Fallout 4

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Gilibran

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Gilibran

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About this mod

Cleans up the tunnels under the castle and turn it into a fully functional settlement

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So, i just could not find a housing mod to my liking. One in/near a settlement, one that you can decorate, one that has the right atmosphere to go several ways depending on your character, one with just enough and not to much space, one that you control the privacy of.

I also like The Castle when it's restored using a cleanup and proper full wall restoration mod, but you dont have any privacy and limited space to build something private there. But, there is this large unused part of the castle once you finished "old guns" which serves no purpose at all afterwards.

That's why i cleaned and expanded the tunnels under the castle and turned it into a full working interior settlement.

You can go any way you want with this:

-Keep it private and turn it into a luxurous underground hideout with just a few (hot) settlers assigned to a bar/iddle markers next to the pool to party and relax.

-Turn it into your personal prison and torture dungeon and send any settler, i mean Preston, there as punishment to wander forever, there are quit a few mods out there just for that purpose :-) 

-Companion Ivy likes it there, so let your imagination run wild on what she would do the place, she even gives you some hints :-) 

-Turn it into a museum/ hoard storage/display area

-Raider hideout/brothel/dance club

Basically turn it into anything you want to with or without settlers


There is enough room to cover all the basics: beds, food, crafting benches and vendors.

I enlarged the area, walled some passages so you have some seperate rooms and added a modest pool.


NEED TO KNOW !!IMPORTANT!!


- DO NOT, I REPEAT DO NOT ACTIVATE THIS MOD UNTILL YOU FINISHED OLD GUNS IF YOU WANT TO SIDE WITH THE MINUTEMEN OR JUST WANT TO PLAY TO THE POINT YOU UNLOCK ARTILLERY. (<IF YOU ARE NOT USING A MOD THAT UNLOCKS ARTILLERY FROM THE START AND DONT NEED THE ARMORY PART OF THE CASTLE OPENED UP)

BOTH THE EAST AND WEST DOORS TO THE TUNNELS ARE REPLACED BY THIS MOD WITH DOORS TO THE NEW CLEANED UP AND EXPANDED TUNNELS INTERIOR CELL WHICH HAVE NOTHING IN COMMON WITH THE VANILLA CELL OTHER THEN THE WALLS.


-THIS MOD BREAKS THE OLD GUNS QUEST COMPLETELY IF YOU ACTIVATE IT BEFORE YOU FULLY FINISHED IT.

-I DID NOT WANT TO TOUCH THE ORIGINAL OLD GUNS QUEST IN ANYWAY AS THIS QUEST CAN BE BUGGY ENOUGH ALREADY OUT OF THE BOX. IF YOU DONT COMPLETE  IT BEFORE YOU ACTIVATE THIS MOD YOU CANNOT OPEN THE ARMORY DOOR. THE NEW TUNNEL SETTLEMENT DOES STILL HAVE AN EXIT TO THE ARMORY PART OF THE CASTLE.

-INSIDE THE ARMORY PART OF THE CASTLE I PLACED A HATCH TO THE VANILLA INTERIOR TUNNEL CELL SHOULD YOU NEED IT BECAUSE SOME OTHER MOD PLACED ITEMS THERE. SO UNLESS IT'S A QUEST MOD THAT USES EITHER THE EAST OR WEST DOOR TO THE TUNNELS, IT SHOULD NOT CONFLICT. THIS HATCH CANNOT BE USED TO COMPLETE OLD GUNS BECAUSE THERE IS NO WAY FOR RONNY TO GET INTO THE TUNNELS WITH THIS MOD ACTIVE!!!!!!!



BUILDING:

>Navmesh redone

>The walls cannot be accidentally scrapped if you use a scrap mod, i made them into a static collection.

>I chose the slate barnfloor foundations since they fitted best with the esthetic of the cleaned 600 year old tunnels. But they can be scrapped and replaced since they are workshop foundation pieces so other foundations/floors snap to them. (Just be aware that some mod added floor pieces are not always setup correct and can cause you to fall through since a interior cell has no ground)

>The pool walls are not workshop items, they have no vanailla workshop equivelant and i did not want to add a requirement to the mod, so they can be scrapped and replaced with floors if you dont want the pool. If you do want to keep the pool be aware they have no snap points if you accidentally move one!!

>Use "Build your own Pool" or any other mod that adds watermarkers to fill the pool.

>All the lightfixtures can be scrapped if you dont like the lighting. There is no other lighting in the cell so you can turn it pitch black if you want (depending on ENB/Reshade settings) and hunt Preston with just some mod added infrared goggles after you sent him there (use one of thuggysmurfs mods)

>Power switch next to the workbench (first room on the left from the door in the former generals quarters) delivers 100 power and radiates power to cover the whole area. To activate the lights, connect the switch to the conduit above it. For items that need direct power you will still need to run powercables or conduits)



Settlement shows up in the pipboy with stats

Settlement shows up in the list when you recruit a new settler and send them to a settlement the first time.

Settlement shows up in buildmode when you want to send a settler from one settlement to another.

Companions that can be sent to settlements can also be sent there.

It works with Transfer Settlements so you can share your builds with others



FINALLY:


YOU WILL FIRST HAVE TO CLEAR THE CASTLE TO GET ACCES TO THE WORKBENCH SO YOU CAN CLEAR THE STAIRS IN THE FORMER GENERAL QUARTERS.

Unless you dont care about the minutemen quest and artillery at all (or use a mod that unlocks artillery) you can go straight to the castle, clear it and acces the new settlement, however you wont be able to open the armory door, the button is connected to the "old guns" quest and i am not touching that in any way.

Otherwise:

DO NOT ACTIVATE UNTILL AFTER YOU FULLY COMPLETED "OLD GUNS"

IT REALLY MAKES SENSE TO ACTIVATE IT ONLY THEN. AS THE NEW GENERAL YOUR FIRST ORDER IS TO CLEAN UP THOSE TUNNELS SINCE THE MINUTEMEN ARE RATHER USELESS FOR ANYTHING ELSE ANYWAY. THAT IS IF THEY SURVIVED CLEARING THE CASTLE IN THE FIRST PLACE BECAUSE THE IDOTS RAN IN FRONT OF YOU WHILE YOU WERE FIRING YOUR AUTOCANNON AT THE MIRELURKS. ANYONE WHO SURVIVED, WELL THINK OF IT AS A DISCIPLINARY DUTY TO CLEAN THE TUNNELS ;-)