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Mahkra Fishpacking Settlement


Turnbills

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I stumbled upon Mahkra Fishpacking and it really seems like an awesome place for a settlement. I tried using the Conquest Mod to set up a workbench there and get started, however unfortunately even with Spring Cleaning most of the cars, crates and other objects I would need to rid the place of are not scrappable, more or less ruining my scheme for a solid, defensible fortress to establish my presence in the North West of the map.

 

This would make me extremely happy - if someone makes this mod and makes the entire outer area scrappable (in terms of all objects that aren't the ground, I would pay them $10

 

Additionally, though probably more difficult, I was hoping to see the main large bay doors open and add the interior of the plant to the open map but that's not super important. (I just though it would be super cool to have those doors open and have a liberty prime or something hanging out inside them)

 


Thanks and have a good day!

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@turnbills

that is an intriguing hypothetical.

 

do you have some sketches or other exegetical materials to share what you're envisaging?

that'd help folks know what they're in for hehe.

 

 

 

unfortunately, at this time, it is not possible to fiscally incentivize modsters in that manner,

T's&C's sticklers will be much more direct than that,

so if you'd redact the second paragraph, your hypothetical will be fine hehe.

I'm fairly certain GreekRage hinted at making Mahkra more awesome at some point hehe.

 

turning to the settlement, indeed, there are a few things that'd have to be sorted to make Mahkra a proper settlement.

I think the folks working on Salem overhaul were also making Mahkra overhaul.

the spawnpoints and the such like need to be moved,

and some of the stuff there needs to be deleted so as you can recombine precombined stuff for top-side.

 

it could be possible to precombine the interior cell of Mahkra with the exterior,

as Beantown Interiors and other projects demonstrate.

you probably want to leave the far pumping station tube, and the second story grating alone,

if you want your settlement to be compatible with the Institute Overhaul,

Enclave Returns and Under-Boston mods...

 

still, I recommend Any Door Any Where, and the FONV style blast sewers and carpark basements,

you could make Mahkra into a very expansive basement/bunker and larger facility.

 

however, as an end-to-end estimate there, its a 4-to-20 hour project for a 1 to 5 person team,

so that ballpark gives you an idea as to how you'd like to see it completed.

 

 

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You just need somebody who removes all that stuff with the creation kit. I did something similar at saugus ironworks and quincy quarry.

 

http://www.nexusmods.com/fallout4/mods/17733/?

http://www.nexusmods.com/fallout4/mods/15573/?

 

If everything is cleaned up, you can use conquest to build your settlement.

 

It is actually very easy to delete the items, download the ck and try it your self.

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@cartman1975

cheers cartman, your projects are awesome stuff too!

 

it sounded like the OP wanted to outsource some custom sketch or specific settlement build they had in mind.

that of itself would have been interesting, as the more complex the project,

the more you could then share parts of that via new settlement-sharing mods and utilities.

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I understood, that he wanted to get rid of the trash lying around in front of the building to have more space for an own settlement which can be placed via the conquest mod.

 

This could be achived with the creation kit within 1-2 hours and is not really a problem. Removing the doors of the building and adding the interior cell to the exterior cell is a little bit more complicated.

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Most probably there are spawning points like at saugus. If you also want to get rid of the enemies, you have to delete them as well.

 

Rather then deleting the spawns, set them as bosses via the location tab on the references, then add the clearable tag to the location, make the workbench so they have to clear the enemies before they can use the workshop ( immersion ) edit the zone file so that its set to never respawn, this will keep the initial enemies from ever spawning again and doesn't make it just another 'empty' location.

 

edit in:

I understood, that he wanted to get rid of the trash lying around in front of the building to have more space for an own settlement which can be placed via the conquest mod.

 

This could be achived with the creation kit within 1-2 hours and is not really a problem. Removing the doors of the building and adding the interior cell to the exterior cell is a little bit more complicated.

 

Far as this one goes as well, your working on a spot that has a building placed atop it, lowering the landscape under the building really isn't a issue far as making it so that you could put the interior in there, you would have to do some edge editing with statics to cover up some of the 'drops' you get from doing so, but its not really a complicated process just time consuming far as turning the interior into a exterior, likewise the interiors don't always match up with the exteriors, many building interiors are larger then a 1:1 ratio, working with that in itself can get very time consuming. I prefer to leave the interiors as interiors and just set them up as their own settlement when working with the large buildings. one can always setup fixed work and guard markers on the interior that are patrol paths to exterior guard posts and work locations.

Edited by caleb68
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