Fallout 4

File information

Last updated

Original upload

Created by

KahvozeinsFang

Uploaded by

KahvozeinsFang

Virus scan

Safe to use

Tags for this mod

About this mod

Turns Sandy Coves Convalescent Home into a fully repaired and functional indoor settlement. It has twelve rooms for settlers. This is an ESL flagged ESP.

Requirements
Permissions and credits
Sandy Coves Convalescent Home

GENERAL INFORMATION
This mod will turn Sandy Coves Convalescent Home into a fully repaired and fully functional player settlement. It has twelve rooms that each have their own bathrooms. Its mostly prewar in style. Mainly all you have to do to set this settlement up is add beds.

I have disabled the Synths from Spawning in this location, so if there is something you want from their corpses, get it before installing.

The Mr. Handy robots will still be in the settlement. As long as they didn't die already that is.

There is also a "Variable Removal" radiant quest for the Railroad that can sometimes take place in this location, but since I have removed all but the needed keywords for the settlement, the game should not choose this location anymore.

I repaired the elevator to the second floor. And added a new one to the basement level where the workshop is located. Settlers will sandbox throughout the entire settlement except for the basement.

SETTLEMENT BEACON
I have created a new settlement beacon to use because this is an indoor settlement, using the outdoor beacon didn't make sense. It can only be built at this settlement. You can place it on any wall you want. You'll find it located in the Power/Miscellaneous menu.

DEFENCE
A Protectron provides 25 defence for the settlement. By default he is in his pod, and you do not need to activate him to get his defense rating. You can add more defence as you see fit, but the settlement will never fall under attack.

FOOD
Two refrigerators provide  a total of 50 food. You can add more food resources but you probably won't need too.

POWER
There is a Fusion generator in the basement, all you have to do is hook it up to the conduit next to it and power will radiate throughout the building.

There is also a small power connector converted to generate power in case you need a direct connection to power. It can only built at this settlement and can be placed on any wall you need. Find it in the Power/Generators menu.

SCRAPPING
Almost everything is scrappable, except for a few objects such as the front desk, book return terminal, and the Protectron cage. And the scrapping will not conflict with any scraping mods, as I have created new items and added them to new scrap lists. 

NAVMESH
There is new Navmesh throughout the entire settlement. And I have created Navcuts/Precuts for all scrappable objects. If you don't know what those are, they basically disable the navmesh under scrappable objects until said objects have been scrapped. Really useful for interiors, or really any location that can be redecorated by the player. They are used in almost all vanilla settlements.

MISCELLANEOUS
In the vanilla game there are little boats in this area that cannot be interacted with. I have changed them to be Miscellaneous items and you can now take them if you want and sell them. They are worth 500 caps each for a total of an easy 2000 caps when selling.

There is a book return terminal in the lobby. Again, it is not scrappable. I could have made it scrap, but I chose not too.

All the keys for the previous tenants are still in their original locations. You can still find them and loot thier Safes.

Do not put your valuables in ANY container you did not build. There shouldn't be many left, but the only safe storage will be the Workshop, linked workbenches or any container you build yourself.

I have thoroughly tested this settlement and before you report a bug, please make sure you have exhausted all possible causes beforehand.

This mod has been cleaned with Fo4Edit and contains no ITM's, UDR's or Errors.