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Building the Fort Hagen mercenary camp for Charley's Story


gregaaz

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If you've been following Charley's Story, then you know that Book 3 is building up to an assault on Fort Hagen by the Minutemen to take out Kellogg's mercenaries. In the vanilla game, Kellogg doesn't have this entourage, and so we'll need to build the mercenary camp ourselves and then turn it hostile using Hostile Workshops. Let's take a look at what we have in terms of terrain.

 

Here's the north part of the base: 

 

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I've already done a little bit of ground work to ensure that any settlers I spawn here won't have too many complaints; I scattered some random wild harvestable food, put in a water purifier (the one the Rust Devils broke in the storyline) and a power source. I also changed a number of non-interactable beds into "real" beds that the settlement will recognize. 

 

Next step is to install the defenses. We'll be running some barbed wire from the Raider Themed Workshop add-on, as well as some guard posts and turrets. Or at least, that's what I would have been doing if things hadn't gone sideways. You see, in Fort Hagen is Ours, the north sector of the fort is bugged and can't support population - you can see how widespread the problem is from the discussion thread. Consequently, while I can still build there, I can't assign settlers or gather resources; essentially, this sector will be a decoration-only portion, and it means I'll need to change my plans. I'll be removing some of the resource-related elements and moving the planned defenses closer to the line of the central portion. The good news is, since it looks like I won't be able to fix the problem in the short term, there's no reason to roll back to an earlier save and potentially lose progress. I tested and confirmed that the other Hagen zones will accept settlers and generally work, so we should be OK.

 

After that disappointing start, I ended up having some further issues with this mod, mainly in the form of the main Fort Hagen site failing to properly bind to its map marker. That resulted in a bunch of lost work as I had to roll back to an earlier save and re-run the initial workshop registration script. Ultimately, I decided to narrow the scope of this project a bit and only build out the central zone. The other parts of the base will just end up being off camera and not featured in the blog photos. Below you can see some of the first steps - getting guards on patrol, building some fortifications, and installing a water tank on the roof.

 

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Next up, we'll replace the NPC gun turrets that I had to destroy with workshop ones. They'll stay friendly until I 'flip the switch' to turn this into a hostile settlement.

 

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Next, I added a few workstations to ensure that the settlement's needs were met and to counteract the low starting happiness value it received. 

 

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Last but not least, I laid down some ambient set dressing to improve the look a little. These won't directly affect the game stats, but they should increase the sense that this area is an armed camp rather than just abandoned ruins.

 

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A quick check reveals that the guards are doing their patrol routes correctly - I managed not to break any pathing, which is good - and all the stats look right. While I originally imagined a more extensive implementation, what we've got here will work for my needs. If all goes well, you'll get some more views of this in Chapter 73 and maybe a bit of Chapter 74. See you then!

 

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