Fallout 4

About this mod

Imho the most useless settlementCOastal Cottage receives a huge and total makeover turning it into a Military airbase with a few interior surprises

Requirements
Permissions and credits
Changelogs

See Sticky posts for further details for Detailed Decorated version


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Coastal Cottage Military Airbase moderately decorated addon:


An addon for those that might be overwhelmed where to start building, what to build or want a more ready and quick to start Coastal Cottage Airbase settlement.


-Placed a number of bunkers around the "air control tower" and "guard" bunkers at the entrances. These bunkers require Snap 'n Build, an old mod but very solid and by using the bunker from this mod it retains the snappoints for doors and bunker shutters. I added glass to the windows and positioned them so that shutters will still snap to the windows and the activator for the shutters remains useable.


-Added a moderatly decorated hangar decorated as a maintenance area for vehicles, items cannot be scrapped, this addon is only for those that are not that much into building, that do like the new Coastal Cottage and want some ready to go decoration they can expand on if they want, or not. Or just function as an inspiration to extend the base within the same military theme.


Everything is added without touching the precombines in the Main file. Though most from the addon cannot be scrapped, you can use the console (or scrap mod) to disable parts without it breaking the precombines!



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My sincerest apologies, I made a mistake and forgot to add a script that properly sets the ownership, hapiness, resources and make Settlers able to be sent to the settlements and assigned.


Fixed in 0.2 see posts, no need for clean save just remove old version and replace, see posts and changelog for more details.


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Coastal Cottage, that place you always go to to build prime beachfront property only to give up because it's a bloody mess to built.

Coastal Cottage that place you start dumping foundations on to level the place so you can make a seaside base or something.

Coastal Cottage that place you abandon after a few tries to never return to.



Well, problem solved,

Coastal Cottage complete and total makeover turning it into a prime beachfront forward military airbase, a huge area for you to go bonkers on building that seaside prime property or another shanty town.

Make your penthouse in the former Aircontrol tower, dont worry you dont have to climb all those stairs, it has an elevator.

Build a shanty town on the old runway

Build a Military base using modern warfare mods, Oppressor's mods, Jetfighter mod, any mod that adds military style settlement assets.

Build whatever you like on the surface


-Workbench moved just inside the tower

But wait!! that's not all folks,

There is more, actually there are 5 more things you need to know, yes, 5 fully functional underground interior settlements included. Just head to the bunkers near the Gunner's encampment and enter your own underground empire and start building that underground greenhouse farm, factory, raider empire, prison, shanty town, repair shop, whatever.

-Main bunker is a copy of USAF base Olivia, cleaned up and expanded.

-Extra level with seperated bunker rooms to turn into cozy rooms or prison cells.

-Huge underground hangar area

-4 huge doors, each leading to another interior cell that is it's own seperate settlement.

>01 and 03 are empty and you can build your underground megafactory there

>02 and 04 are partially filled, 02 with enough ammo to start another worldwar, 04 with enough artillery shells to level the commonwealth ;-) 



-You can select the settlements from the Pipboy to send settlers
-Compatible with Blueprints
-Power 100, just connect the fusebox to the powerconnector that radiates power through the whole cell
-Only the Main bunker "Olivia copy" has a waterpump, connect power to it by selecting the conduit above the stairs above the Workbench. (use place everywhere to select them so they snap. 2 end conduits and 3 long conduits along the ceiling)
-Since there is nothing left to scrap there is a metalbox next to each workbench filled with 500 of each buildingmaterials
-If you want to grow food, you will need to place some farm plots, there is no ground to directly place crops, use a mod that adds food in another way or setup supply lines.

1 minor issue, connected to distance in the underground hangar, if you exit one of the extra settlements and move toward the far end you will see a white wall, take a few steps and it dissapears. This simply has to do with engine limitation, perhaps a ENB might solve it, it's nothing i can fix other then reducing the size of the hangar.


-Geometry, Visibillity and Precombined Visibillity regenerated for the interior cells and every modded exterior cell.

-I dont use PRP but feel free to make and publish your own PRP patch

-Incompatible with any mod that also edits the Coastal Cottage exterior cells.

-See readme for further technical details.




Use on a new game (or a savegame where you have not Discovered/visited Coastal Cottage yet, should work, workbench might or might not be underground (added script to prevent it moving from where I placed it but stuff get's hard backed into saves), use move that workbench and toggle collision to get to it in that case)


REQUIREMENTS:

155mm Artillery mod
All DLC


Performance:

Exterior, alot of crap has been deleted and with the rebuild visibillity and precombines the exterior performance should make it possible to build a substantially big settlement that will keep functioning. Dont overdo it, 50-60 settlers should be do-able just built spacious so the game can keep up with the Navmesh.

While testing on a profile with 246 ESM's/ESP's and 90 ESL's the settlement was attacked by a horde of 30 zombies. I was up on the tower and A10 air support wipped most of them out. The survivors had no trouble pathfinding and walked straight up the stairs of the tower to get to me. Navmesh is solid, performance is good, but dont overdo it by building to cramped,you have space so use it so NPC's dont get lost or the game needs to work overtime to figure out a path fro them. This is basic settlement building you should keep in mind for all your settlements. I dont know how compatible it is with Sim Settlements but my guess is it will perform well.

Interior: Main Bunker and Bunker 01 and 03 are as good as empty, just walls, lights and ground pieces. Bunkers 02 and 04 might take a while longer to load, even though almost everything is turned into a Static collection, there are still enough items in the SCOLL that add up to enough pallets with 155mm rounds for roughly 105.000 rounds stored in Bunker 4 and enough ammo boxes in Bunker 02 to add upto 15 million+ rounds.

If you want to get rid of Preston, send him to Bunker 02 and order him to do a full inventory check of every ammobox and rounds in them :-) 




LOD / Draw distance:


copied from my Sanctuary and Abernathy overhaul mod:


This is a bit more complex, i dont now how to properly regenerate the LODs but even then they are also tied to draw distance. This means at certain distances from Sanctuary Coastal Cottage you will see the lowres textures of the original sanctuary Coastal Cottagewhich will dissapear when you move closer. If someone who does know something about LODS thinks this can be fixed and wants to fix this i would be very much obliged :-) 

That said there is a solution but that heavily depends on the risk you are willing to take and your hardware. You will have to research this for yourself and decide if you want to try this. You can increase Ugrids to load, the succes of this depends heavily on how powerfull your PC is and how carefully you increase it and test it for your system. The more powerfull your PC and stable your Fallout to start with, the more you can increase the draw distance to avoid seeing the old distant textures. I have a pretty beefy PC with an RTX 3090 and my ini settings for Ugrids are:

(Custom.ini)
uGridsToLoad=7
uExterior Cell Buffer=64


bUseCombinedObjects=1
bUsePreCreatedSCOL=1
bPreCulledObjectsEnabled=1

This is still on the safe side but works very well for the huge open area that Sanctuary  Coastal Cottage is now. Do your research on Ugrids first and dont blindly copy these settings. I cannot and will not give support if you do and screw up your save game. Once you change these values you cant undo them and will have to revert to a savegame prior to making these changes if it destroys your game!!!!! So search Ugrids before you try this, there are tons of topics on this including presets for a range of systems.