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AdamaSanguine

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AdamaSanguine

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About this mod

Have you ever asked yourself, What if The Minutemen had several years to repair The Castle and were lead by an experienced engineer with knowledge of military tactics? What if the Castle really was attacked with Energy Weapons, Flamethrowers and Explosives? What would happen to wooden structures in Real Life? This Blueprint resolves that issue!

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I'm sure you, like me have done it? We've all made or at least have seen how to make the "Concrete Patches" to the walls? Or perhaps you downloaded The Mod(s) that completely restore The Fort to prewar statis? Over the years I have seen some amazing videos on YouTube and Photos on Reddit of what Fort Independence could or should be! Some are super immersive, highly detailed and over the top stupendous! Others are basic but still awesome and very well organized with no frills but very defensible!

Well, You know how they say "It's not what's on the outside but what's on the inside that matters!"? With my design If you were to just stand in the courtyard (I'm looking at you Danse!), there isn't much to see. However, once you begin to explore this beast inside it's walls, you'll realize how much effort I went to with the little details! The best way to think of this build is as "One Giant Player Home"!

This Blueprint repairs all the walls but with a twist! You will now have access to 5 Level 3 Vendors (Clothing, Armor, General Merch, Bar and Surgery Center) Each has they're very own custom stall Inside Those Very Walls! (Level 4 if you find or "add" The Traveling/Random Encounter Merchants) There is also One Level 2 Mat (General Merchant) inside the depot (see pics).

You will have access to a small but immersive Player Home adjacent to the main entrance. The General's Quarters comes fully decorated with it's own bathroom, complete with shower. Even Preston gets his own room, complete with a tiny kitchen! There is a Gym completely stocked with lootable goodies, The Church of Todd (because reasons) and even a fully custom workshop, complete with TONS of storage and Mini-Crafting Benches Provided by Fading Signal. Oh and most importantly, this build was designed with it's own Vertibird Landing Pad by Neeher and is preset up for The Whirligig Sentry Defense System. There are 21 Beds, 70 Plus Water, 15 Food and a basic defense of 45 (without Mortar Placements) and 160'sh Power! If you use my pics as a guide, you could get a minimum of 174* to your Defense. This build is not a shanty town! It is meant as A Militarized Fort but also Cozy, at the same time!

**** This build is "Highly" decorated with TONS of Clutter which is the primary reason it has OVER 2900 Pieces. It is not for the faint of heart and you will probably have some frames drop, in particular around the radio tower. I highly recommend doing the Old Guns Mission FIRST before installing this Blueprint! Otherwise Ronnie Shaw gets confused and takes forever to find her pathing. ALSO, ALSO, Your going to want to remove the Wooden Shack Pieces from around the Radio Tower and Workbench. As well as all of the vanilla decorations, including furniture and those giant conduits that are scattered about! I scrapped them with Place Everywhere but I'm sure you can use whatever works for you, Mark For Delete, use the Creation Kit, etc! Do not remove the Yellow Artillery Grenade Crate, The White Table in the center of the Vanilla Armory or any of the stainless shelving. Otherwise you'll have a bunch of empty space. I did NOT touch the Vanilla Shelves in the Armory. I only added clutter to the big white table!***

When Importing this Blueprint, I recommend staring at the ground. This helps the FPS and can significantly reduce your Build Time! If it looks like your progress bar freezes, try opening the command console and typing something simple, like TG (toggle grass) then exit. It seems to free up the scripting lag. AGAIN, this is a large file and Lag Should Be Expected!

Do to the limitations of Transfer Settlements, I had to remove the "Prebuilt WG Sentry Platforms" from this Blueprint! Even though they would SAVE to the blueprint, I would CTD when the Stabilization Process was at 99%. My Guess, it had to do with the Super Cool Animations that are associated with they're activation!? THERE WERE NO PROBLEMS ONCE I REMOVED THEM! Again, refer to my pics. I think you'll get the idea on where to place them!

Lastly, there is a prebuilt Whirligig Terminal in The General's Quarters and a Vault-tec Management Terminal between the Big Generator and Water Purifier ajacine to the Private Dock. Oh, did I mention The Fort now HAS IT'S OWN DOCK!? xD

If you are making use of the Vertibird Landing Pad and find that "verties" won't land on said pad, try removing the Fast Travel Mat located in front of The General's Quarters. It can interfere with the Custom Target, that is part of the Verti-pad. Also, also if you are using the amazing Flyable Personal Vertibird Mod (FPV) by PJMail and it also won't land "correctly", use it's included controller menu option(s) and tell your bird to "Fly Home" (tested). This DOES require that you have built/crafted a Personal Vertibird inside The Castle's Build Area. As each FPV you craft assigns it self to the settlement it was constructed in. Smilar to robots from the Automatron DLC. Technically speaking, you can also reassign any bird to any settlement, using the aforementioned FPV settings in either the MCM, the craftable holotape etcetera.

PS

Approximately two years ago I made a video for my YouTube Channel called The Castle | As I've Never Seen It Before. I did that build on my PS4Pro and it inspired this build. This was built entirely with the SB System and took me Approximately 2 months (give or take).

As always, I love you all and remember, A Rushed Build Is Never Finished! <3


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