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Changelogs
Version 1.5
Removed the radiation at the entrance that I had missed previously.
Version 1.4
Regenerated precombine/previs. Added one vent in the basement to the scrap list that I had forgotten.
Version 1.3
Added map marker to basement cell per tenhat's advice.
Version 1.2
Removed fog from basement settlement. Fixed issue with settlers not recruiting or being able to be moved to the exterior portion of settlement. Fixed some navmesh inside the main building.
Version 1.1
Reduced file size by removing terrain files from archive. Still shows fine on my end. Please inform me if it does not on yours. Adjusted scrap lists to remove overlap. Please inform me if there are any issues with scrapping items. Fixed the generator on the roof. Should provide 50 power.
I had to renumber the formid's so it is not likely safe to update mid save. New save only
Version 1.0
Initial Upload
Description Establishes a settlement at Electrical Hobbyist's Club and its basement. Features immersive repair option as seen in tenhat's settlement mods. Walls, windows, roofs, and the floors can be repaired. Scrap capabilities allow for a very clean slate to build on.
Overview Tenhats released his Ultimate Settlement Tutorial and I felt like taking a crack at it. I chose Electrical Hobbyist's Club because it seemed like a decent spot to do it. This is my first settlement mod and I felt that this was a good place to learn how to do it. This location can serve as a good outpost for your characters factions. Compatibility Should be compatible with anything that does not alter the EHC or the accompanying cells. I did have to alter the terrain slightly so that the ground would not clip through the backroom's floor.
I plan to create a patch for the Neon Flats Creation. That adds a few consoles in the basement and shifts a couple things around. I will get around to it eventually.
Known Issues The small fence next to the stairs by the front door does not currently have a repair mesh. There is not a small enough one between the base game or Snappy Housekit. I am leaving the repair active on it as a way to remove it from your settlement but hope to be able to make it functional eventually.