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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
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Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Special thanks to 1000101 for the settlement border tool.
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Changelogs
Version 1.04
Added exported SCOL models in order to eliminate rare issues the game can encounter when they are not present.
Changed many scrappable objects so they are easier to select and scrap in the build menu.
Changed internal naming and details for consistency with my newer settlements.
Updated the South of the Sea+PRP Previs Patch
All other patches are already compatible with the new version, so their version numbers have been updated.
Version 1.03
Added water attack and edge markers to allow for mirelurk workshop attacks.
Added a build limit to the workshop.
Changed previs handling to separate the mod from previs and reduce the minimum needed filesize and bandwidth.
Fixed texture handling for some scrappable debris in the FROST Cell Fixes patch.
Improved the workshop border.
Removed some unnecessary navmeshes.
Version 1.02
Ensured traps (exploding gas and oil slicks) will be properly removed when using Workshop Framework layouts or Sim Settlements city plans.
Ensured decals (bird poop and similar) will be properly removed when using Workshop Framework layouts or Sim Settlements city plans.
Removed unnecessary "NoObjectCombinationRefType" location reference type usage on scrappable objects.
Moved removed references to a utility cell to prevent them impacting load times or performance
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.01
Adjusted the position of the workshop border so it isn't floating above the water.
Un-hid some objects that Bethesda buried underground off the coast and made them scrappable.
Made the skeletons directly scrappable.
Rebuilt parts of the navmeshes for better NPC pathfinding.
Rebuilt precombines again to support the new scrap.
Updated all patches for the new version.
Version 1.00
Turns an unmarked lighthouse into a functional settlement.
You've wandered into a neat little location, someplace that stands out from the commonwealth at large. But it doesn't show up on your map, and it certainly isn't someplace you can build. Now, however, it is a fully functional settlement ready and waiting for you.
FEATURES
A fully functional settlement at an unmarked lighthouse located south of the FMS Northern Star.
A new map marker for the new settlement.
This settlement is compatible with radiant quests, such as the minutemen quests.
Precombines have been rebuilt to allow more scrapping.
Some objects have been grouped for sane scrapping. Nobody wants to build a scaffold just to scrap a dozen vine objects, do they?
Marked as a light plugin (esl-flagged esp) for minimal impact on load orders.
FAQ
How do I start using this mod?
Just install it! No configuration or special steps necessary.
Does this work with Sim Settlements 2?
It does! However, it doesn't have a city plan, which means designing the city and its layout is up to you. If you like the location enough to make your own city plan, feel free to post it online.
Does this conflict with other mods?
I have a pinned comment in the comment section with more information on that.