Fallout 4

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mrBun

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mrBun

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Covenant
This build features plenty of beds, resources and defences.

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Covenant

Version 1.2
What's new?
Rebuilt from ground up to allow for terrain and precombined elements. Waterfalls may need to be added after transfer. (TS doesn't seem to recognise them).


This build features plenty of beds, resources and defences. Should drop into slot 41.

Given the unique setting of this location, I wanted to create something that was an obviously clumsy attempt to "fit in" with the other settlement buildings.
This build is all about AstroTurf and plasticity; inferring that the institute has successfully infiltrated and absorbed the area… absolute order and a feeling of
slight unease…. an obvious disconnect, beyond pre-war aesthetics, sitting on the landscape like a cheap toupee. Infiltrate and replace.

Covenant… left the original buildings pretty much intact. Some walls were removed to make access to the bar, Greenhouse etc. easier. (see Pics 25, 26, 27, 28)

The new buildings are relatively clutter free with plenty of available areas to customise to taste… the original borders will snap you out of workshop mode when you cross them, but workshop mode is easily reactivated once crossing the new (invisible) boundary… my settlers populate all areas but I do have two expanded sandboxing mods. (Settler sandbox expansion and Multiple floors sandboxing)

I build these settlements for my own amusement. I'm not big on clutter, I just want to get my settlement as full as possible and make sure there are enough amenities.....If I have to go and help the settlement fend off the three raiders that they can't deal with, the defences pretty much ensure they are shredded by the time I get there. There is plenty of space to personalise the settlement to one's own taste.

I don't and won't do requests...I have placed these files here for anyone who might deem them useful.

Method;
Remove the beds and shop counter in the existing buildings. There will be a few trees and shrubs to clear after placement.  You may need to “tcl” under the foundations in a few places to remove shrubs if doing it after transfer.

I use transfer settlements to drop everything into place and either scrap everything that sticks up or enter "Disable" and "markfordelete" anything that won't scrap using scrap everything.

My other settlement mods; 

Sanctuary Hills;
 
Red Rocket;

Starlight Drive-in;

Tenpines Bluff;

Abernathy Farm;

Sunshine Tidings Co-op;

Graygarden;

Oberland Station;

Hangman’s Alley;

Home Plate;

The Castle;

Spectacle Island;

Nordhagen Beach;

Warwick Homestead;

Croup Manor;

Outpost Zimonja;

Greentop Nursery;

The Slog;

Finch Farm;

County Crossing;

Coastal Cottage;

Kingsport Lighthouse;

Covenant;

Taffington Boathouse;

Bunker Hill;

Egret Tours Marina;

Somerville Place;

Murkwater Construction Site;
   
Jamaica Plain;  

Boston International Airport;
 
Old Longfellow’s Cabin;

Dalton Farm;

National Park Visitors Center
 
Echo Lake Lumber  Mill;

Red Rocket-Nuka World
  
SettlementPack1–5in1;Starter Pack
 
Settlement Pack 2- 5in1;To the Jewel
 
Settlement Pack 3-5in1;5 if by Sea
 
Settlement Pack 4– 5in1;Run-n-Gun
 
Settlement Pack 5-5in1;Nora the Explorer
 
Settlement Pack 6-5in1;Waifs n’ Strays
 
Settlement Pack 7- 5 in 1; DLC bundle