About this mod
Adds craftable Sanctuary-themed Guard Posts to the Workshop menu.
- Requirements
- Permissions and credits
After several sleepless nights pondering this issue I decided to do something about it. I'm not saying these guard posts are any prettier than the vanilla one, but they tickle my immersion bone.
== About the Sanctuary Guard Posts ==
You'll find the Sanctuary Guard Posts in the workshop menu listed alongside other guard posts.
During installation you have the option to limit the ability to build the guard posts to only Sanctuary, or to any owned settlement, as well two options for material costs, and three levels of defense.
Like the vanilla guard posts the Sanctuary Guard Posts have a certain amount of "sinkability" when placing to accommodate various terrains.
== Installing ==
- Automatic -
Download / install with the NMM direct link.
- Manual -
1) Download and open "SanctuaryGuardPosts.rar"
2) Extract all folders/files from the included "Nifs" folder to your "Fallout 4\data\" folder.
3) Decide how you want your guard posts to work (build cost, defense bonus, and settlement usage) and extract "SanctuaryGuardPost.esp" from the appropriately named folder (i.e. "Normal Cost 2 Defense Any Settlement") to your "Fallout 4\Data\" folder.
4) Add "SanctuaryGuardPost.esp" to your mod load order.
== Known Issues & Compatibility ==
No real (functional) issues that I'm aware of. Please let me know if anything kooky happens during use.
All of the parts are mapped for collision and materials with the exception of the rubber tires that form the base of the first guard post - I didn't bother assigning them materials or independent collision. The tires share a collision box with the door-platform but unless you plan on turning it upside down it'll never be an issue.
Supports Robot settlers ala Automatron. Tested with a Protectron and it worked fine. I haven't tested Assaultrons, Mr. Handys, Robobrains, or Sentry Bots. Theoretically they should all "assign" to the guard posts even if they can't physically fit onto / into them.
The guard posts depend on the "Robot Actor" script from the Autromatron-compatible vanilla guard post to allow the use of robots, so there is potential for conflict with any mods that (for whatever reason) change the attributes or values that that script relies on.
Also, the settlers will sometimes run into the front / sides of the guard post instead of going around. May have to do with the height of the cinder blocks and the NPCs thinking how nice it would be to walk over them. NPCs are not the brightest brahmin, I'm afraid. Similarly, robots sometimes assume the "guarding" position in whatever location they feel most comfortable. Both of these are more problems with the base game, though, and there is little if anything I can do to fix them.
== Future Plans ==
- Optimization (polygon reduction, eliminate unnecessary objects, fix pathfinding, etc.)
- Combining collision boxes to reduce polygon / vertex count
- Maybe one or two variants (
- Additional guard posts and furniture made out of Sanctuary's junk
- Add a stair-helper to assist particularly-handicapped NPCs to climb onto the platforms
== Change Log ==
V2.12 Added more cinder blocks to the 2nd Guard Post and added a mat to the surface of the fridge. Adjusted height of 2nd Guard Post so that one can shoot over it when crouched.
v2.1 Added a fridge door to the base of the 2nd guard post to raise it. Switched to the blue ruined fridge to add a splash of color.
v2.01 Fixed minor installer issue and renamed installation folders for ease of use if manually installing.
v2.0 Added a second Guard Post.
v1.3 Added installer options for NMM. Can now choose between 2 sets of material costs, 3 defense levels,
and whether building is restricted to Sanctuary or is allowed at any settlement.
v1.2 Materials now react appropriately to weapon damage and the collision boxes for the cinder blocks have been corrected.
v1.11 - Fixed a minor collision clipping issue with settler's feet on the surface of the platform
v1.1 - Added compatibility for Automatron (robot settlers can now be assigned to the guard post)
v1.0 - Sanctuary Guard Post (no Automatron compatibility)
== Credits ==
All of the assets used (save for my frankenstein'd models) are vanilla, so credit should
mostly go to the game designers. I just cobbled them all together and added the
appropriate accouterments to make them into guard posts.
So, uh, credit goes to Bethesda and me. In that order.