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Greenwich Park Village
About This Mod
The very first fashion I published. Tested in the game for several hours in the same save with about 60 other mods (see list at the end of article).
Mod
There are still no settlements in the east.
The houses attracted my attention with their beauty, but unfortunately they all turned out to be empty shells (I hope the author of the original houses will not be too disappointed with my restoration of "Ecce Mono"). The location has low levels and relatively few enemies.
Implementation
I used assets from Snappy Housekit to rebuild my homes
which is a tough requirement for this fashion (i'd say more: if you don't already have it, try it, since it provides most of the construction parts in the game for use in workshop mode).
I tried to fix it. Since building a settlement on SKK's instructions is relatively straightforward (as I have done several times in the Commonwealth with good results), I simply put it there. Moreover, the script from SKK (SKK_WURegisterNewWorkshopScript.pex) was used for the workshop quest because of its reliability and strength. It is included in the package, so there is no need to download it from the source, although I strongly recommend using the SKK Workshop Ownership Utilities utilities
. It was used in the game to test this settlement.
The interiors of all five houses have been fully worked out and tested by John Smith, so if you decide to remove them, I assume the navigation grid will remain, so you will need to remove it in CK or FO4Edit (see the accompanying article for more details). To defuse the situation a little, I added a couple of small enemies and a little difficulty with access to the workbench. I won't reveal its exact location, but it's not hard to find it. You'll have to learn how to break locks, though.
The overalls were repaired. The prev has been restored for the cluster (I have doubts about the prev, please refer to the article, although I have not seen any problems in the game). I followed the method described by SKK in the above article and in the Trosski video
.
No visible borders were inserted. Instead, I present an image of a location with a building area marked with a red line.
More detailed technical information can be found in the notes collected in the attached article, which is full of spoilers. It is likely to be of little value or interest, but it also contains some doubts.
If you have experience with Creation Kit and see some fashion bugs (which are certainly there), please look at the article and publish the solution or email me. I'll update the mod as soon as possible.
Development plans
When I learn how to stage and control the behavior of NPC in CK, I would like to create a small quest related to the activation of the settlement. I'm still digging into tutorials and learning scripting... If you can offer good written sources (videos are easy to find) specifically for FO4, let me know.
I was able to find very little written documentation other than that for Skyrim.
I'll be laying out two other settlements soon... if Zorkaz has not yet populated the territory during this time ;)
Disclaimer
Despite my testing the fashion in the game, checking with FO4Edit (0 errors) and SKK WOU
my lack of experience in modding makes the use of this fashion risky. Please be careful and test it before fully including it in your saves. Remember that removing this kind of mod will certainly damage saving (I know it because I've done it many times in the past, not just from what I've read).
Acknowledgements
SKK for the SKK WOU tutorial and excellent published scenario for the workshop.
Robboten, Phoenix46 and KKthebeast for Snappy HouseKit and the hours of joyful construction I spent with it.
Seddon, Kinggath, Trosski, The Real Jenn, HeartImpaled (author of the great Northern Springs), and many others I have now forgotten for their online tutorials.
Bethesda for the lack of clear documentation on CK, which in itself turns its use into a dazzling adventure...
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