Fallout 4

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WarMocK

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WarMocK

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Overhauled and more immersive Oberland Station.

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-= Choo-Choo! =-


Can't say how often I pretty much omitted Oberland Station by now when it comes to setting up a new settlement there, as it always felt kinda bland and misplaced. But after giving quite a few other settlements a little touch-up, the time has finally come for this ugly duckling as well.

-= The Goal =-


As with my other settlement mods, the goal of The Oberlander is to enhance the settlement by improving its immersion and apply some fixes if appropriate. In case of Oberland Station, the main issue was that it just felt like it has been put into the landscape for the sake of having another settlement. It lacked even the slightest connectivity to human civilisation as there was no road leading up to the traffic house - so that became the very first thing I added to the landscape. The rest mostly revolves around adding some details to the settlement which match the theme and generally improve the settlement in terms of survivability of its settlers.

The changes in detail:
- Added a road leading up to Oberland Station from the rear parking area of the Beantown Brewery. The parking lot at the end of the road also is the new spawnpoint for the nothern attackers.
- Added a derailed flatcar to the tracks inside the buildable area to provide a more less leveld building surface.
- Given the settlement's name "Oberland" (which made me think of "Oberhalb des Landes" for some reason, which translates to "above the land" or "above the ground") I figured it would be just fitting that any new building I was going to add had to adhere to the "spirit" of the entire settlement. For this reason all new buildings are located on stilts high above the ground, which would provide a better defensability against attacking creatures and the occasional raider. I decided to roll with this idea and fleshed it out into the defense concept of a medieval castle: the settlers could climb up into the buildings in case of an attack to defend themselfs (good ol' high ground ^^), and the layout provides partial cover to just about any angle of attack requiring the least amount of resources to keep the design as plausible as possible.
- Since there was a lack of suitable building material in the vanilla version I added some extra details to provide more resources while I was at it - and it makes the settlement look cool as well.

As with most of my other settlement mods, I did not rebuild precombines or preVis data on purpose: I wanted maximum compatibility with other mods, which is thrown out the window the second the precombines/previs data is altered. And since there are not many meshes in the settlement which could block your vision or make a dent in your game's performance anyway there is no need to recalculate everything in the first place.