Better on a Fresh new Game
FICTION
The MOD
New Features (aaaaaaaaaaa):
- - Mystic Militia - New Faction (they can be sent to any settlement or stay in Mystic Pines and work as settlers, doctors, protectors...)
- - New NPCs - Mystic Pines is a medical center as it was before the war so there will be plenty of doctors and scientists around
- - The Aliens are back and this time to help - Aliens in Mystic Pines (they helped the people there survive in an Underground Base, already in the mod but not yet fully functional).
- - A totally new area "Mystic Sea Bay" - New settlement near "Libertalia" - Very experimental but inovative (it's almost a copy of Mystic Pines building but completely clean and empty so you can change it like "Lego") - You will be able to build even under water (tips: scrap what you want and build from the land towards the center of the settlement, this way you'll get auto navmesh, don't place a recruitment beacon untill you made the necessary changes or you'll have dead settlers in the water)
- - New Armor - Mystic Militia Uniforms (the old Army Fatigues textured, standalone new versions and a new protective vest and helmet) - Craft in Chemistry >> Utility
- - Water Conduit from the lake with walking Catwalk (you can now jump to the lake if you wish, it might kill you or not - will improve it further)- Swimming Pool or you could call it "Water Treatment Pool" to justify the presence of purified water in the settlement.
- - Most of the floors and roofs in Mystic Pines replaced with workshop versions (easy to move around and easy to connect new structures, also easy to create new paths in areas where there is no navmesh like the roof - you can create new navmesh if you connect these pieces or move it around, or scrap and replace with new ones built from the ground - it's a bit of fiddling around but it worked in several tests I have done)
Future:
- - Improvements to the area
- - Make the Underground Base Functional (needs a proper cell)
- - A quest about Mystic Pines, the Mystic Militia, the Aliens and more if my hearth let's me work a bit more and I will survive until...
Patching:
- - Minor tweaks to "Mystic Pines Settlement" to improve compatibility (I undelete some of the forms from v0.27 and disable them instead).
- - Replacement of the Generator placed by Interknet, (it creates a big papyrus log with errors from "FusionGeneratorSCRIPT.PlayAnimation" due to the script attached to the Moveable Static used as generator (there will be a replacement on the roof with a bit more "juice" 200 power, also wireless so you won't need so much horrible cables around, just connect a power pylon to it and it will irradiate most of the area, ofc other things like turrets, recruitment beacon and so on still need to be connected, unless you are using wireless versions from other mods).
BUGS
- - There are for sure bugs that need to be corrected, I am replacing most of the original structure and even changing the landscape around the area of Mystic Pines.
- - The Quest to visit Mystic Pines is pointing towards the wrong place, just ignore it for now and enter the room next to the Generator if you want to clean the mess.
- - The NPCs are all over the place. At first the intention was for them to stay hidden underground but due to a navmesh failure they just pop up to the ground.
ATTENTION
For this mods to work it needs to be low on your load order. Any other mod making changes to the area of Mystic Pines will probably over-wright the changes made to the cells and it wont work.
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Installation/Updating:
Replace "MysticPinesSettlement.esp" and "Mystic_Pines_Renovation.esp" if updating
Install with your favorite mod manager
Load Order:
Fallout4.esm
DLCs
Other mods
- Mystic_Pines_Dream.esp
- MysticPinesSettlement.esp
- Mystic_Pines_Renovation.esp
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This mod is a patch and improvement of Mystic Pines Settlement by Interknet . Please provide feedback of what you would like to see changed (based on the images).
Any ideas are welcome and we will try to integrate the best in future releases.
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For Mystic Pines Renovation mod to work properly it needs to go below any other mods that change the Commonwealth world space, particularly any mod that changes MysticPinesExt (MysticPinesExt [CELL:0000DE9C]).
OLD Features(most still working on the new Update):
- The place has been cleaned, some landscape had to be edited so it doesn't get into the floor of the building and also to accommodate a new area (basement, see below).
- Some walls were also replaced.
- The roof has been repaired.
- There's a new basement that you can use privately or if you want npcs to go there you will need to replace the floor with workshop models so the navmesh gets updated.
- The furniture has been renovated and made scrap-able ( a few pieces are still missing in my scrap list (but if use any scrap overhaul there's a good chance they are there too, might need to make a few changes here - it's a lot of stuff).
- Created some npcs to make it feel has if someone was actually repairing it, they will eventually be integrated in a quest about Mystic Pines, there's a doctor that you can use to cure you, she doesn't sell anything yet but she will soon.
- There's electric power on the roof, a small pylon that will power other sources (200 power), this is justified by the generator already existing in vanilla.
- There's water in the basement, you just need to move the water tanks a bit so they get registered in the workshop.
- Also there's a small garden outside so settlers can start using it.
- To clean up there's a container, also in the basement, that you need to click to cleanup the trash (or you can do the cleaning by scrapping, the choice is yours).
- Almost everything can be scrapped (walls, roofs, floors...) without "lod" issues but be-careful with holes in the ground, I recommend doing the cleanup first so objects can be replaced and scraped after. You can literally break the all place apart, just leaving the building skeleton. If you want to replace floors or roofs I suggest you do it slowly so you can get precise position of the elements. But in fact you can replace almost everything. I am not responsible for what you scrap...Ofc you will need a mod to make it a settlement, see below.
All of this can be changed ofc.
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- Some prefer to keep things as apocalyptic as possible, others prefer it clean and renovated.
- Now with the CK and a lot of work it's possible to change things and to give options.
- Your feedback is important so please use the forum and give suggestions.
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As we get feed back we will update the existing mod and will give players others choices.
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Mods used in images and recommended
Snap and Build (all pieces used in Mystic Pines exist in this mod as Workshop objects so you can expand it but you don't need it for my mod to work)
Place Everywhere (one of the best mods to move things around and place objects exactly where you want it)
In the video I am also using some custom beds anseats from other mod I didn't publish yet.