Fallout 4
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Lemec

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Lemecc

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About this mod

Makes the theater into a fully-functioning and scrappable settlement, with regenerated precombines/visibility.

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The Starlight Interstellar Theater as a fully working settlement! Destroy and scrap all the robots inside and turn it into a killer raider outpost where they have their own cinema! Complete Star Control and turn off defensive mode without destroying the bots, and you have a small army of waiters and ushers (and a sentrybot bartender) for a restored dining and entertainment center for traders! Scrap everything and turn it into some kind of munitions warehouse for the Minute Men! Keep it all to yourself as a trophy player home! The choice is yours.

Despite that it's probably one of the buggiest DLCs, and we all know the story could have had a little more going for it, Nuka-World is my favourite DLC for Fallout 4. I adore the worldspace, and I've probably spent more of my playtime there than not. I use the fantastic Nuka World Settlements mod by jackapoint, and it's an integral part of my load order. However, there are some interior locations in that mod that aren't made into settlements or player homes, despite that settlers in the park would be foolish not to take advantage of a roof over their heads, so I've decided to make a series of interior settlements to allow the park to be fully lived in.

(You do NOT need Nuka World Settlements for this or any of my other mods!)

What does this mod do?
Adds a fully-functioning workbench in the Starlight Interstellar Theater (so you can send settlers/companions there, assign provision lines, and have it show up in your pip-boy correctly), makes all objects (furniture, trash, etc) scrappable, and the precombines/visibility have been regenerated. The workbench will become owned by you as soon as you go up to it, you don't need to clear the area of hostiles or complete any quests (but it is always advisable to finish your business in an area before you install settlement mods there).

This mod does not (or should not) allow minutemen recruitment quests to pick it as a location. This is to avoid Preston asking you to go liberate a level 40 DLC area when you're level 1 fresh out the vault. However, it should be eligible for radiant quests once you own the workshop. Random attacks and random brahmin recruitment are also disabled at this settlement for immersion.

What does this mod not do?
It doesn't add any scrapping recipes, so if you truly want to scrap everything, you'll need mods that add scrapping recipes - recommendations are down below. You DO NOT need to disable precombines to scrap in this settlement. You can if you want of course (that will allow you to scrap even things like the building ceiling, walls, and floors), but for everyone who would prefer to keep their precombines intact, I've fully rebuilt them for this mod.

Does this mod interfere with the main quest or any radiant side quests?
I don't believe so, I've tested it on a save with Star Control completed, and on one with Star Control just begun. Both on clean games and on games with mod lists. The only change I have made to the base level is to stop the Galactron Usher from infinitely performing target practice like it does in vanilla, and moved where it will stand guard for storytelling reasons (after executing the trader, it "returns to work").

If you'd like to leave the projector on, then take advantage of the base-game bug that makes the star core in the junkyard respawn for an extra one.

As for sidequests, like hunting coursers, I haven't tested that, but as far as I know there shouldn't be any impact.

Does this mod require Nuka Park Settlements?
Not at all! This mod ONLY requires the Nuka World DLC. I personally find Nuka World Settlements a vital addition to my load order, so I'm making settlements that compliment that mod, but I don't have anything to do with that mod and my settlements do not interact with that mod.

When and where do I install it?
I recommend using a mod manager, I use Mod Organiser 2. In terms of load order, place it to load AFTER Nuka World Settlements (or similar mod affecting Nuka World), but before any scrapping mods. Make a clean save, close the game, install the mod, open the game, and check the mod is working by taking control of the workbench and ensuring that the base happiness is 50% and it appears in your pip-boy. If either of these things aren't happening, you have something overwriting the location and may need to place this mod higher priority/check your load order. If you are getting visual issues, then you have a mod that touches the same cell and is conflicting with the precombines, and this mod needs to be loaded later on in your load order.

Any other notes?
  • Star Core panels can be scrapped, using the right scrapping mods. Make ABSOLUTELY SURE you've either grabbed the Star Core from them or fully know that scrapping them with the Star Core present will DELETE THE STAR CORE IRREVERSIBLY. If you bork your quests, you're going to have to go and sit in the Nuka Junkyard for an in-game month to get the infinitely spawned star cores there.
  • Remember that NPCs are incapable of using the base-game elevators. You'll need to either build staircases for them to use or deal with them teleporting, if you want them to use the upper levels.

Recommendations:
Scrap Everything
Scrap Nuka-World (adds hundreds of objects Scrap Everything does not contain)
Snappy HouseKit (so you can fully customize the upper levels catwalk)

Acknowledgements
SKK50 - For contributing exceptionally helpful utilities and articles to the community that helped me understand, build, and test settlement mods
jackapoint - Whose expansive Nuka World mod inspired me to work on my own