Fallout 4

About this mod

This mod expands onto an unmarked location with a fully navmeshed Automatron themed layout, and settlement building capabilities. No static objects have been moved or disabled, precombined meshes fully intact.

Requirements
Permissions and credits
Changelogs
Donations
What is this mod?

This mod is a pretty big expansion to an unmarked location in the Theater District near D.B. Tech High School. I use the word expansion instead of overhaul because one of the main principles in building this mod was not altering the vanilla objects and architecture, only building onto it. This means Precombined Meshes are all untouched and fully intact even with the area now being a large settlement. This can be verified with xedit which I used heavily throughout making this mod.

This mod also has a pretty strong theme and a backstory. Quite simply it is an automatron-themed settlement with robot and tech debris, and the drifters that are here when you arrive are ex-Rust Devils. Some of these characters have built their own unique laptop terminals that can't be found anywhere else in the commonwealth. The model of this laptop was created by Pra and can be built into your own settlements with this mod right here, so anyone should definitely check that out. There is a full garage with a robot workbench right outside the main gate, and I've edited the Automatron constructable objects (Eyebot pod and wall spotlight) so that they're able to be crafted immediately once the mod is installed.

What is in this location?


This location is basically right in the middle of Diamond City and Goodneighbor. The vanilla location has an alley with a ghoul vendor named Slim, and access to the elevated highway. It is right between Hester's Consumer Robotics and D.B. Tech High School. From Diamond city go east to the raiders of Mass Pike Tunnel. You can take that road east to arrive directly at the Mechanic's Rooftops gate, bypassing the neighboring locations. From Goodneighbor you can go south past Combat Zone, and turn left to go east at D.B Tech High School to fight (or sprint) your way into the settlement. 

There are 4 unique NPCs inhabiting the settlement, all with living spaces and ai packages with unique schedules. They are currently not command-able which I will do at some point, but right now they will sandbox to all of the separate areas of the location, and sleep in their own beds. There are also 2 eyebots that will float around the area, and a Mr. Handy near Hester's Consumer Robotics that was from the vanilla location. I think the combination of these guys and regular workshop settlers makes for a good balance.

The entire layout that is seen in pictures was created in the Creation Kit. I did this so that I could adjust the navmesh in the area and give NPCs sandbox packages. My main goal is to have the areas feel populated with as much NPC activity as possible. I've placed idle markers and furniture markers in areas where it makes sense. The areas I've built extend a bit beyond the settlement border. This is because the 2 main cells were given location data to make them a settlement. I didn't want to extend the build area past those cells as I'm not sure how those outer cells resetting will work out, but I may change this in the future. It's been a while since I've built multi level settlements and heavily populated them in-game, but this settlement area seems to function a lot better than I remember. You'll also want to pick up any workbenches and place them back down before using, this makes sure they share settlement resources.

Compatability
This mod is primarily a settlement that consists of 2 cells between D.B. Tech High  and Hester's Consumer Robotics,TheaterSE and an un named wilderness cell. I've only found one mod that does anything here by Red Rocket TV that I've already made a patch for. It's a cosmetic patch and he player home mod goes extremely great with this mod. Other than that,load order will kind of depend on the individual's mod list. I load it toward the bottom to  make sure the location data keeps the cells from resetting, however I'm pretty sure that even if a mod had some object that is placed within these cells it should have any effect on the location data. As I'm sure I've mentioned, I didn't actually move or disable any structures or anything that is part of a pre combined mesh which also helps with compatibility.

Performance

I didn't have any performance issues with this area with vanilla game, and at this point the mod runs equally as smooth for me as the area originally did. I have built occlusion cubes in the surrounding static buildings that are within the mod's cells. This should ensure that performance doesn't get bad when building lots of stuff, and they definitely made a noticeably difference during testing. I've been working on this for a while so I've had a chance to test and try different things. I've only had 14 or so settlers so far but didn't notice any performance issues.

Scrapping will be an issue for some people. If you are using no scrap mod you will be able to scrap random parts of the area, and if you're using Place Everywhere you are able to scrap every single thing I've placed. In the vanilla game very little of the area is able to be scrapped as it is built into the pre combined meshes.

Other Info
 I built this settlement with the idea that it can be a location worth visiting even before building and entire settlement, kind of like Bunker Hill. This location already had multiple unique details that weren't very obvious like elevated highway access, hideaways on the rooftops, and a vendor in the alley. The elevated highway has a spawn point with a foot bridge which spawns different random encounters such as Stash the vendor and crew, Raiders charging a fee, and super mutants. I've only seen the super
mutants come down the highway at all, but still not past the first
stairway. South down the elevated highway leads to the Sleepwalker's Shack location,and the yellow elevator lift near S. Boston Military Checkpoint. West on the elevated highway leads to Mass Bay Medical Center , the Fallen Sky bridge and all kinds of other Rooftop pathways.

There is a small interior cell that right now is basically a holding cell for the npcs. This will change in the future, but for now you can use it to travel from lower rooftop area to the upper rooftops.The NPCs and settlers that come from a beacon will sandbox most of the areas on their own. I have taken to using CvC's Dead Wasteland's working guard objects to control the settler activity. I place these objects in all of the walkways and nooks of the area and watch them walk around and work into a symphony of lifeless drifters. I decided not to make my unique NPCs into vendors at the moment. I will definitely be fleshing them out with terminal entries and quests in the future. I'll be updating this page with anything I've forgotten.

My Other Mods:
Goodneighbor Expanded
Automatron Settlement Objects Unlocked
Caravan Trader Hitching Post Unlocked



Credits:
Unique laptop terminal was created by Pra who graciously let me use it in my mod. You can download the mod itself here to craft 2 versions of the laptop in your own settlements.