This is a settlement build for Kingsport Lighthouse that makes heavy use of the Children of Atom decor added by Far Harbour. Take a piece of the Nucleus back to the Commonwealth. Vanilla + DLC + 2 relevant mods.
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File credits
Emissaryoflight for the CoA decorations mod The6thMessenger for the Glowing Fungus And, ViralPoptart. Their Kingsport Blueprint gave me some inspiration for the layout of the communal building in the middle of v1.
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Changelogs
Version 2.0
After the first upload, the settlement still just felt like a minuteman town decorated with glowing bottles, rather than somewhere the Children might build. This update aims to address that.
Perimiter gates rewired, switches removed and an XOR gate added, the intention is the gates are open unless the siren is triggered. Final wiring must be done by the player due to a TS limitation.
Restaurant/Bar area removed, along with the pool table - if you have time to play you've time to pray!
New 'Church of Atom' built on the same spot using the warehouse set. Lectern and pews relocated from the main house.
A switch behind the lectern triggers a radiation shower on the congregation and fires a mortar placed outside (Rad storm shells placed nearby) final connection unwired to prevent it immediately triggering on import.
Number of stores reduced, quality of remaining stores lowered to make it less cheaty.
Armoury and Clinic revised with a distinct colour scheme for each.
Doctor's counter set up as a window into the clinic
Additional beds added to the dorm building
Confessors quarters in the main house has gained a writing desk, and a personal rad shower in the bathroom.
The bathroom sink has been filled with a glowing yellow substance (and other spots around the settlement)
Kitchen area repurposed as a bar. Cooking station placed inside original oven to reduce the amount of scrapping original objects needed
Ghoul cage moved down to the beach to make the central area less crowded.
Decontamination arch moved to the pier - why would the Children have an arch? To scour their rads so they can enjoy getting irradiated all over again among the pile of barrels at the end of the pier!
Most dropped items have had Havok removed. This should help performance and prevent things falling through the floor, but it does mean if you want to move anything you'll have to pick it up and drop it.
Many other minor tweaks
Version 1.0
First upload
This is a settlement build for Kingsport Lighthouse that makes heavy use of the Children of Atom decor added by Far Harbour.
It requires just the base game + DLC along with just two other mods: EOL's CoA Decor - Unlocks the full set of CoA decoration items as buildable, rather than the more limited set Far Harbour gives you after joining the Children. Craftable Glowing Fungus - The settlement isn't really irradiated (Except the pre-existing barrels on the pier) but you can make it look that way! Optional, but really adds to the look. Not required by the blueprint, but to match the screenshots I also recommend Kingsport Lighthouse Relit, and Immersive Vendors
Features: Bottles, bulbs, banners, skulls, waste barrels and candles everywhere! Lots of other glowing things even if they aren't strictly radioactive! LOTS of power! How did the Children get that thing up on the roof? Don't ask me, they're crazy, but at least it keeps the rain out! Food, water, and beds for a dozen settlers, with room for more. Perimeter wall with electric gates that close when the alarm is sounded (note, as the wiring for logic gates can't be included in a TS blueprint, it will need wiring following import. See screenshots for the schematic). An armory building with space to tinker on nukes, display racks, and a handful of complimentary Explosives and CoA robes. (Zelot armor and radium rifles on backorder, contact the nucleus for more details, but at least the fatman arrived). The Gama guns in the first version have been removed, their models add complexity to an already busy build, and you probably... acquired some, while acquiring the settlement. A Ghoul cage so you can invite more of atom's blessed - perhaps you'll catch a glowing one! A Beta wave emitter is provided to keep any blessed in a friendly state. A second emitter on it's own power supply is also placed up on the lighthouse, just in case. A clinic with lots of irradiated blood packs. Embrace his glow, and be sure to pick up the surgical mask on the night-stand to give your medic that Archemist look A central church, with rad showers and a mortar (and complimentary rad storm shells). An outdoor covered Gym down near the beach, An additional dorm building with sea views and adjacent nuclear waste. The existing boat is now lit up and ready to transport your children to the island and back (not really) give one of your settlers the provided hat and assign them to the scavenging station to have your 'captain' patrol the settlement between voyages. The central house has a repaired roof with a shrine upstairs and a bar downstairs.
Installation Extract the zip file to your fallout 4\data folder or use mod manager. This BP uses slot 7 by default.
The layout has been arranged such that even if nothing original is scrapped there still shouldn't be any horrible clipping. There are a couple of tree trunks that ought to go, but they're obvious and reachable after import.