Pre-release 6.1.0-3
Added 2024-06-02 08:47:01 +0000 UTCSimple Settlement Renovation is now included. This is a WIP mod/patch series, that allows you to build an entire settlement out, with just a single workshop recipe. Just build the building supplies in the workshop menu, and travel far enough away from the settlement that it will unload (if you want to test it, I recommend COCing into an interior cell and back- the script triggers on cell unload, not on any timer, so that should force it).
Currently, the recipes are all just copies of eachother. One of the things I'd like to do is give them a little more personality, have each recipe be specific to what's in the settlement. Nor have I tried to balance them yet. I could definitely use help on this, so feel free to share suggestions in the discord if you have them. I also haven't covered every settlement in the game, it's just the ones available in Zed140's living series. In theory, it should be possible to convert a workshop blueprint to work with the system, but I've not tried it yet, nor have I picked anything out yet. If possible it'd be nice if there were multi-tiered blueprints out there, that could be upgraded through multiple levels, but I have no clue if such blueprints already exists, and I don't really have the patience for settlement building to do it myself.
I've not included any of the NPCs the mod adds, nor the turrets. For now I've left the settlement stores the mod adds in place, but I'm leaning towards removing them. I've replaced the boss steamer trunks the mod uses with empty compies, but left the other containers as is. If they also need replacing for balance reasons it's not a difficult thing to do.
https://drive.google.com/file/d/1dExqTJdCwXXA0iFc--LSwXxkJ5CBUrrr/view?usp=drive_link
EDIT: Reuploaded, hopefully that'll fix the hashing issues
Comments
Update - Actually, no. Due to the removal of aloots home plate this isn't safe- if you want to upgrade an existing save you have to add back aloots home plate
WhiskyTangoFox
2024-06-09 09:32:24 +0000 UTCAlso a note for you to change default executable from FO4Edit on release 🙏
Dead Grem
2024-06-02 23:17:42 +0000 UTCIt seems in the newest version the last MO category went missing, so my [NoDelete] mods went into ENB category
Dead Grem
2024-06-02 23:15:58 +0000 UTCyes.
WhiskyTangoFox
2024-06-02 17:41:12 +0000 UTCIs it save safe to upgrade from pre-release 6.1.0-2?
Dead Grem
2024-06-02 13:57:05 +0000 UTC