Fallout 4

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WarMocK

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WarMocK

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About this mod

Feeling like you're about to bite into your table again because you have to lure some innocent settlers into Hangman's Alley because Preston told you so? Fret not, because this is a suitable cure! Larger buildable area, greater building height, partially opened up buildings, more useful stuff and some extra goodies are waiting for you.

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-= Hallowed Be Thy Name =-


Hangman's Alley - let's not kid ourselfs. The only valid answer to the question how many issues there are with this settlement is a resounding "Yes!". Low build ceiling, little to no ground for waterpurifiers and/ or crops, the buildings are all boarded up so you can't use them to accomodate your new settlers and one of the spawn points for attackers is right inside the settlement itself - yeah, totally a fun place to set up camp ...

Good thing there's this nifty little tool called "Creation Kit" to cook up something in order to fix that, but I didn't wanna go HAM and simply open up anything which remotely resembles a building. My goal was to "keep the spirit" of the settlement, which is a building area surrounded by impenetrable walls (at least for the NPCs while you're still looking) with only a few entrances where the sun barely shines and you'll get a stiff neck when you wanna enjoy the clear blue sky.



-= The Changes =-


In order to keep the spirit of the settlement yet improve the settlement as a usable area for your Minuteman phantasies I changed the following:

- Increased both the building height and expanded the settlement to the outer edges of the alleys. You may also build inside the lobby of the appartment complex where the exit with the chained door is
- Moved that damn raider spawn point out of the settlement! The attackers now spawn in front of the narrow alley, which will make defending that area a cakewalk
- Partially opened up the buildings to provide enough room for a bunch of settlers to move in and rebuild the place
- You may now use the lower lobby of the appartment complex. A staircase leads up to both a new emergency exit (which has been boarded up) and the roof with the appartment sign
- Speaking of which: you can now remove the piles of bricks inside the original lobby for some extra concrete. It's a dead end down there, though
- The corner close to the weapons workbench provides a chance to wash some dirty laundry. Don't forget to bring your Abraxo!
- Right next to the appartment complex is a narrow house which now provides a small lobby and three reasonably sized appartments, including running water in the kitchen area and one bathroom that is still accessible
- At the other side of the building area you will now find a small corner store. Just grab yourself a mod with vendor rugs, put them in, and your settlers will do the rest to make sure you'll burh through your hard-earned caps
- If you're not that much of a shopping queen then maybe head over to the area where the pesky attacker spawn point was - I added a pub for you to unwind a bit :D (Please don't mind the little - accident which happened inside, apparently there was a massive water leak which they didn't fix before the bombs dropped. Oh well, might put that pre-installed water pump to good use for something else now *wink wink nudge nudge*)
- With the buildings out of the way, I also edited the raider camp quite a bit. All parts of the camp should be scrappable now, and I added a few planters to provide the settlers with a good headstart
- I also made the corpses outside scrappable to clean things up a little, not to mention that settlers might now feel like moving in when they see some of their own dangling outside in the breeze all day. Might keep the gallows outside
, though - you never know if you might end up putting it to good use again
- In order to reach the top level of the appartment complex and enter through that locked door up there (which helps quite a lot if some raiders managed to spawn inside the buildings again) I also added some makeshift scaffolding outside of the fortified area. Turned out to be a lot of fun if you decide to attack at night, sneak up the stairs, and then snipe the soon-to-be former inhabitants one by one ^^
- Of course I also had to change the navmesh. A lot. Hopefully the settlers will honour my work and actually move around correctly now
- Some of the internal areas also got some workshop lights to spice things up a little, and you can scrap the broken ones inside and replace them with new ones as you see fit
- In case you need to access the laundry area while there still are raiders around (preventing you from accessing the workbench): I added a little "escape hatch" above the weapons workbench if form of a reasonably large AC ventilation shaft. It'll bring you into the corridor connecting the laundry room with the (inaccessible) door leading up to the adjacent appartments


-= Changes in version 1.1.0 =-


Yep, the mod got a lot bigger, and for a good reason: I precombined the 3 cells which I modified and also rebuilt the preVis data for it. I also created several SCOLs for the interior parts of the buildings, should help with the performance a bit more. And while I was at it, I rearranged the shacks built by the raiders a little bit, and also added some details to provide more immersion and stick true to the original spirit of the settlement. Everything should now feel more like the raiders just claimed the area, started to rip off the boards from the enclosed buildings, and began to settle in and build quite an impressive base (see the new turret stands on the wall and balcony on the western end of the camp as well as the more detailed interior of the narrow appartment building).

-= Changes in version 1.2.1 =-


Due to issues with the SCOL data erasing important keywords like stackability in workshop mode I had to rebuild some of the SCOLs and precombines/preVis data. Now you can place items on the floors inside the buildings as usual again. Also added some extra details and redesigned the back area of the laundromat a bit and turned it into a fenced-off area where the original inhabitants kept their trashcans. Better keep the gate locked or the radcoons will go berserk in that area. ^^

That should be enough for now, if there ever arises the need for a few extra changes I can easily add them later on. But as for now I'd say this already vastly improves the settlement as a whole. Happy building!