Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thank you to all of the modders whose work make this possible.
Donation Points system
This mod is opted-in to receive Donation Points
You need only 3 mods – and their requirements- for this blueprint.
The Abernathys have been living in/on/around that power pylon for generations. I guess by now they would have patched the holes. My best interpretation for that old homestead. While trying to stay somewhat true to its original spirit.
How to: Scrap everything – and I DO mean everything- in and around the pylon. Walls, junk items, furniture, string lights (it can be done) floors – the lot. Scrap the vines if you like. They WILL clip through if you don’t. But I’ll leave that up to your taste. Scrap the chemistry station and the cooking station. In Clarabell’s – the Brahmin- pen, scrap the 2 middle sections of fence at the end furthest away from the house. You can also do that later. You may – or may not- want to scrap the vacant farm plot facing the river to the southeast. There just might be a little clipping.
Load the blueprint. Look at the picture to see what should – and should not- be checked on import.
Issues: The workbench will move back to its original position. That’s just how TS –and the game mechanics- work. You can move it outside – or anywhere else- using Place Everywhere or console commands.
Power/lights: I put in a small generator. But you’ll have to hook it up yourself. The lamps are all unpowered. I’ve had a bad experience transferring an already powered settlement.