Love it! It does indeed complement the nearby Church!
I chose the 'removal' option since I was planning on building entirely different things here (which I'll upload some pix). However when I did remove things such as the dirt road and one of the cabins, below one of those things is a sharp walled pit (similar to the one in Croup Manor's ground) which if you go to the bottom of it, less than like 6 feet down, the workshop exits or warns you anyway. So the workshop boundary is pretty shallow. It's not a game breaker, just thought you should know about that pit.
Oh! Yeah I should be able to fix that pit. There's a lot of weird things like that hidden beneath objects but it's never too hard to fix. Which cabin is it under?
Also thank you for sharing the screenshots of your build!
I'm not entirely sure since I wasn't expecting to have to remember it, lol I think it was either under or nearly under the dirt road piece, it's closer to one of the fog condensers and near the border of the area iirc. It was the first thing I knew I needed to cover because sometimes you can't easily walk out of them :D
Oh yeah that's why. You can either have the cabins be scrappable or repairable, not both. Scrappable disables the repairs, including the blue plywood, and enables scrapping for the cabins.
Did you not use the installer? It handles it all for you.
If you're doing manual then only use OCsKStation.esp if you want to repair the cabins. If you want to scrap the cabins use both OCsKStation.esp and OCsKStation_CabinScrapping.esp.
Had a long hiatus. Playing in Far Harbor, killed a bunch of monsters and was looting when suddenly I was building fog condensors. Realised I had installed this mod ages ago and forgotten it was there!
Yet another great result. Honestly, Bethesda should just employ modders like yourself to make a full fledged DLC.
Yes the mod. There is one settlement to the far north of the map however I feel there are some locations in PL that are missed opportunities such as the Pier area. Also are you going to be doing anything for Salem by any chance ?
Ms Azalea will likely be my next FH spot, there's actually a lot of artifacts bethesda left behind indicating it was meant to be a settlement. The two other National Park spots are also high on my list.
Another fine mod, any plans or updates on College Square, Atom Cats Garage or plans for a settlement in Southwestern Harbor, Harbor Grand Hotel, Beaver Creek (the town outside of the Far Harbor Pier) or the Red Rocket Station south of Beaver Creek Lanes? I forgot to add that Salem would also be a nice location worth repairing, specially with that decayed apartment or office building
Shreddah4, who I worked with on Ashland Station, expressed some interest in opening up all of Southwestern Harbor and turning it into a settlement as part of a collab, so that's a possibility. From Ashland I have some new scripts that should solve some of the problem that were holding up ACG, likewise College Square Station will now have many of the features from Ashland's settlement. No ETA on anything though.
@rsm000rsm yes i know about that one, however i can't handpick just the far harbor one, it's 15 settlements in which only I would use 3 at most since the buld area is relatively small
@rsm000rsm yes i know about that one, however i can't handpick just the far harbor one, it's 15 settlements in which only I would use 3 at most since the buld area is relatively small
Oh, I feel your pain. I keep hoping that mod will have a pick-and-chose version someday. There are a few that I don't use very often and one (the Glowing Sea location) that I never use at all. I suspect I'll dump the whole mod when Tenhats releases his Atom Cats Garage. It'll be a sad day Whoville when that happens.
Glitchfinder told me a while ago they were working on their own rendition, but they don't have any ETA on that and I don't think it's a high priority atm. I'll ask if they plan to do individuals or just another AIO. If it is just another AIO then I might do an individual or two.
If you make some individual ones, I'd recommend taking a close look at Fort Hagen. Apparently, it already has some settlement stuff done. Kinda like University Point.
Edit: That might be true for other fullsize RRs, too.
Oh yeah a lot of them do, beth was likely going to add more RR settlements but ran out of time. Makes sense when you look at their positions too, fills a lot of gaps and barren areas.
Edit: I asked, glitchfinder intends on doing individual ones and then compiling them into an AIO, so I’ll leave it to them. They will not being doing Atom Cats though, so that’s still 100% on my docket.
Edit: I asked, glitchfinder intends on doing individual ones and then compiling them into an AIO, so I’ll leave it to them. They will not being doing Atom Cats though, so that’s still 100% on my docket.
Just saw your edit. I knew GF wasn't planning to do ACG, but I didn't realize individual versions of the others were on the menu. Last I heard, it was going to be an AiO only. Good to hear I'll be able to pick and choose.
BHB is certainly on my list of potential spots, so one day hopefully. Currently I’ve been going back through my old mods and updating them, but I have a few settlements also waiting in limbo.
Always love to see new settlement mods from you! I don't want to clog things up. Is there anywhere you take suggestions for settlement locations? Would be cool to see what you're working on over time!
I have a list of currently in progress locations as well as potential locations listed on my channel in the collective modding discord, it's in the threads tab. You can posts suggestions there or here, but you may want to check that tab first.
Ha, thank you! Hope you're enjoying Skyrim, been a while since I've played that actually, before I ever messed with using much less making mods. Perhaps I should give a modded run a go.
Yeah Skyrim is pretty fun with mods, I kinda wish the original Hearthfire DLC homes functioned more like fallout 4's settlement system (in terms of building and moving items) now with how much I've come to love Fallout 4's settlement system.
Also out of curiosity how do you manage to get the full functionality for things like raider quests to work for these far harbor settlements? The default far harbor settlements seem to function differently with not having the raider quests be an option. Are they put together the same way?
Oh, perhaps I should test that, I've never actually gone the raider route so have only tested that sparsely. What I can confirm is that settlement attacks, radiants, and the fog condenser going down all work as expected, as I have tested those.
If you do a raider playthrough it might be something to take a look at. In addition to the vanilla far harbor settlements. Covenant and Vault 88 also seem to not be viable raider options, though I imagine with vault 88 it's probably more complicated with how it seems to be a sectioned settlement.
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I chose the 'removal' option since I was planning on building entirely different things here (which I'll upload some pix). However when I did remove things such as the dirt road and one of the cabins, below one of those things is a sharp walled pit (similar to the one in Croup Manor's ground) which if you go to the bottom of it, less than like 6 feet down, the workshop exits or warns you anyway. So the workshop boundary is pretty shallow. It's not a game breaker, just thought you should know about that pit.
Also thank you for sharing the screenshots of your build!
i could repair fog condenser. but no blue plywood for the cabins
If you're doing manual then only use OCsKStation.esp if you want to repair the cabins. If you want to scrap the cabins use both OCsKStation.esp and OCsKStation_CabinScrapping.esp.
I have about 330 mods instaled and all are working.
Yet another great result. Honestly, Bethesda should just employ modders like yourself to make a full fledged DLC.
And yes, Salem is on my list, though it'll be a large undertaking.
Oh, I feel your pain. I keep hoping that mod will have a pick-and-chose version someday. There are a few that I don't use very often and one (the Glowing Sea location) that I never use at all. I suspect I'll dump the whole mod when Tenhats releases his Atom Cats Garage. It'll be a sad day Whoville when that happens.
Edit: That might be true for other fullsize RRs, too.
Edit: I asked, glitchfinder intends on doing individual ones and then compiling them into an AIO, so I’ll leave it to them. They will not being doing Atom Cats though, so that’s still 100% on my docket.
Just saw your edit. I knew GF wasn't planning to do ACG, but I didn't realize individual versions of the others were on the menu. Last I heard, it was going to be an AiO only. Good to hear I'll be able to pick and choose.
Cant wait to see what else you have in store! >.> maybe one day, BreakHeart Banks will return to its former glory.
Also out of curiosity how do you manage to get the full functionality for things like raider quests to work for these far harbor settlements? The default far harbor settlements seem to function differently with not having the raider quests be an option. Are they put together the same way?