Fallout 4

File information

Last updated

Original upload

Created by

ArcaneZedric

Uploaded by

dric200303

Virus scan

Safe to use

About this mod

Turns an unused building near the Cambridge Police Dept into a full new settlement - recruit settlers, create supply lines, fight off raids.

Requirements
Permissions and credits
Changelogs
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This mod features a fully working settlement two blocks east of the Cambridge Police Department. Centrally located so you can set up a base of operations, add a pile of automated defenses, and say "goodbye forever" to raiders and super mutants in the area.

The interior of a previously unused building shell has been hollowed out, and rooftop access added to allow for more build space. The area outside is a little cramped, so feel free to scrap the cars and bins which litter the area. No scrap mods required - these objects were already able to be scrapped in the base game.

There is also build access to the roof of the neighboring house to the west, so you can build a lookout tower or enclosed shelter. The main build area extends slightly further than the visible border to allow you to build lights or other wall-attached items on the buildings to the north and south.

Fully navmeshed - interior is all new, and the exterior has been fixed up to allow pathing through the cars/bins/tires once they've been scrapped. Also includes a navmesh on the roof above the stairwell, in case you build steps up there and want to have settlers move around on top of it.

ESL-tagged ESP to save you a load order slot!

Supports Sim Settlements 1 and 2 and IDEK's Logistics Station.

REQUIREMENTS
  • Automatron DLC

COMPATIBILITY
  • May conflict with anything that modifies the cell at <-6, 3>
  • Should be compatible with everything else

TECHNICAL DETAILS
  • Workbench RefID is FExxx94C
  • Workshop Location ID is FExxx92B

Note:
since this mod replaces existing static/precombined items, it contains rebuilt precombines for this cell and its immediate neighbors. This includes the courtyard in front of the PD building, but the only update to that cell is modification of VIS timestamps. If needed, you can safely merge the changes in xEdit.

That means that users with Previsibines Repair Pack (or similar mods) will need to place this mod after PRP in your load order. If you don't, the old building may still exist "inside" the new one and you won't be able to get in.