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Fernix

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fernix13

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About this mod

A compact, practical settlement ideal for serious RP as foothold or FOB for factions new in the Commonwealth. Now lore-enriched by holotape entries and an Enclave comm terminal!

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Changelogs
Outpost 1-14 - history

One of many small pre-war communication relays and listening posts, US Army Signal Corps Outpost 1-14 was selected by the secretive Enclave for post-war use. Far in the hills to the north from Boston, it was relatively safe from potential nuclear destruction, while it's seclusion and impossible terrain made it extremely defensible, with easy access only by air.  At the height of their power, Enclave had bases spanning from East to West Coast, with a lot of in-between outposts helping to communicate and project strength. With the disasters at the Oil Rig and in DC, The Remnants pulled out of now-unnecessary listening posts and relays to consolidate their remaining forces.
This small outpost served as a vital relay station for decades, before being mothballed in recent years and abandoned until time comes for reclamation of the Commonwealth of Massachusetts...



Mod description


I've always been a fan of the Enclave, unfortunately Fallout 4 pretty much ignores their existence.
Thankfully, the modding community decided to bring them back with America Rising, Enclave Resurgent, and Enclave Faction Pack for Sim Settlements Conqueror.

Regretfully, after searching for days and checking almost every Enclave or pre-war base-related mod, I have found no settlement location that would suit my roleplay wish (brought to me by Start Me Up) of a small Enclave Remnant force operating in the Commonwealth, protecting/exploiting nearby settlements and waging a guerilla war against raiders, gunners and later - Brotherhood of Steel.


So, following cluegiver's breathtaking "Don't like it? Go make a better one after you go fuck yourself" FAQ advice, and the amazing remnant outposts done by MrColonelMustard (sadly, none of them can serve as faction bases for Conqueror without serious editing, which is far beyond my skills) I've decided to go ahead and try making my own.

And here we are. 4 days later, after mind-numbing learning of basic ins-and-outs of, I think, the most annoying level editor I ever had to use. This is my first somewhat-complete work using Creation Kit with following features:

  • Secluded, pre-war base with bunkers serving as barracks, office, checkpoint, storage, reactor and a comm array.
  • A few traps and active turrets left behind by Enclave troops.
  • Helipad for vertibirds.
  • Set of workshops, to feed all your gun-modding, armor-reinforcing, PA painting, chem-making, cooking addictions. All connected to workshop resources. (After checking some mods out, I feel like this has to be specified)
  • No easy access on foot, meaning this settlement will not be attacked. (but you can still climb to it on foot, before fast travel is enabled)
  • Buildable area inside the base, around the helipad and slightly outside the perimeter walls, if you want to RP and build-up defenses anyway.
  • Comm array terminal in utility bunker (this was a comm outpost after all) with an easter egg or two.
  • Internal -and functioning- power supply.
  • Relatively small area, ideal for handcrafting your own military outpost instead of having to spam SS buildings around to create anything looking like a living settlement.
  • Lore-rich (well, by average standards, no masterpiece by any means) holotape, detailing the immediate aftermath of the Great War.
  • Helipad compatible with mechanics in both Craftable Personal Vertibird and Flyable Personal Vertibird.



I highly, HIGHLY recommend using KalibKadafi's Remnants Bunker (https://www.nexusmods.com/fallout4/mods/42323?tab=description) as it gives you ability to build wonderful, totally-not-ripped-from-Fallout3 props and objects. From force fields, through maps and holographic tables, to eye-cameras, working MRE stations(with correct item values so an MRE will actually feed you) and barricades with enclave comm antennas.
While amazing, I didn't use them because it makes no sense for Enclave to leave those resources behind, I would have to ask him for permission, and I have no idea how to load those assets into Creation Kit.

Outpost 1-14 uses only vanilla assets, editing part of world cell 2, 25 N-NE from Lake Quannapowitt, right on the edge of the map (but still inside, so you can use it without BethIni or border-expanding mods). Therefore chance for any conflicts with other mods is almost zero.
As of v 1.2, settlement is fully funcional. Sim Settlements Conqueror now also correctly registers the settlement and assigns faction base and resources. Hurray.

As soon as i figure out how they work, I will add voiced holotapes, with backstory on the outpost. Should I fail in that, there will be a new terminal with the written logs. Figured out how holotapes work, added a written journal about the aftermath of the war (the Metro Alliance and Federation are from that mod). Will do Enclave lore later on.

Long-term, this will be a test bed for creating internal cells, and making an underground bunker to further expand lore and usability of the outpost. If I manage to build it, there will be a small medical ward underground, a command station, with comms and reactor moved from topside and freeing up some space there. The comm relay terminal will also contain partially accessible communication logs, as soon as I write them up. Wanted to upload it a bit faster to get any opinions and make sure its usable by everyone else, before I spend another day or two working on the lore before learning the mod is fundamentally broken and I need to throw it out.

If you have suggestions, decent F4CK tutorials (those made by Kinggath can be somewhat random, and i had to go through Fliteska's tutorials to figure out connecting workshops and buildable areas) or any criticism, please share. Im looking for genuine opinions on what I did wrong from technical side, what I could do better, as well as general opinions on the outpost.


Changelog:
Version 1.2
Settlement capability, Sim Settlements Conqueror compatibility.

Version 1.1
Lore Holotape, filtered air vents for world consistency with the lore tape.

Version 1.02.

Actually uploaded correct version this time.

Version 1.01
I knew i was forgetting something... fixed the office internal wall placement.