Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This mod contains edited versions of the Red Rocket buildings and doors, courtesy of VIitS. To distribute or edit those, please contact VIitS for permission beforehand.
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.03
Changed previs handling to separate the mod from previs and reduce the minimum needed filesize and bandwidth.
Identified the source of that unscrappable debris object, which was the unofficial patch. A new patch has been made and existing patches updated to fix this.
Rebuilt previs for all relevant patches.
Reduced the size of several previs patches, increasing compatibility with mods that edit the nearby area.
Version 1.02
Ensured repairable objects remain properly linked and set up when using Workshop Framework layouts or Sim Settlements city plans.
Moved removed references to a utility cell to prevent them impacting load times or performance.
Adjusted the repair recipes for the doors and building to cost more reasonable amounts of resources.
Adjusted the scrap recipe for the skeleton to provide bone rather than fertilizer.
Removed unnecessary navmesh edits made by the Creation Kit.
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.01
Updated the repair function to work properly with Sim Settlements 2 city plans and Workshop Framework layouts.
All patches are compatible with the new version, so their version numbers have been adjusted accordingly.
Version 1.00
Turns an unmarked Red Rocket into a fully functional settlement.
You've found an old abandoned gas station, complete with shelter and a variety of tools. But it doesn't show up on your map, and it certainly isn't someplace you can build. Now, however, it is a fully functional settlement ready and waiting for you.
FEATURES
A fully functional settlement at an unmarked Red Rocket in Nahant.
A new map marker for the new settlement.
This settlement is compatible with radiant quests, such as the minutemen quests.
Precombines have been rebuilt to allow more scrapping.
Use the settlement interface to repair the building.
Flagged as a light plugin (esl-flagged esp) for minimal impact on load order.
FAQ
How do I start using this mod?
Just install it! No configuration or special steps necessary.
Does this work with Sim Settlements 2?
It does! However, it doesn't have a city plan, which means designing the city and its layout is up to you. If you like the location enough to make your own city plan, feel free to post it online.
Does this conflict with other mods?
I have a pinned comment in the comment section with more information on that.
There are already Red Rocket settlement mods, why bother with this one?
You should use whichever mods you prefer. I made this mod because it matches my preferred playstyle, and shared it because I figured people might like to try it.
Will you do the rest of the Red Rockets?
I plan to, eventually. However, it's a big project and I decided to split this particular location out of the work in progress mod in order to get some early feedback and testing on the way I'm setting the locations up.