Fallout 4

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Skywise

Uploaded by

Skywise001

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About this mod

Made for the Nov Outpost contest. For the SS2 Chapter 3 war this base will provide you with trained troops ready to attack.
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.” ― Sun Tzu, The Art of War
Watch your settlers build each stage until Fort Egret is a mighty, mighty, powerhouse.

Requirements
Permissions and credits
Notes
Beacon accessed on 2nd floor above the workbench. 
The gas station on the docks is the player base in the settlement.  I dont remove any storage from it so it should be safe to use.  Also contains City Desk, Command Desk, Chem, Armor, and weapon work benches. 
Built with enough power to be self sufficient - you can trim it off if you have a network of settlements supporting it.
The gear door stays open by default and then closes when the turrets are in combat. It will reopen when the turrets are out of combat.

Population
0 - 25 (137% Build Limit)
1 - 50
2 - 75
3 - 100

Per the contest at least half the population should be able to be used on attacks, patrols, etc.
The build can be a bit cluttered at higher levels - esp if you use a mod to add settlers.  But they spread out pretty well once they get the AI moving.
Needs a network to provide food or you to manually put a bunch into the workbench. 
Should have all workbenches.
The barge is mostly unused so you can build there safely - also the 2nd floor above the workbench is a room I left unused for player building.
I tried to make it so the paths all looped - giving AI pathing a couple ways in and out. 
Has a bear.
Some vanilla crates respawn in the rabbit tracks.  They may need to be removed (In the garage). 
Make sure to set auto placing power poles to off.

Remember this is an Outpost build.  You need to drop a War Planners Desk as well as the City Manager Desk (Found in the same part of the SS2 settlement build menu) and convert it to an outpost to use it. 

I greatly suggest using "Egret Tours Vanilla Navmesh Update by Vilance".

Suggested Settings for SS2
Designers Choice (On) - Lets the skins and plot choices I have made apply to your build - if you have the same mods.
Starting Plot Levels (On) - When a city plan is applied the some starting buildings will come in at a level 1 not 0.
Leader Requirement (Off) - Lets you assign a plan without needing a mayor yet.
Visitors (Off) - You'll have enough folks here without them :P
Autoplace Power Poles (Off) - It just adds more junk to clean up :)

Ive had some issue with the plots forgetting their plans well so I'll document the plots just in case (And so you know what mods you 'should' use.)

The list isnt up to date right now so I tossed the info into a text file if you want to check it out.