Open Stands Settlement - Proof Of Concept
⚪ Last updated 2016⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 5.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #33 of 113 Player Settlement mods in this game by downloads
📋 About This Mod
This is a small settlement south east of Concord, named Open Stands. Just a small little camp out in the woods. Working settlement: -Settlers -Supply Lines -Attacks -Full Workshop
My new worldspace, The Small Addition (WIP) is up in alpha form, if anyone is interested in giving it a whirl. =) The Small Addition ==============================================================
This is just a tiny little settlement south east of Concord, named Open Stands (what was once Wilderness ID 0000DDFC, heh).
Working settlement: -Settlers -Supply Lines -Attacks -Full Workshop
Just a small little camp out in the woods...nothing fancy, like the title says, it's just a proof of concept. However, it ended up being kind of cute so I thought to put it up here.
Shack on the left was in vanilla game, just added a bit to it. Rest I threw together (shack on the right, and whatever else) to get the settlement building process down before moving onto the bigger areas. So, if you spot something amiss, point it out. Workbench is hidden to the left of the left (as you fast travel in) shack, just barely above ground (still completely accessible though, of course). I dislike seeing it in certain parts of the game, sometimes it looks so horribly out of place (no matter which model) to me, so I hid it here.
Can take up to (but often less than) 4 days for settlers to start showing, on average, according to my tests.
Most everything in the buildable area can be removed, some by scrapping and some will just disappear when they feel like you want them to (I'll have to figure out the better way to do this eventually).
Known issues: -The sprint bug. To fix it, edit the Fallout4.ini to include these 2 lines (minus the quotes): " fPlayerDisableSprintingLoadingCellDistance=0" Alternatively, there is a mod here on the Nexus that will do it for you. -The navmesh on the right side shack's doorway is a bit odd. NPCs will hesitate outside the doorway and then teleport inside the shack.
-As always, I worry about the cell reset bug, with both this mod specifically and any other that touches settlements. I think I've handled it correctly (based on some nice info from The Nexus forums), but should always be cautious of it....so maybe keep your saves backed up to be safe. =/
Uninstall: -Make sure to delete any supply lines to/from this settlement before uninstalling. Not sure if this is specific to this settlement or all, but I do apologize if it's caused anyone any issues.
Change log: 2. 21: Cleaned up a bit in FO4Edit - Thanks Skyrimlu for reminding me that I forgot before last upload. =) 2. 2: Packed files into a ba2 for ease of use No changes otherwise 2. 1: Optimized its specific WorkshopInitializeLocation quest a bit.
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- BlahBlahDEEBlahBlah
- Version
- 2.21
- Downloads
- 1,615
- Endorsements
- 96
- Category
- Player Settlement
- Created
- 5/11/2016
- Updated
- 9/11/2016
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