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Mechanislt Lair - Is There A Good Mod?


Kodiak412

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I have been looking for a mod that makes the Mechanist Lair a full functioning settlement.

 

A couple have people in the comments saying that the mod needs an update as it does not work. I tried one that has about 4 versions and it totally borked the lair. I was able to uninstall it and the lair returned to vanilla but is there a good one that still works?

 

I would like to make a correct settlement out of this and have water, farming and settlers.

 

Thanks for any replies.

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Spawning settlers (player.placeatme 20593) works, and Ethreon has a mod with hydroponic plots that show up in the limited menu (I think it's called "Plant Me"?). For water, there's a 15-water device that also works (the shtick is that it draws water all sciencey-like from humidity) but I'm not sure what mod it is. Maybe Settlement Objects Expanded?

 

Anyways, another method I've read about is to simply use the console command

 

addkeyword 00246f85

 

on the workbench to make it fully functional. Haven't tried it myself, but plan on doing so later in this current playthrough. Dunno if a beacon would work though - still might have to spawn settlers. But I'm just guessing on that.

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I may try that addkeyword command. I would be happy just to get the normal stuff. The small dirt plot would be fine for me.

 

I always console command in the settlers anyway. I make a save, get a settler, and if I do not like the one I get I reload the save and try again.

 

I think I will try that workstation command I will come back and let you know if it worked.

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Try Stronger Robots and Synths Overhaul mod ... you will see how strong robots are and when you get inside the Mechanist Lair, you will have a very challenging fight ....

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@kev and fyi for anyone searching this thread.

 

I used the console command that kev posted above to add functionality to the workbench. Went into console, clicked on the workbench, and typed:

 

addkeyword 00246f85

 

Hit enter and closed the console. This seems to have worked perfectly as it looks like it restored the missing workshop items. I was able to add the little dirt farm plots and plant some crops. I also added a couple of water pumps in a dirt plot and now they have water. I consoled in a couple of settlers so I do not know if a beacon works, but so far it all seems to work fine. I'll see what happens when I leave the game and return to see if it sticks.

 

It was a pity the mod I spoke of extended the build zone to include Isabel's area and the little room in the back with the workbenches. I would have liked to have used that but it seems they have not been updated and the normal FO4 updates may have borked them. Pity.

 

Thanks for suggesting that command to add the items back to the workbench. That returned proper functionality without a mod.

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That's good to know, thanks. I also spawn settlers rather than use the beacon and used to save/reload to get the ones I wanted but there's an easier way. Right after spawning, ie before moving the settler in workshop mode, click on the spawned settler in console and use the "recycleactor" command until you get your preferred settler. Then move them. I started doing that once I installed "better settlers" but I think it should work even if you don't use that mod. Just a bit quicker than constantly reloading saves.

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I'd be keen to know how your settlers use the space. In my last game, I spawned about a half dozen and found that they wouldn't walk up the (vanilla) ramps to the upper rooms by the entrance ways or even use the the ground floor outside an area running from not much further out from either side of Isabel's control room to the elevator entrance. They wouldn't use beds that I put on the ground floor that was outside that area. I didn't build all that much though (well, because of that), just a raised seating area in the middle with beds on the ground floor very close to directly underneath (the only place they'd use them). Maybe building new walkways/platforms etc would get NPCs to actually wander around?

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That limited settler navigation is what I am seeing too. They will walk around the center area (with the Mechanist symbol on the ground) and that is all. I have crops over by one of the ramps that lead up to a second floor room, but they will not go up it. They tend the crops but that is as close to the ramp as they go. I even put some beds up there but they did nothing at sleeping time.

 

I then made a little room with a couple of beds over by the workbench but they do not seem to want to walk over there. They only stay in that small central section. I did put some idle markers in that area and they do use those, but the ones that are outside of the nav area, they do not use. I was hoping I may be able to "kite" them over to ones outside of that area by leaving a path of markers, but they only seem to use the ones in their small area and that is it.

 

I did not try to lay new flooring, but I may just to see if that would work. Perhaps that would open up the navigation paths. I'll let you know but this is looking like a very limited settlement.

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i got it fully working with the mechanist lair overhaul mod. all i needed to do was to expand the settlement sandbox marker with the CK and tweak the navmesh around the doors a little, and my settlers are now sanboxing around the whole lair, all the way up to the robco center. and to make it compatible with the other dlc's all i needed to do was generating new precombines and previs.

 

another trick i used was using the settlement markers mod to place down lessiure areas that attracts them.

Edited by jojje5
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