced some objects which might be invisible for some users.
Version 2.2.2
Removed duplicate unnecessary NAVM entries
Version 2.2.1
Removed unnecessary cell edits for better compatibility.
Version 2.2.0
Fixed some z-fighting on the floor next to the central structure.
You should now be able to build the fog condensers if you aren't in combat and aren't sneaking. Since I can't reliably detect whenever the location is cleared, let's allow it if it's "safe enough"
You should also be able to build the fog condensers if you unlocked the workshop by any other way. It seems I set it up so that you can claim it after clearing the location by accident, but I decided that it's a feature.
Rebuilt the navmeshes, because I did some strange stuff there before.
Version 2.1.0
Added patch for Recruitable Settlers Far Harbor: it links the objects it places in there to the workbench, and scraplinks the lantern, so that you don't end up with floating light sources. The settler still must be assigned to a workshop manually.