Fallout 4

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Gilibran

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Gilibran

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About this mod

Overhauls County Crossing, Greentop Nursery and The Slog all in one ESP because recently someone told me "The last thing anyone in the universe needs is a location mod that alters multiple settlements"

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Someone recently told me that:

"The last thing anyone in the universe needs is a location mod that alters multiple settlements"

So here you go, the last mod that anyone in the universe needs :-) 



Ever wondered where the 4 main communities, Covenant, Bunker Hill, Diamond city and Goodneighbour actually get their food? I mean, considering the state all the settlements combined are in before you come along to rebuild them, they can never produce enough to feed the entire Commonwealth. The supply of dogfood must have been running low for decades already. So how come the Commonwealth is not in a constant state of famine and how does anyone get anything done without a good meal!?


Well, problem solved, there are decent farms in the Commonwealth that produce enough for everyone, recently though they have all become the target of raiders and although they are managing to keep up production they are in dire need of your help.



County Crossing:

Just before the war, the National guard expanded it's training facility, they needed more space to house all the new recruits and space for basic training.

The result of this is that County Crossing is now quadruppled in size, flattened and fully fenced. Finally it makes sense to start a farm there, still 50 meters from a highly contaminated area, but hey, it's the Commonwealth.

The Super Mutants at the Satallite array have been kept in check by sending a few shells everyday to keep them away.

There is a beefy powerplant and Waterpurifier to cover the energy needs of County Crossing and all the water needed for the crops, there's a ton of Nutfruit trees and Corn already but more then enough room to add plenty more. There are 5 guard dogs that should be patrolling in between the outer and inner fence!!



The Slog:

Wiseman had the right idea about starting a tarberry farm in an old pool, though said pool was a little on the small side imho so i doubled the size of it. The Slog is now fully fenced in and the buildable area is expanded to include the diner. The diner is also overhauled and enlarged so it's in a usable state now. 

Ground is flattened, some watchtowers and sandbox guardposts have been placed but for the rest The Slog remains pretty much the same but alot cleaner. See those ghouls, some of them are from before the war and they remember that it's much better living in a clean environment then constantly up to your neck in mud and trash which seems to be the standard for most of the people inhabiting the Commonwealth. Here also you will find a beefy generator and waterpump. There are more Tarberry plots to be farmed and you will find corn and carrots along with room to plant more.



Greentop Nursery:

Before the war Greentop was build to provide the people living nearby better acces to fresh vegetables, local grown organic food from around the corner.

Greentop is fenced in, the build area slightly enlarged to almost cover it road to raod. The greenhouse is rebuild and expanded, the bungalow replaced with a nice spacious manor better fitting the agricultural designation of Greentop. There is a small barn which houses the generator, waterpump and the workbench. The Greenhouse is packed with almost any crop available.




GENERAL:

-Because there is not much left to scrap for resources each settlement has a container with 500 of each resource needed for building.
-All three settlements have the Navmeshing fully redone
-For all three settlements the Visibillity and Precombines have been re generated and packed into a archive.
-All three settlements have expanded build areas, Greentop the least but the other two should more then satisfy anyones need to build.
-Most buildings can be scrapped if you dont like them
-All three settlements have minimal decorations and virtually no lights left. They only have enough beds for the original settlers. The reason i did this is so you can decorate it yourself and build in the style you want. Keep it clean and "minutemen" like, turn it into a raider settlement or BOS protected outpost.
-Greentop and County Crossing should both be able to produce about 100 food out of the box with enough workers assigned. The Slog will need some extra crops planted to reach that but there's plenty of space now.


Requirements:

-Graf's security fences
-Snap 'n Build
-Sandbag Fortifications
optional:
-155mm Howitzer M1



Compatibillity:

-Incompatible with settlement blue prints due to the ground work done. Offcourse you can export and publish your own blueprints using this mod as a base.

-Incompatible with any mod that also alters anything at one of these locations. At best you will have floating items at worst the game will CTD when you approach one of the settlements with a conflicting mod.


Installation:

Should be safe to install on an existing save, though i highly recomend that if you do, make sure you have not build anything at any of the locations or scrap it first. Best is to activate this mod on an existing save where you have not yet visited any of the 3 settlements that are overhauled by this mod.


WHY? Why overhaul 3 settlements in 1 esp, i want just 1 of them and why these? What's next? Can you overhaul settlement X?

-Because i can and it's a package deal to reduce the number of ESP's. Most stuff can be scrapped anyway if you just want to use the new build space.
-Because these are the Settlements i mostly use in all of my playthroughs
-Thinking about turning either Nordhagen or Warwick Homestead into a Atlantikwall style settlement. Sandbag fortification has some very nice huge concrete buildings for that.
-You can always ask, but to make something out of it i need to like the settlement myself. I ignore more then half of them since they just dont give me any inspiration to make something out of it.



UPDATE 1:


Version 1.1 Overhauled Nordhagen Beach added (see screenshots)

Alot rougher then the others, but Nordhagen is not a settlement location for the faint of heart. Supermutants close by, A floating pile of shipwrecks filled with raiders and some upstart gangsta organizing robot races nearby.

But it has potential, formerly a heavily fortified coastal defense base because it was designated a high risk site for an enemy amphibious landing. Close to Fort Strong, a research facillity and important stockpile for strategic weapons. On the other side of the Beach, Boston airport another vital asset. An enemy landing was anticipated at this site and Nordhagen beach was heavily fortified to fend of any enemy amphibious landing.

Now it mostly has to deal with preventing Mirelurks from the sea destroying the crops and Muties from fort Strong. Unfortunatly the site was never fully completed. Fortunatly for you that means there is a ton of space to build a Seaside shanty town on the large pier. Seaside fortress, seaside raider holiday retreat or whatever you fancy :-) 

No power and no Water, it's up to you where to put it


Just as for the other Settlements that are overhauled, Nordhagen is fully re-navmeshed and VIS and precombines have been regenerated and repacked with the new VIS and Precombines of the other 3 settlements into a new archive.


Have fun building at Nordhagen

UPDATE 2:

Version 1.3 Overhauled Ten Pines Bluff and Warwick Homestead added (see screenshots)

Ten Pines Bluff

the most useless spot to build or start a farm, well it used to be in the alternate universe where the vanilla Ten Pines Bluff resides. In my universe it was the site of covert missions by the US army corps of engineers. The goal was to build easily reachable, yet strategic important sites under the disguisse of public works and agriculteral development. As long as there was no war going on they would function just like that, a farm or tourist location. However when things start hitting the fan the US army could quickly deploy assets to these sites and turn them into (forward) operating bases to protect against an enemy attack. Ten Pines Bluff got this makeover and is turned into a perfect high ground artillery base with plenty of flat space (and food production) just waiting for your imagination.


Warwick Homestead

Waste facility still, but all that poo turned into furtile ground and despite the lingering stink it made sense to start a farm there. But it was a bit of a shanty farm, however not anymore now it resembles something decent to justify your investment in time building something good there. The site has not grown much, only slightly enlarged but it did get a thorough cleaning up, the smell of 200 year poo is still there but at least the retaining walls are in good condition to keep the Mirelurks out. The walkways to check the water quality in the waterbasins are also in useable condition. So go over there, decide where you want your power plant and Waterpumps and start building.


Ten pines bluff has a generator and waterpump, Warwick has neither.

Navmesh, VIS and Precombines redone for ten Pines and Warwick and repacked with those for the other settlements.



Installation 1.3:

Just deactivate and delete and remove 1.0 or 1.1  and install and activate 1.3 (MO2)  or delete the old esp file and previs and Precombined archive of previous version ( Manual installation) and install version 1.3 files.

No need for a clean save when updating, just make sure to remove all files from previous versions.



Disclaimer on Workbenches:

Workbench positions get baked into saves so if you visited any of the modified settlementsd you will find the Workbench in it's original postion. Due to modified ground levels that could be up in the air or half underground. With a mod like "Move that Workbench" or "place anywhere" you can however move them without issue. So if you install on an existing savegame (which is perfectly safe) you might find some of them still in their vanilla locations. That's just how the Game and CK work.

Dont move the workbench to far from it's original position now that you have so much more space in some settlements. Move it to far away and you will break your settlement and it will show up as "Commonwealth" in your settlement list and you cant send anyone there anymore. If this happens just move it back closer to it's original position, save and reload and that should fix the "Commonwealth" named settlement issue.