22 comments

  1. Transient3292
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    A Couple notes:
    When you use the robot workbench, after making a robot make sure to prompt them to become a follower, than send them to the rooftops. If you don't they will wander around kinda near the settlement. ALSO I would pick up and put back down any workbench before use to make sure it connects to the settlement.

    Eyebot pod can be found under the Special tab, the Waall spotlight can be found under Defense>Turrets.

    The map marker settlement stats don't usually show up immediately. the population and happiness stats show up on the map for me after travelling to the settlement after having 5 or so settlers arrive.

    Also, if you are using the NPCs Travel mod those NPCs like to visit the settlement decently often.

    I have uploaded a patch for RRTV's Subway Safehouse player home which adds a subway interior accessible from Slim's alley. These mods actually go brilliantly together, just make sure to load the patch after the safehouse, rooftops mod at the end.
  2. Asaimoer
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    Just a heads-up for those who want to use this mod alongside Hunkered Down and The Fens Sheriff's Department, as there are some issues such as overlaps between them. For instance, the additions from Hunkered Down may overlap with those from this mod, and there could be a minor Ubisoft-style overlap with The Fens Sheriff's Department.
    I'm mentioning these things because I haven't found a fix patch, especially between this mod and Hunkered Down, and I'm unsure how to use xEdit to resolve it (since I'm not familiar with the world space)🫠.
    1. Transient3292
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      This is something I can take a look at
  3. rdnorthup
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    Loving your settlement mod!  I'm really enjoying the working with the space and the location in the city is great.

    One little thing I noticed, and it may be caused by one of the 500+ mods I'm using, but I couldn't assign settlers to farm the existing crops you had placed.  I had to scrap/store them and put down fresh ones.  Similarly, the turrets and spotlights didn't count towards defense until I stored them and dropped new ones.
  4. gatesmcfadden
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    I ADD THIS EVERYWHERE , IF YOU WANT TO SPAWN SETTLERS JUST TYPE PLAYER.PLACEATME 20593 1 ,  then hit v and assign them to whatever settlement you can add more than 1 at once adding 100 is kinda fun but you will have to reload those freeloaders jusgt hang out in your camp , sorry caps im not going back to delete it . cheers.
  5. RequiredUsername
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    This is outstanding, one of my must-have mods. If you also happen to be using A Forest, you'll want to grab a patch for it here.
  6. Where is the workshop for the settlement though? I can't find it anywhere
    Edit: nevermind I found it, it's just disguised as a tool chest and is next to the power armor station
  7. ColinLovesBobo
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    I already use your Goodneighbor overhaul, and after this I'm off to try your Jalbert Brothers expansion. Incredible work! I love functional, lore-friendly settlements, and I don't mind the non-commandable NPCs. Once I filled the place with settlers it actually made for an even more densely populated urban sanctuary.

    Have you considered overhauling the robotics disposal ground (near USAF Station Olivia) in a similar way? I love the idea of integrating Automatron content into the base game via the settlement system. Brilliant idea.
  8. Karulus
    Karulus
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    I like the idea, the location and design and I am looking forward to trying it. Are the prepopulated settlers 'protected' like vanilla settlers?
    1. Transient3292
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      yes
  9. deleted53578
    deleted53578
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    Great mod. Strategic location and fun layout. Had a big battle when I first arrived and I had to retreat up the stairs and fight on the roofs.
    1. Transient3292
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      I'm glad to hear that, out of all the mods I've uploaded this one is my favorite location by far. I still might fully build the place up in the future. Feel free to upload some pictures.
  10. elzee
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    Hello. Why the esp name is same as Boston Alley Camp Settlement Overhaul?..
    1. Transient3292
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      I started with that mod and added a lot of stuff. I've been meaning to make an optional file of the original mod with no changes except for the settlement.

      I also intend on making this mod even more of a location with dialogue and other things that make a location feel fleshed out. You can probably update from the original to this one mid-game, but I would at least go to an interior far away before doing that. This version makes more walkways and shacks with navmesh changes to account for the new areas. It adds a lot more structural and clutter objects, and npcs and ai packages. It also adds the robot workbench, the shed where it's located, and a custom made laptop terminal created by Pra.

      It also edits the automatron contructible objects eyebot pod and wall spotlight to be immediately craftable.
  11. ImmortalAbsol
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    Have you considered the Wall Mounted Spotlight and Eyebot Pod being magazine's/technical manuals found at this location?

    Love the idea of the mod, prefer Pra's Pip-Boy terminals personally haha.
    1. ImmortalAbsol
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      Easy City Downs workshop with racers as linked Automatrons would be a beautiful sister mod alongside similar concepts.
    2. Transient3292
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      I've already been eyeing Easy City Downs, and the robotics park. :)
      The schematics for those items actually are placed on a shelf in the garage with the robot workbench. I first assumed that having them in your inventory would be enough to have access, but it was not, so the schematics are basically cosmetic. And yeah, that pip-boy released a couple of days after I published the mod, It has the same permissions so I will definitely be using that as well as the laptop in the future.
    3. ImmortalAbsol
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      I was going to cite the Robotics Pioneer Park but having those guys as Automatrons would need a mod to add the four paints.

      (Message me if you want in on the Automatrons Rebooted AIO robotics mod team, I'm assembling robot fans in our Discord.)