I’m fairly new to modding, and for the most part I haven’t had any issues with most of the mods. I added this mod and scrapped the main building, the capsules, rail cars, and containers and other misc items and built a large settlement. Came back a few days later and everything respawned and I cannot scrap everything again with the exception of stuff I built. Anyone have an idea why this is happening? I haven’t been able to find much after doing some research. Thanks in advance.
This is great, I like how the boundaries go slightly more towards the bridge. The previous settlement mod in this area that I tried didn't do that, and I couldn't scrap everything.
Love it. Been looking for a good spot (non-vanilla) to set up a home base. Plenty of build area, followers get around well. My only complaint......blood decals. Spent hours making a player home. went on a little jaunt, came back and there is blood decals all over the floor and pool table. Other than that, terrific job
Hi, I really like how this mod looks and I was really excited to use it for a factory I was going to build. Unfortunately for some reason some of the objects like the shipping crates and boxcars can't be scrapped, It lets me scrap them and get the resources but then it leaves behind another one that I can't scrap. I'm unsure if this is an issue anyone else has had or not.
I figured I should make a separate post of my reaction to the mod..
I like it a lot. Everything that should be scrappable in game is. Everything works as it should. Like I said earlier, the location is perfect as a central provisioner point for me, since Starlight cannot effectively handle south of the river. Great job! One thing you might want to take a look at is that for some reason in workshop mode the upper build limit in the sky is purple. Since it doesn't affect anything it's not a complaint. Just something for you to be aware of. Thanks for sharing this!
This looks perfect! I have two other central provisioner and supply hubs (County Crossing and Starlight), but they are in no way able to adequately serve the southern part of the map south of the river, and nothing else comes close to serve that puepose. The closest would be the WRVR Settlement mod, but even that is a little out of the way (Too far south and west). A place like this is a boon! I imagine it will get a fair amount of Raider an Yao Gui attacks, as well as the occasional Supermutant?
Also, no raiders will come out of the tunnels into the warehouse?
Edit, is Snap n' Build absolutely required? Surely I can build settlement structures from the normal workshop menu?
There is no spawnpoint for attacks at the tunnel entrance. The only ones around are scattered on the road just north, underneath the railway bridge to the east and just behid the small building to the left of the settlement. Though I have not yet gotten a raid message.
Snap'N'Build is required because that capsule with the terminal inside is using Snap'n'Build's capsule, because I wanted to expand upon the capsule by adding more pieces to it. I don't know what happens if you install it without SNB and then scrap whatever you got there. IF there is anything at all. I suppose i could make a version that does not make use of SNB.
Yes, it does. That's one of the most important part! I got a line to Hangman's Alley and one to Egret Tours Marina. Pretty nice because they'll practically just be one more patrol around the west perimeter of Diamond City.
It turns out it needs SNB totally. It required SNB esm, so I put that in and activated it. No changes in game. Turns out SNB requires SMM, which I don't use ( I use Workshop Framework) and don't have the slots available. Still, even though I won't be using it unfortunately, I applaud the work you've done and endorse. Thanks for making the game better!
Wow! I will have to try again. Please though, remember, you make mods for you. It's impossible to please everyone's desires. That's why I didn't ask you to do that, just gave my observations. The fact that you did is appreciated! I will try it out tomorrow, and can't wait to see what you share for your next mod.
Yes. I have a few other spots that I liked. Sleepwalker's spot (Highway west of The Castle), Layton tower's exterior, Charles View Amphitheater, Mass Fusion Contamination Shed (The nuclear barrels will be scrappable), And that one Highway north of Cabot House right over the river. That one got a scaffolding lift you can take to go up. There's also another Raider or Gunner camp somewhere in the west that has those giant windmills on it. I like that place a lot. Oh and the entire town of Salem.
Mass Fusion containment shed is a cool place to make some kind of "industrial place" There is a reactor level inside, do you plan to leave it alone or modify in some way? I'm curious, have you ever thought about making a "settlement" from NH&M Freight Depot? It basically a same are as Boston Police Rationing Site but that would be a "interior settlement".
That warehouse is Hancock's place though, attached to a quest. I don't really want to mess with it. Besides, it's literally one cell next to this settlement.
22 comments
Thanks!
My only complaint......blood decals. Spent hours making a player home. went on a little jaunt, came back and there is blood decals all over the floor and pool table.
Other than that, terrific job
I like it a lot. Everything that should be scrappable in game is. Everything works as it should. Like I said earlier, the location is perfect as a central provisioner point for me, since Starlight cannot effectively handle south of the river. Great job! One thing you might want to take a look at is that for some reason in workshop mode the upper build limit in the sky is purple. Since it doesn't affect anything it's not a complaint. Just something for you to be aware of. Thanks for sharing this!
I made that so the guys who build towers know just how high they can actually build.
Also, no raiders will come out of the tunnels into the warehouse?
Edit, is Snap n' Build absolutely required? Surely I can build settlement structures from the normal workshop menu?
There is no spawnpoint for attacks at the tunnel entrance. The only ones around are scattered on the road just north, underneath the railway bridge to the east and just behid the small building to the left of the settlement.
Though I have not yet gotten a raid message.
Snap'N'Build is required because that capsule with the terminal inside is using Snap'n'Build's capsule, because I wanted to expand upon the capsule by adding more pieces to it. I don't know what happens if you install it without SNB and then scrap whatever you got there. IF there is anything at all.
I suppose i could make a version that does not make use of SNB.
Oh, just remembered, does this allow sending Provisioners to and from, sharing resources with connected settlements?
I got a line to Hangman's Alley and one to Egret Tours Marina. Pretty nice because they'll practically just be one more patrol around the west perimeter of Diamond City.
Sleepwalker's spot (Highway west of The Castle), Layton tower's exterior, Charles View Amphitheater, Mass Fusion Contamination Shed (The nuclear barrels will be scrappable), And that one Highway north of Cabot House right over the river. That one got a scaffolding lift you can take to go up. There's also another Raider or Gunner camp somewhere in the west that has those giant windmills on it. I like that place a lot.
Oh and the entire town of Salem.
But I haven't started on any of them.