Fallout 4

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WarMocK

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WarMocK

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Make your trip to the north worthwhile with this settlement's overhaul

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-= "Outpost Zimonja, report in!" =-


This outpost always hast been one of my earliest go-to settlements in just about any playthrough as I really enjoy using it as a hub when I start exploring the Commonwealth again. But it has its obvious flaws, so I powered up the Creation Kit to give it a little touch-up. The goal was to keep the settlement's unique character and even improve it to some extend, giving it that feel of an area somewhere in the outback which is small, easy to defend and not of particular importance yet useful enough to liberate and to populate with a few hermits that just provide you with some resources from time to time and otherwise won't bother you.


The changes I made include:
- Most importantly: enlarged the building area! You may now build on the cliff on the western side of the settlement as well as on the rocky outcrops in the south
- Move the spawnpoints for the raids outwards a bit so the defense lines make more sense now
- Threw in a few extra shacks to provide more living space for both Boomer and his gang and the player in the long run. Now features an extra shack close to one of the cliffs which provides an awesome view and some extra consumable loot.
- And while I was at it: the settlement now comes with a PA workstation a chem lab and an armory already included! It just made more sense since Boomer both wears PA and wields a Fat Man around. As for the chemistry station - well, they're raiders, what do you expect? :-P
- Looks like Boomer went shopping at IKEA: some extra furniture now make the raider camp more lived-in and player-friendly in the long run.
- Added a few more carrots and an extra tato to the settlement. Boomer and his goons were hungry!
- My little extra twist on the settlement: it now features an extra internal cell, the OPS of the relay tower. Just climb up on the foundation of the tower, unlock the hatch, climb down the ladder - Boom! Profit! Comes with a single bed, a custom cooking station (be careful! Do NOT try to toss it over somehow as the mesh I used has havok abilities applied to it. I managed to deactivate them for the most part, but if you still manage to flip the cooking station upside down it will no longer be accessible!) and a circuit breaker. Flip it, and you have access to an additional 20 energy on the connector outside of the foundation.
- Also added a platform on the northern end of the map, which has a somewhat dark purpose attached to it (climb on it, look around and you might notice).
- For immersion purposes I also added some extra meshes outside the normal gameworld. There is a new "path" leading up to the gate where travelers from other parts of the US might enter the Commonwealth for trade or searching for a better life (head canon only at this point obviously, but I love imagining it this way). And if you change the settings for cell pre-loading, you might also spot an additional "village" in the far distance. :)

This will be the start of a new mod series I guess, as I want to improve quite a few locations to fit my personal taste and give it a more immersive and distinct feel.