Some small fixes to navmesh. Added a new shorter preferred route for NPC's to get down to the bottom. Made some stuff scrappable (truck, forklift and some chairs. Added a vertibird pad on the hill behind the static crane with quarters for the Pilot. Added some depth to the pond on the surface so G2M fish farm stuff can be placed..
Im seeing questions that were covered in the description......Please read it.
a) YES its a full settlement
b) YES settlers go down all the way...tested with over 30 settlers and it was like an ant farm with them them traveling up and down all day from their jobs to roaming to sleep etc...(also note the pic of the bar at the bottom where settlers are sitting and working)
c) the crane bridge works but only forward and back for reasons also explained.
d) water level of the water is enough to swim in but sticking a fishing plot would be a bad idea since it takes up so much room...You may try sticking one at the other pond on the surface where the farm area is.
dude the location is flooded with water...If you dont do the quest you cant drain the water... The quest needs for you to be at least level 12 to work...
dude all location mods have specific ways to install uninstall etc.... When a location is changed so much that a quest may not work ofc you have to complete that quest before installing. This common knowledge... Why did i make the effort to write all this down in the description (on top and in RED )if it wasnt essential ?
A nicely prepared challenging settlement with unexpectedly well-functioning wayfinding (congratulations!) and few quirks in the textures.
This allowed me to settle about 30 Children of the Atom, who built an industrial community (Horizon 1.8). In the ponds they established a Mirelurk breeding and sold the prepared food specialties.
Unfortunately, the Mirelurks escape from their enclosure far too often, wandering around the quarry and blocking the stairs.
The mod is very cool) I have been looking at this quarry for a long time and built it up in every possible way with the help of the "Conquest" mod. Not a single elevator works for me. Is this how it should be? The elevator in the quarry and the elevator at the crane. If this is how it should be, it's very sad, they would make life much easier.
Can't figure why Bethesda didn't allow players to settle here, what a magnificent place with such heavy industrial vibe edit: I remember seeing similar places in CONTROL
hey my good man, what location or settlement would be overhauled next? i would love to see your improved versions of either Natick Banks, West Everett Estates or Finch Farm
wouldnt know...im never installing that headache on my rig again... Since it regenerates precombines and previs on A LOT of vanilla locations i would assume that it would cause chaos where stuff has been changed. You could try loading this mod or any location mod after it ...but that doesnt always work...
I just tested it out, it works great! Loaded it after PRP.esp and there's no flickering as far as a thorough freecam fly-through can tell. Which is awesome, because I really want to play with this mod, it looks fantastic!
Another amazing settlement mod, and it's from you again, hah. Love your work! Mas kaneis yperhfanous! :P
My unemployed ass is too broke for a donation currently, but you have my heartfelt thanks!
Any plans on creating a settlement in one of the following by any chance? -Northwood Ridge Quarry -Cliff's Edge Hotel (Above Vault 118 I mean, just the Hotel part.) -Nuka Town USA (Ik it's too big, I was thinking of creating a "double" settlement, like 2 different settlements next to each other, one for the upper part where the Disciples are, and one for the lower where you appear after exiting the Cola Cars arena after killing the "Overboss", where the entrance to the Market area is.)
I'd try myself but I literally don't even know how to turn an area into a settlement with a working workshop/build zone border, how to place enemy spawns and all that in the creation kit. ._.
P.S. I get the LOD texture issue in Thicket Excavations and have to save & restart my game every time ._. It's not related to your mod though, I always had it/many others seem to have it too.
Just the truth! You are gifted when it comes to building these settlements, haha. Dw about the locations! And I totally forgot about the Transit Center! That place is perfect for a settlement! Looking forward to it!
Regarding the fix, I've tried that in the past and it works, but it makes the map look shitty at long distance. The LOD0 loads at a closer distance the lower the value of fblocklevel0distance is basically. But I won't be needing the quality at long distances I guess, imma use that fix again, ty!
Ill be honest ... I get zero appreciation from people that use ported mods uploaded to bethesda... No points,no endorsements...nothing...which is quite unfair... I would have to port and upload the mods myself which is something i dont want to do...to get at least some type of recognition...
38 comments
Some small fixes to navmesh.
Added a new shorter preferred route for NPC's to get down to the bottom.
Made some stuff scrappable (truck, forklift and some chairs.
Added a vertibird pad on the hill behind the static crane with quarters for the Pilot.
Added some depth to the pond on the surface so G2M fish farm stuff can be placed..
a) YES its a full settlement
b) YES settlers go down all the way...tested with over 30 settlers and it was like an ant farm with them them traveling up and down all day from their jobs to roaming to sleep etc...(also note the pic of the bar at the bottom where settlers are sitting and working)
c) the crane bridge works but only forward and back for reasons also explained.
d) water level of the water is enough to swim in but sticking a fishing plot would be a bad idea since it takes up so much room...You may try sticking one at the other pond on the surface where the farm area is.
Are you new to the game ?
The quest needs for you to be at least level 12 to work...
Why did i make the effort to write all this down in the description (on top and in RED )if it wasnt essential ?
This allowed me to settle about 30 Children of the Atom, who built an industrial community (Horizon 1.8). In the ponds they established a Mirelurk breeding and sold the prepared food specialties.
Unfortunately, the Mirelurks escape from their enclosure far too often, wandering around the quarry and blocking the stairs.
I have attached a few day and night impressions.
Dont know about the texture issue...all textures are vanilla in this mod...nothing custom aside from vanilla material swaps...
Not a single elevator works for me. Is this how it should be?
The elevator in the quarry and the elevator at the crane.
If this is how it should be, it's very sad, they would make life much easier.
edit: I remember seeing similar places in CONTROL
Since it regenerates precombines and previs on A LOT of vanilla locations i would assume that it would cause chaos where stuff has been changed.
You could try loading this mod or any location mod after it ...but that doesnt always work...
If so I will try with my own settlement here. This really looks very nice!
My unemployed ass is too broke for a donation currently, but you have my heartfelt thanks!
Any plans on creating a settlement in one of the following by any chance?
-Northwood Ridge Quarry
-Cliff's Edge Hotel (Above Vault 118 I mean, just the Hotel part.)
-Nuka Town USA (Ik it's too big, I was thinking of creating a "double" settlement, like 2 different settlements next to each other, one for the upper part where the Disciples are, and one for the lower where you appear after exiting the Cola Cars arena after killing the "Overboss", where the entrance to the Market area is.)
I'd try myself but I literally don't even know how to turn an area into a settlement with a working workshop/build zone border, how to place enemy spawns and all that in the creation kit. ._.
P.S. I get the LOD texture issue in Thicket Excavations and have to save & restart my game every time ._. It's not related to your mod though, I always had it/many others seem to have it too.
Dont know about those locations...
Working on Transit center atm... ;)
btw saw this.... https://www.youtube.com/watch?v=OZZf0U5XxAM
Dw about the locations! And I totally forgot about the Transit Center! That place is perfect for a settlement! Looking forward to it!
Regarding the fix, I've tried that in the past and it works, but it makes the map look shitty at long distance. The LOD0 loads at a closer distance the lower the value of fblocklevel0distance is basically. But I won't be needing the quality at long distances I guess, imma use that fix again, ty!
I get zero appreciation from people that use ported mods uploaded to bethesda... No points,no endorsements...nothing...which is quite unfair...
I would have to port and upload the mods myself which is something i dont want to do...to get at least some type of recognition...