This is a custom settlement at Gibson Point Pier, created using guides from Annex The Commonwealths team leader, 1000101, and Tenhats' Ultimate Settlement Tutorial.
I have patches for PRP if you are using that, or I've regenerated previs for the vanilla game if you're not using PRP. The previs patch should load towards the end of your load order.
If you're using the "Tarsis31 and Yagisan's Reeb Marina Settlement" mod, I've provided new previsibine patches for both PRP and vanilla. Disable the previs that comes with that mod ... mine will cover both settlements.
If you're using either Accessible Bridges or Functional Bridges, I have supplied a navmesh patch that goes right after my settlement mod. The bridge mods should load above the settlement mods, in most cases.
Finally, if you are using the FallUI module - Confirm Boxes, you may not see the correct messages on the broken workbench.
Spoiler:
Show
You first need to clear the location of enemies (all those Mirelurk spawns), then you need at least 6 strength and 5 intelligence to repair the workbench
I have provided a lot of scrap targets, like the lobster trap near the showers, which will scrap all the dead fish.
Please let me know if you run across any issues, and I hope you enjoy this mod!
Update 1.1 includes new scrapping recipes, a new dialog if you are using FallUI, and links the workshop with the Reeb Marina workshop if you're using that mod (see requirements for specific mod). If you have that mod, then no caravan is needed between the two. They will automatically share resources.
If you've already claimed the settlement, and aren't using the Reeb Marina settlement, you don't need to update.
If you don't want them linked, just disable the Em_GibsonReebLinkPatch.esp plugin after installing the latest version. Not sure why you wouldn't want them linked, though. Saves a settler being used as a provisioner between the two settlements, and since they're so close together, it makes sense to link them.
Oh, it isn't a deal breaker; rather, it is a play style choice. Generally speaking, I like to ensure that each settlement is self-sufficient and view connecting it to the rest of the settlement network as a bonus. I take it even further at the world space level. For instance, Far Harbor settlements eventually link to each other, but they don't get linked to the Commonwealth. Far Harbor settlements have to be self-sufficient within their own settlement network. Same for Nuka World (when used in conjunction with custom settlements there, of course). All this is a fun little challenge I set for myself, as I'm more interested in settlements and the logistics thereof than playing the main story.
As for provisioners, I prefer using them because the game has too few settler jobs as it is. Plus, I like creating the illusion of traffic between settlements that are within close proximity to each other. In my last play through, I used Glitchfinder's Natick Substation, SKK's Natick Warehouse, and the Natick Red Rocket from Tarsis31 and Yagisan's Red Rocket Settlements, and once I created a "mini network" between them, it was fun watching provisioners come and go. It really made the area feel alive. I'd like to see a properly made remake of Roundabout Settlement, as that spot would allow me to create a similar "mini network" with Finch Farm, Greentop Nursery, the Slog, and County Crossing.
Having an issue with the Workshop not allowing me to interact. Same issue as the other user, also checked with your recommendations about walking the eastern shoreline; still nothing.
Can you tell me the parameters of the settlement? Please!. I have killed all at Gibson, Reebs, Lynns, The S.Mutants, And all the raiders. Yes i got the eggs and the spawn... All that and it still says i have to clear. I have used Vats I have tried everything i can think of, any ideas? Thanks for your Time.
*EDIT*
I slept on it, searched again and found a solution as their still were no enemies in the area. Sharing below just incase anyone else has this issue. It only helps with this bug You still have step 2 to do... Thankfully i was ready :)
click work bench type sv find myLocation and replace the 0s with the location id while id is clear (As in make sure no ref id shows in the center of your screen now) setLocationCleared 00000000 1
Still new to the whole pc gaming so i hope i explained that well enough, got it from Evgenich on Stream. https://steamcommunity.com/app/377160/discussions/0/1640919103669445996/
You just need to clear the Gibson Point Pier location, which includes some Mirelurks out in the water. If you walk along the eastern shoreline they will pop up. There are five out there, I think, plus two on the road and one right in front of the workbench. Basically, just step on each mirelurk egg nest and you should get them all.
Thanks for the reply, when i say i cleared.... i swam, i ran around that place a load of times. There were no critters anywhere. but i have it built up now. All is good.
I'm using a mod called Simply Lowered Drawbridges, and it would likely need a patch with your mod, but it's sadly been taken off the Nexus a while ago. Is there any way you or I could still make a patch for it and your settlement mod?
While I've set the bridge to not be precombined, you're probably going to need to patch both navmesh and previs. Lots of resources online for navmesh, and PJM's scripts are the go-to for previs. And to make a navmesh patch, load my mod after the lowered drawbridge mod, load them both in CK, then update the bridge navmesh for the lowered drawbridge. The Reeb Marina side is a cluster corner, so you need to get all your edge links set then finalize. Good luck.
When you first arrive at the location, the workbench is broken, hanging off the flatbed trailer. After you repair it, it is located in front of the pier shack like in the screenshots on the mod images.
Control the Commonwealth waterways - you control the Commonwealth.
Between mods and the base game, you pretty much do control everything - except one vital area: For the would-be smuggler that managed to breach the gap between Spectacle Island, The Castle, Fort Strong and Boston Airport - he's literally got most of the Charles River at his disposal - until he reaches Egret Tours Marina.
That unfortunately could feed most of the Commonwealth if the smuggler got through/out.
Protecting the Charles River is a pretty heavy burden to place on one set of shoulders. Thankfully, ne'er-do-wells will still have to run the gauntlet at North Point Park, Charles View Amphitheatre and the wreck of the USS Riptide.
Plus, of course, said ne'er-do-wells will still have to navigate the Forest Grove Water Lock, which is either locked, or controlled by settlers.
32 comments
I have patches for PRP if you are using that, or I've regenerated previs for the vanilla game if you're not using PRP. The previs patch should load towards the end of your load order.
If you're using the "Tarsis31 and Yagisan's Reeb Marina Settlement" mod, I've provided new previsibine patches for both PRP and vanilla. Disable the previs that comes with that mod ... mine will cover both settlements.
If you're using either Accessible Bridges or Functional Bridges, I have supplied a navmesh patch that goes right after my settlement mod. The bridge mods should load above the settlement mods, in most cases.
Finally, if you are using the FallUI module - Confirm Boxes, you may not see the correct messages on the broken workbench.
I have provided a lot of scrap targets, like the lobster trap near the showers, which will scrap all the dead fish.
Please let me know if you run across any issues, and I hope you enjoy this mod!
If you've already claimed the settlement, and aren't using the Reeb Marina settlement, you don't need to update.
As for provisioners, I prefer using them because the game has too few settler jobs as it is. Plus, I like creating the illusion of traffic between settlements that are within close proximity to each other. In my last play through, I used Glitchfinder's Natick Substation, SKK's Natick Warehouse, and the Natick Red Rocket from Tarsis31 and Yagisan's Red Rocket Settlements, and once I created a "mini network" between them, it was fun watching provisioners come and go. It really made the area feel alive. I'd like to see a properly made remake of Roundabout Settlement, as that spot would allow me to create a similar "mini network" with Finch Farm, Greentop Nursery, the Slog, and County Crossing.
The previs files with be Em_Gibson_something_Previs, then with .esp, .csg, .cdx extensions, and - Main.ba2 and Textures.ba2 for the two archives.
*EDIT*
I slept on it, searched again and found a solution as their still were no enemies in the area. Sharing below just incase anyone else has this issue. It only helps with this bug You still have step 2 to do... Thankfully i was ready :)
click work bench type sv
find myLocation and replace the 0s with the location id while id is clear (As in make sure no ref id shows in the center of your screen now)
setLocationCleared 00000000 1
Still new to the whole pc gaming so i hope i explained that well enough, got it from Evgenich on Stream.
https://steamcommunity.com/app/377160/discussions/0/1640919103669445996/
And to make a navmesh patch, load my mod after the lowered drawbridge mod, load them both in CK, then update the bridge navmesh for the lowered drawbridge. The Reeb Marina side is a cluster corner, so you need to get all your edge links set then finalize.
Good luck.
Between mods and the base game, you pretty much do control everything - except one vital area:
For the would-be smuggler that managed to breach the gap between Spectacle Island, The Castle, Fort Strong and Boston Airport - he's literally got most of the Charles River at his disposal - until he reaches Egret Tours Marina.
That unfortunately could feed most of the Commonwealth if the smuggler got through/out.
Plus, of course, said ne'er-do-wells will still have to navigate the Forest Grove Water Lock, which is either locked, or controlled by settlers.
Had no idea there was a Charlesview or USS Riptide settlement.
If you want to try the USS Riptide settlement, and you are not yet using Next Gen, you should also run this mod.