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Changelogs
Version 1.6
This file reverts the changes done in 1.5 and goes after the invisible razorgrain from a different angle, there is no precombined geometry or precombined visibility additions in this version
removed enableparent links that were set up on razor grain, it is still initially disabled and 30,000 units underground
removed workshopitem scripts that were present on razorgrain, it should have been ignored because razorgrain was disabled, but, well, trying anything I guess.
Version 1.5
Had a go at removing invisible razorgrain that I still can't find, after finding myself placing invisible items that I COULD find in another mod I am working on. -Did it work? How could I know? I never say it in the first place. Could YOU tell me?
Made some rooftops workshop stackable for building upon.
*Note this update does add precombined geometries. This may make your spring cleaning more stupid than normal. Go back to 1.4 if so.
Version 1.4
Removed Nuka World master dependacy just because
Set no pre vis flag for those who were suffering from object culling
Fixed 3 beds that were linked improperly
Version 1.3
Linked up remaining items to workbench
removed razorgrain, suspected of causing issues
removed suspect wall with doorway as well, just to be on safe side, replaced it with different one in better location
Version 1.2
linked some more items to workbench
moved synth spawns outside build area, may seem odd when entering first time, but will be less frustrating if respawns happen even with respawn disabled
Version 1.1
Added some workshop links, caught some more synth respawn flags
I played with Mysterius' University Point Settlement V2, I loved it, until Vault Tec DLC broke it. It was an elegant way to deal with the way things were set up there. I messaged him asking if he minded if I updated his file, and he didn't mind, he just didn't have time to maintain it. Long story short, I wouldn't be able to maintain his efficiently, so I started anew.
EDIT: By request, long story less not quite so shortened. Rather than use a terminal to remove chunks of prebuilt and unscrappable stuff, I replaced what I could with a scrappable version, removed that which had no possible replacement. Mysterius' way was elegant and surgical, mine was hulk smash. You guys get to pick up the pieces. My way will be easier to keep up, not only because all DLC is already out, but because there is less to break that I haven't already broken.
Again, I do this to see what YOU have done with it, posting me screen shots, clicking that endorse button, or even a thanks in the comments helps to keep me wanting to make more.
Requires All DLC. - 1.4 and later no longer requires Nuka World.
A couple of caveats: There is a bit of a tilt to much of the area, consider it part of the charm. There is no visible build border, it extends a bit outside of the obvious defenses put up by the former residents. Many items that were vanilla unscrappable have been replaced by scrappable variants or removed. The beds, generator, crops, workshops, vendor stands, etc. will need to be picked up and placed down to register the links to your settlement. I'll be working on them.
Also, the Institute really wants something it thinks is here. You may want to be sure you keep it well defended, they may even sends synths in past your outer defenses using some unknown form of technology.