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Settlements of Yader-Mir
About This Mod
It's been years since I finished the quest and went to the Nuclear World. Especially if the raiders were destroyed. Why so? Just because this world is empty, and the only settlement in Red Rocket doesn't count.
The idea of this fashion is to make the nuclear world more vivid, especially if the player decides not to follow the raiders' path.
What will you get with this fashion
- 14 settlements
- 7 houses
- 33 card markers
- Unique NPCs
- Small improvements to NPC
Settlements
All settlements are ordinary settlements. They can use lighthouses to create settlers, supply lines, or launch attacks.
Of course, ordinary settlements can be raided and enslaved. For this to be possible, the settlements need to be developed a little so that the Shanks see them as a suitable target.
All the work platforms in these places are connected to the workplaces.
Not all settlements are freely accessible. In many cases, a number of conditions must be met.
At home.
All houses are available from the beginning. There are no conditions. Unlike other indoor workshops (the Player's House in Diamond City), these houses use a special workshop. This means that they have access to all menus in workshop mode. You can create anything you want. However, never attempt to create settlers or use robots. There is nothing in these zones that can function as a settlement. (No spawns, no centers, no attacks.) They are intended for use as housing. Mr. Cover's cafe is an exception. The workshop in this location is intended to modernize the institution rather than to use it as a dwelling.
Let's take them in turn:
Nuclear Transit Center (settlement)
Requirements: Activate the backup power supply at the underground station and get the workshop. The first settlement to be found. As the name suggests, it is located at the Nuclear Transit Center. Defeat the gunmen, enter the underground station, talk to Harvey to get the password, turn on the system, and you're done. You can come back and take control of the workshop.
Grill "Physiztop" (border).
You're the boss now. The Fizztop Grill Bar is at your disposal. It's simple. The Grill-Bar "Physiztop" controls the territory around the lake/veranda of the Grill-Bar, which, of course, includes the Grill-Bar "Physiztop". Next to the workshop is the Rare Hub (container shared with other workshops of the house).
Inside the grill bar Fizz Top (house)
Yes, your own boss's house. Ready to receive guests. The inner workshop is connected to the outer, so everything is simple.
Inside Mount Fizztop (house).
Now you will learn the leaders of the gang, the first person may be Nisha, the leader of the Adepts. Talk to her and go to the workshop. ...... Dawn. Now you can tinker with crazy decorations and apply your own style to this place. The workshop has nothing to do with anything, but you can access a rare hub (Grill Bar "Phystop").
Saloon (house).
Next comes the Black Brothers, the Operators' leaders. Talk to them and visit the locker room and you'll find them there. It turns the place into a real cool club. The workshop is not connected anywhere, but you have access to the Rare Hub (Fizztop Bar and Grill). Here you can also find a special energy "fuse box" (radius 1000, power 100).
Mr. Leeds Cafe (House).
You may want a coffee or a beer before heading to the last gang leader. Enter this place and visit the warehouse. After that, you will be ready to work. Go into workshop mode and help the poor man to clean up. The workshop is connected to the market of the nuclear world, where there is a special fuse box.
Bradburton Amphitheater (House).
And finally, the leader of the pack, Mason. You can talk to them (if you can hear them behind the rumble of battle) or go to the alley and see the fairy workshop that calls you. Clean up there and show these animals who's the master builder. The workshops are unconnected, but you can get to the center of the lair (Fizztop Bar and Grill).
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