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363rd Chemical

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363rdChemicalCompany

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About this mod

I tried to strike a balance between making a livable settlement for our NPCs but not break the post-Apoc vibe.
Do not be intimidated by the list of requirements, many are SOFT requirements only.
You may skip and simply ignore the missing file msg during install!
Check descriptions please!

Requirements
Permissions and credits
Do not be intimidated by the list of requirements, many are soft!

It's a still much shorter requirements list than many other settlements, as I understand the need to control Mod bloat.
Please look at the narrative with every requirement.

We have social area with a Bar and a Clinic in what used to be an office shack for a cannery, lots of chairs and 2 fires to keep folks warm.
I also added a lot of magazine racks as I scour the wasteland to give such an isolated settlement ample reading material so their young have some reading material.
I have a mod that makes all paintings erotic so if you want to skip it, simply ignore the "missing file" message on install it just means the paintings will be Vanilla for you.
Plenty of beds (30) in 3 main groupings, Vanilla buildings , small buildable prefab Cabins and white small prefab towers.

The Cabins and the towers each have a mod requirement. One of the two can be skipped and still leave you with enough buildings/beds and then you simply scrap any left-over floating furniture from the skipped requirements buildings.
I could have used the same size mini prefab cabins from homemaker extended,  but those do not have intact roofs so this was more immersive.

Plenty of Defense to include coverage of likely avenues of approach plus both main growing fields, so your farmers will be protected.
I also included guard spot mats which I like, but this is skippable if you like.

Many containers that spawn content are included, one of which is version 1.1 starter kit vaultbox (see requirements)

Before dropping the TFB, scrap general Vanilla junk on both parking lots and junk inside the main admin building as well as any broken chairs, papers, files , cardboard boxes etc and shelves you find anywhere. Also scrap the broken toilet in the one shack.
Not all junk in the parking lots and in the main building is scrappable, dont worry about that, I built around the non scrappable stuff.

I also included a Raider Power Armor complete with Fusion core (plus other fusion cores are sure ot spawn in the settlement boxes).

Why "only" a raider PA?
Well for one, against melee and kinetic threats they are essentially T45 equivalents, except much cheaper to repair and there really isnt all that much nearby technological scrap in this Wilderness to repair higher level Power Armors. Energy weapon threats also, do not exist in this worldspace and most importantly in this rural location, the presence of a true MILSPEC kit like a T45 or above, left over from before the bombs fell, for you to now find ,would not be plausible IMHO.


PS: The file loads to TFB folder number 44 folder. If your TFB folder 44 is already occupied with another blueprint, simply do a manual download instead of mod manager, then rename the number of the folder in the downloaded file to an empty folder number in your TFB.

PS2: I just went there on a new start to check how it loads, on a new start. There are two major beasts at this location, at low level I was able to lead one to chase me until it ran into the other, then it fought the other, while they were fighting I dropped the TFB and the machine gun turrets killed the remaining beast. :D
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