Fallout 4

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pra

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pra

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About this mod

Turns the Huntress Island south of Far Harbor into a settlement.

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Huntress Island is located south of the main landmass of Far Harbor. Now, it can be settled!


Warning: Vortex, LOOT, or similar "smart" load order sorting tools might break this mod by sorting it too high! Settlement mods must always be loaded after anything else which affects the same location!

Description
The buildable area consists of 10 cells in total, 3x4 cells in size.

When you arrive there, a quest should auto-start. Walk towards the center of the island if it doesn't.
It will require you to kill everything hostile on the island (you get quest markers for them), and then to build Fog Condensers. This will unlock the workbench and remove all radiation from the island.

The Fog Condensers will be located under Special, and will be gone again afterwards. The necessary resources should be in the workbench.

If you have other mods which add buildable Fog Condensers, they won't work. It must be those added by this mod, located under Special. They should have a description telling you that they are the correct ones, and the quest should update as soon as you built each.

It doesn't matter where they are built, and it should be safe to move, but they will be unscrappable. They should work for the "condensers down" radiant quest, too.

Installation
MAKE A SAVE BEFORE INSTALLING! Save somewhere away from Huntress Island.

Install the mod. If you are using NMM, make sure you have at least version 0.65.11.

When in doubt, put this mod somewhere low in your load order. As with all settlement mods, if there is a mod conflict, the settlement mod must win.

Load the mod and check whenever the settlement works correctly. Do NOT keep playing if you experience issues! See also this article for a list of possible issues.

Optimized Version
I have created an "optimized version", where the precombines have been regenerated. This should improve performance, but also means changes to a larger area than necessary have been done. Conflicts could happen.

Rocky cliffs have been baked into the precombines, but trees, shubs, and building parts have been left loose.

This version is considered beta at this moment.

Scrapping
While this mod doesn't include scrap recipes for any vanilla objects on the island, (tree clusters, buildings, some of the boats and buoys), but they are still safe to scrap. Pretty much everything except the rocky cliffs has been given navmesh precuts and scrap links for connected objects.

I could also quickly make an optional file to add scrap recipes for these objects, if anyone wants it.

Known issues
The navmeshes of some pre-placed objects might be somewhat wonky. I tried making it so that their navmeshes disappear when they are scrapped, with moderate sucess.

Affected objects are:
  • The second store of the two-story building. If you use something like Snappy Housekit, I recommend replacing the upper floor and stairs.
  • The fallen tree lying across the gap to the small island on the south. This might be a vanilla issue. I recommend replacing it with an actual bridge if you want settlers to actually walk across there.
  • Various pier pieces on the shores. These seem to have the least problems and work as intented, but just be wary anyways.


The large pine in the center doesn't have proper collision. This seems to be a vanilla issue. My "fix" for it was to just add an invisible object at it's location, but it isn't perfect. That invisible object can be targeted in workshop mode and used to scrap the pine.


The Creation Kit shows navmesh-related warnings when opening the file. According to my analysis, this is a vanilla problem, as it also occurs if you just make overrides of these meshes without actually changing them. I assume the warnings don't cause any issues which the vanilla game doesn't have already.