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Croup Manor


jjb54

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So I read some of the " bugs " and have mods that allow me to " Scrap ALL ", even dead bodies of Ghouls and such.

 

I hope by turning them into "compost" and such, this helps that they do NOT return.

 

I was puzzled by the Basement not being part of the Settlement, in that you cannot go down there and clean it up and use it as a " Spare Oom ", so I just put flooring over the steps and such that leads down to it and thus, hopefully it's covered and sealed for good! ( ????? )

 

My main point was, why did Beth do the Basement and at least not include it in the Settlement? That just seemed like a glaring OOPS.

 

.. Jj ....

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So I read some of the " bugs " and have mods that allow me to " Scrap ALL ", even dead bodies of Ghouls and such.

 

I hope by turning them into "compost" and such, this helps that they do NOT return.

 

I was puzzled by the Basement not being part of the Settlement, in that you cannot go down there and clean it up and use it as a " Spare Oom ", so I just put flooring over the steps and such that leads down to it and thus, hopefully it's covered and sealed for good! ( ????? )

 

My main point was, why did Beth do the Basement and at least not include it in the Settlement? That just seemed like a glaring OOPS.

 

.. Jj ....

 

"Don't call me settler" lets you burn all the dead ghouls and they don't return (plus the dead Brahmin at Taffington Boathouse).

 

I guess the problem with letting you use the basement as part of the settlement would be that it would still be waterlogged so not exactly much use.

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you might be thinking of this

 

http://www.nexusmods.com/fallout4/mods/22994/?

 

But by the looks of that mod you can use the basement but the rest of the house is a wreck ? I use "Rebuilt Croup Manor" which restores the house but not the basement since I would rather have a usable house than a dingy cellar.

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you might be thinking of this

 

http://www.nexusmods.com/fallout4/mods/22994/?

 

But by the looks of that mod you can use the basement but the rest of the house is a wreck ? I use "Rebuilt Croup Manor" which restores the house but not the basement since I would rather have a usable house than a dingy cellar.

 

one wonders if the 2 mods are compatible

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this is an interesting thread;

folks have made so many different approaches to Croup Manor -

I'm looking forward to making a pastiche from them via settlement blueprinting.

 

Croup Manor is a fairly large settlement area

it would be cool if you could extend the settlement, or link the above ground to the underground,

and on to the UnderBoston...

 

 

 

on the upside, the interior cell of the basement, can be a great place to make water.

like, a lot of water, which cannot be attacked...

similar to the under-gantry entrance ramps in Vaults, you can put water generators there easily out of the way.

put some 'floating floors'/suspended chain gantry ways, and you lose like half a foot of room, but keep the water etc.

it winds up looking a lot like the Saugus Ironworks locale.

 

or, you can use place anywhere, append cells into a settlement, any-door-any-where, and map that to one of DDproductions'

excellent elevators. vault, skyscraper, wasteland etc.

you could even have 'Pipes Galore" be a 'jefferies tube" if you wanted... with a nod to the Sims "air-elevator".

or, GreekRages novelty elevators, whatever floats your boat.

 

it takes a few scripts to line-up the elevator on the other side...

but, you take the elevator, and you can go up through the middle of the settlement if you want.

I recommend two locations - near the 'fireplace' staircase, or near the nahant-most side.

that's how they made the cool elevator at Mass Fusion work, and also why that stuffs up sometimes hehe.

 

the elevator opens inside of what would be solid 'wall',

the elevator 'overrides' the precombine or the mesh of the Manor, to still display the internals of the elevator

without need for toggleable no-clip or nasty 'poke through"...

 

and allows you to go to the basement that way too.

the basement. the sub-basement, basement. where is the key for that button on the elevator pad?

you can disguise the entrance to the elevator a number of ways -

exterior hidden entrance, camouflaged doors or holo-emitter (gotta hope the power doesn't go out)

You can have a helipad on the roof of the Croup Manor Scrap-Scraper,

you could make Croup Manor a base hospital... all kinds of stuff.

 

Croup Manor ground floor; the back of the 'shotgun hallway' is the technicians quarters.

the dining room becomes a communal mess hall.

the staircase to left is behind a forcefield and auto-locking door, to deter intruders to the 2nd level

(and detect Synth replicants).

The bar and the gigolos/strumpets can be quite popular, so it prevents rowdy folks from annoying guests further up the manor.

 

barricade the staircase

(i make that area a power-generation secured area)

and folks can take the staircase up to the markets or larger area and balcony apartments.

that staircase is an excellent chokepoint, and can be secured with a few traps or turrets.

 

then, you can make your perimeter walls and the rest of the scrap-city etc.

I put 'apartments' near the central 'monument', with a statue of the Protagonist.

there's a few semi-detached, outer-wall 'camping facilities', public bathroom, Books(school),

a Gaol (Regulators/Police) and a medium trade hub. there is minor medical near the

gigolos and strumpets, but the real draw is the hotel and commercial up on levels 7 and 8.

the BoS come and go discretely from the basement from time to time.

 

 

 

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Underground areas in settlements are annoyingly off-limits for construction in the vanilla game.

The cellar in Sanctuary Hills... the tunnels under Bunker Hill... Croup basement...

 

For that matter, some of the settlement choices themselves are a bit... off... while much better locations go unclaimed.

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Underground areas in settlements are annoyingly off-limits for construction in the vanilla game.

The cellar in Sanctuary Hills... the tunnels under Bunker Hill... Croup basement...

 

For that matter, some of the settlement choices themselves are a bit... off... while much better locations go unclaimed.

 

Maybe there's a reason for that ? I have "Rebuilt Coastal Cottage" which has an underground bunker which I can fast travel to separately from the above ground cottage but if I do, my companion(s) will not follow me through the trapdoor to the surface. They stay in the bunker till I fast travel elsewhere then they rejoin me.

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