Not necessarily required, but fixes a vanilla bug with interior navcuts so highly recommended.
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Changelogs
Version 1.1
Finished the navmesh up to the catwalks over the stage
Changed the lighting template and removed a lot of the lights. It is quite dark, but this will allow you to determine the lighting yourself. The stage, entrance, and lower room lighting remain. I also left the candleabras on the walls.
I was working on a Goodneighbor overhaul mod and there was this building that I wasn't sure what to do with. ESmite suggested the Boston Opera House. I thought it was a good idea so made this new interior space. Then I decided to make it a settlement, so here it is.
Features:
A full settlement. Build a recruitment radio beacon and settlers will show up.
There's no dirt for crops, but if you place some garden plots you can still plant crops. The garden plots will also hold 2 water pumps (try placing them close to the sides of the garden plot).
The settlement is an interior space, and it is HUGE!
Also recommend my mod Quick Start Settlement Gizmo. It contains a wireless switch that can be used so you don't have to run wires all over.
Can fast travel to and from the settlement.
Previs/Precombines generated. Works with PRP without a patch as it is a new interior cell that PRP doesn't touch.
Navmeshed by hand.
There's a note on the workbench that tells you how you can scrap all the chairs at once if you do not want the theater chairs.
Some may recognize this place. I copied the Combat Zone, removed all the raider junk, cleaned up everything, swapped some materials, and added the stuff from the CombatZone02 interior cell that was cut content.