Search the Community
Showing results for tags 'far harbour'.
-
Version 1.0.1
180 downloads
A Transfer Settlements blueprint that raises Dalton Farm to the level one would expect of a family that owned most of the island. The site is transformed into a blend of commercial and tourist elements yielding high defence, population, and food generation. Details on the changes below: Two-storey home built atop the cliffs overlooking the water. This provides medical facilities, a gym, and houses a club featuring a singing settler. Small galley-style kitchen in the main home. The dilapidated homes near the road have been replaced with viable commercial spaces: a general store/clothing shop combination and a dedicated barber shop. This is also conveniently right by the default fast travel point. The rocky area by the road skirting the buildable area now fits two inline greenhouses. The beach area now supports an expanded dock area with three long shacks for bunks. Bathroom facilities on the jetty for settlers. The outside looks like a fishing shack, but inside Institute wall and floor pieces are used to create a sterile look. Cobblestone floor pieces have been added over the rocky area bordering the beach. This provides additional pathing for the settlers to make their way back and forth. While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site. Some of the features of this build are: 38 bunks. 125+ food. 750 defence. 300 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build. Due to the layout, there is no dedicated workshop area. Instead, the armour, weapons, and chemistry workbenches have been added in the back room of the general store. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Singing Settler. Used for optional flooring overlay and a performing settler. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and Settlers can use for basic actions. Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area is relatively straightforward. Remove clutter, trash, foliage, and deadfall. Be careful when clearing out rocks along the beach; when removing a cluster near the radioactive barnacles, there's an off-coloured rock that is actually part of the supporting cliff the house will be built upon. There's a shack built on the cliffs where the home will go; the foundations cannot be scrapped. You will need to markfordelete and disable to remove them. Note. There are several radioactive barnacle traps on the beach with two being located at the end of the existing dock by the settlement workshop. Sometimes the effects will not dissipate and harm settlers. To stop this from happening, scrap them entirely, and be sure to be on god mode while doing so. Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop. Note. Import should be done with Workshop Mode enabled. After Blueprint Import Ensure power and defences are back online. Potential Issues Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc FarHarborExt from the console is the easiest way to get away and save. I recommend that you import/export blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases, the collision effects are found elsewhere, leading to interesting behaviours among the NPC population, leading to a snap-back effect as you push through an area and are forced back by the invisible wall. Note. While Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.-
2
-
- transfer settlements
- far harbour
-
(and 1 more)
Tagged with:
-
Transfer Settlements - Dalton Fisheries and Farm View File A Transfer Settlements blueprint that raises Dalton Farm to the level one would expect of a family that owned most of the island. The site is transformed into a blend of commercial and tourist elements yielding high defence, population, and food generation. Details of the Build Two-storey home built atop the cliffs overlooking the water. This provides medical facilities, a gym, and houses a club featuring a singing settler. Small galley-style kitchen in the main home. The dilapidated homes near the road have been replaced with viable commercial spaces: a general store/clothing shop combination and a dedicated barber shop. This is also conveniently right by the default fast travel point. The rocky area by the road skirting the buildable area now fits two inline greenhouses. The beach area now supports an expanded dock area with three long shacks for bunks. Bathroom facilities on the jetty for settlers. The outside looks like a fishing shack, but inside Institute wall and floor pieces are used to create a sterile look. Cobblestone floor pieces have been added over the rocky area bordering the beach. This provides additional pathing for the settlers to make their way back and forth. While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site. Key Statistics 38 bunks. 125+ food. 750 defence. 300 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area is relatively straightforward. Remove clutter, trash, foliage, and deadfall. Be careful when clearing out rocks along the beach; when removing a cluster near the radioactive barnacles, there's an off-coloured rock that is actually part of the supporting cliff the house will be built upon. Note There are several radioactive barnacle traps on the beach with two being located at the end of the existing dock by the settlement workshop. Sometimes the effects will not dissipate and harm settlers. To stop this from happening, scrap them entirely, and be sure to be on god mode while doing so. A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., fringes, trunking). Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence. Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop. Note. Import should be done with Workshop Mode enabled. Tasks After Import Confirm that all power has been restored as expected. Notes on Imports Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game. The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save. I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall. Note. This blueprint was tested with Transfer Settlements working under Stable. Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs. Notes on Power and Performance These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids. Warning for Dynamic Lighting Users If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing. Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement. Note. I cannot guarantee the above will work. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.1 Switched to Immersive Laundry. Added a fishing vessel at the end of the jetty. Removed trading post. Submitter msmfoster Submitted 11/07/25 Category Sexual Content Requirements Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack
-
- transfer settlements
- far harbour
-
(and 1 more)
Tagged with:
-
Transfer Settlements - National Park Visitor's Centre Redux View File A Transfer Settlements blueprint that transforms the Visitor's Centre from a prepper's home to a rebuilt and viable settlement. In addition to the repairs, buildings have been added to increase defence, food production, and commercial spaces. Note. This build aims for a repaired look, not restored to its former glory. This means there are brick walls on the second level facing the deck, and the roof is replaced with a barn variant for easy support of turrets. Details on the changes below: Visitor's Centre has been repaired with the inside walls removed to create a more viable living area. Dedicated medical area with surgical bay and recovery ward within the Visitor's Centre. A lovely deck gym above the main entrance of the Visitor's Centre. The small hut near the parking area now has walls that create a viable kitchen and eating area. Two additional commercial spaces have been added along the retaining wall overlooking the parking area. A large greenhouse has been added opposite the Visitor's Centre for food production and defence. The far side of the greenhouse effectively acts as a wall to force attackers around the structure. Parking area now includes vintage cars. Note. These cars can and do explode if they take damage. Some of the features of this build are: 24 bunks. 170+ food. 530+ defence. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build. Due to the layout, there is no dedicated workshop area. Instead, the armour, weapons, and chemistry workbenches have been added to the general store. This fits in with the overall theme of this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs (includes Factions Minutemen, Signs of the Times variants). Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall. Additionally, remove the junk wall fortifications, which are not needed once the outbuildings provide viable defences. For the Visitor's Centre itself, clean the site, remove the entire roof structure, floors, and internal walls. The exceptions to this are: The doorways and associated walls on either side of the stairwell. The stairs themselves. You can opt to maintain the deck flooring in place; it may help NPCs use the existing stairs to travel back and forth. Note. Be sure to remove the Vim! machine. A new one will be added in its place. Nuka-Cola will then begin to appear around the machine as it respawns. Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop. Note. Import should be done with Workshop Mode enabled. After Blueprint Import Ensure power and defences are online. Potential Issues Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc FarHarborExt from the console is the easiest way to get away and save. I recommend that you import/export blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases, the collision effects are found elsewhere, leading to interesting behaviours among the NPC population, leading to a snap-back effect as you push through an area and are forced back by the invisible wall. Note. While Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Submitter msmfoster Submitted 11/07/2025 Category Sexual Content Requirements Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack
- 6 replies
-
- transfer settlements
- visitors centre
-
(and 2 more)
Tagged with:
-
Version 1.0.0
192 downloads
A Transfer Settlements blueprint that transforms the Visitor's Centre from a prepper's home to a rebuilt and viable settlement. In addition to the repairs, buildings have been added to increase defence, food production, and commercial spaces. Note. This build aims for a repaired look, not restored to its former glory. This means there are brick walls on the second level facing the deck, and the roof is replaced with a barn variant for easy support of turrets. Details on the changes below: Visitor's Centre has been repaired with the inside walls removed to create a more viable living area. Dedicated medical area with surgical bay and recovery ward within the Visitor's Centre. A lovely deck gym above the main entrance of the Visitor's Centre. The small hut near the parking area now has walls that create a viable kitchen and eating area. Two additional commercial spaces have been added along the retaining wall overlooking the parking area. A large greenhouse has been added opposite the Visitor's Centre for food production and defence. The far side of the greenhouse effectively acts as a wall to force attackers around the structure. Parking area now includes vintage cars. Note. These cars can and do explode if they take damage. Some of the features of this build are: 24 bunks. 170+ food. 530+ defence. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build. Due to the layout, there is no dedicated workshop area. Instead, the armour, weapons, and chemistry workbenches have been added to the general store. This fits in with the overall theme of this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs (includes Factions Minutemen, Signs of the Times variants). Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall. Additionally, remove the junk wall fortifications, which are not needed once the outbuildings provide viable defences. For the Visitor's Centre itself, clean the site, remove the entire roof structure, floors, and internal walls. The exceptions to this are: The doorways and associated walls on either side of the stairwell. The stairs themselves. You can opt to maintain the deck flooring in place; it may help NPCs use the existing stairs to travel back and forth. Note. Be sure to remove the Vim! machine. A new one will be added in its place. Nuka-Cola will then begin to appear around the machine as it respawns. Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop. Note. Import should be done with Workshop Mode enabled. After Blueprint Import Ensure power and defences are online. Potential Issues Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc FarHarborExt from the console is the easiest way to get away and save. I recommend that you import/export blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases, the collision effects are found elsewhere, leading to interesting behaviours among the NPC population, leading to a snap-back effect as you push through an area and are forced back by the invisible wall. Note. While Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.-
1
-
- transfer settlements
- visitors centre
-
(and 2 more)
Tagged with:
-
Far Harbour Paradise UPDATE 2
SamanthaTraynor posted a topic in Downloads - Fallout 4 Non Adult Mods
Far Harbour Paradise UPDATE 2 View File For all Players, who love Dirt, Trash and disgusting Waste, go on this Mod isn´t for you, cause this Mod makes Far Harbour a little Paradise and not a Waste Bin!!! For all are newer to Modding! Best you start a Fresh New Game, so all i modded can take Place!!! As i promised, its so far, Far Harbour a much better Far Harbour, with an Luxury Acadia, a absolute clean Harbour, a clean NAKANO House, Mitch BAR CEAN+Mitch Face hehe, Roads clean, Environment Cleaner, Acadia has now a NEW FENCE! In Acadia in YOUR private Suite a Surprise awaits you, in Form of a Megastrong Weapon! OCEAN is absolute clean of Nuclear Slime and Trash!!! So yes, now you can take a little Bath. Echo Lake is now Clean, Flat and the four Shops belong now also to you, so the building Area is a bit bigger than before, the only Thing is, you need to move the Boss Trunk down from above you, i set it in CK on Ground, but well, seems the Trunk dont wanted to. You can move her down in the Building Menu , means V. Visitor Center Settlement is Clean and Flat, you can even build behind the House, The House is total rebuilded, no holes or broken Walls anymore, it also has now a cool Gazebo in front of it. Cause i´m still work on it, the Dalton Farm will be next, so you dont have to build on Hills and Rocks, Flat, yes i will do it with the next Update. Cleared Radiation + Fog out of Echo Lake and Visitor Center, cause Radiation in a Settlement only SUCKS! Reopened and Navmeshed that Building in the Echo Lake Lumber Mill, once was boarded up! So now you can use it! I hope you like what you see and like the Overhaul of Far Harbour. Enjoy TYSM EVERYONE Have Fun Friends and Players, Badly i found myself an BUG that let dissapear the PUMP in the BAY of the NUCLEUS!!!!!! BIIIG Promis i will fix this and with the next UPDATE ALL WILL BE GOOD AGAIN! Meanwhile you can solve the Problem, if you also dont find the PUMP for Sister Maii ´s WASHSALON, do this: 1.) Open Console 2.) Than Type in this Code for finishing her quest: SetStage DLC03CoA_FFNucleus03 40 40 is for Quest is Done. You still have to push the Button on Top under the Arch and you will hear a Peep Peep, but the Quest is anyway complete! As i said i fix this in the next three Days, depends on the Time, where i got not to Work RL, and the Fix comes with my next Update, where also the Dalton Farm is flat and clean, but also the Edge Cliff Hotel + the Vault inside will be repaired outside and cleaned inside + a PLAYER ROOM with all you need as Bonus! Sorry again to all, that happened with the Pump! Thank you all What's New in Version 1.1. Released 1 minute ago NEW UPDATE TO FAR HARBOUR PARADISE v.1.0 AS Always, START NEW GAME - ENJOY The Last Plank looks now even more Better. Food is no more Radiated so won´t harm you! Nuka Colas all Sorts of no Radiation Free! New Location added!!! All works now Properly and i hope you enjoy it. TYSM All UPDATED: Dalton Farm is now FLAT AND CLEAN!!!!!! V.1.1. FarHarbourParadise.rar Submitter SamanthaTraynor Submitted 06/15/2022 Category Other Requires Far Harbour- 9 replies
-
3
-
- far harbour
- clean
-
(and 2 more)
Tagged with:
-
Version 1.2.0
912 downloads
For all Players, who love Dirt, Trash and disgusting Waste, go on this Mod isn´t for you, cause this Mod makes Far Harbour a little Paradise and not a Waste Bin!!! For all are newer to Modding! Best you start a Fresh New Game, so all i modded can take Place!!! As i promised, its so far, Far Harbour a much better Far Harbour, with an Luxury Acadia, a absolute clean Harbour, a clean NAKANO House, Mitch BAR CEAN+Mitch Face hehe, Roads clean, Environment Cleaner, Acadia has now a NEW FENCE! In Acadia in YOUR private Suite a Surprise awaits you, in Form of a Megastrong Weapon! OCEAN is absolute clean of Nuclear Slime and Trash!!! So yes, now you can take a little Bath. Echo Lake is now Clean, Flat and the four Shops belong now also to you, so the building Area is a bit bigger than before, the only Thing is, you need to move the Boss Trunk down from above you, i set it in CK on Ground, but well, seems the Trunk dont wanted to. You can move her down in the Building Menu , means V. Visitor Center Settlement is Clean and Flat, you can even build behind the House, The House is total rebuilded, no holes or broken Walls anymore, it also has now a cool Gazebo in front of it. Cause i´m still work on it, the Dalton Farm will be next, so you dont have to build on Hills and Rocks, Flat, yes i will do it with the next Update. Cleared Radiation + Fog out of Echo Lake and Visitor Center, cause Radiation in a Settlement only SUCKS! Reopened and Navmeshed that Building in the Echo Lake Lumber Mill, once was boarded up! So now you can use it! I hope you like what you see and like the Overhaul of Far Harbour. Enjoy TYSM EVERYONE Have Fun Friends and Players, Badly i found myself an BUG that let dissapear the PUMP in the BAY of the NUCLEUS!!!!!! BIIIG Promis i will fix this and with the next UPDATE ALL WILL BE GOOD AGAIN! Meanwhile you can solve the Problem, if you also dont find the PUMP for Sister Maii ´s WASHSALON, do this: 1.) Open Console 2.) Than Type in this Code for finishing her quest: SetStage DLC03CoA_FFNucleus03 40 40 is for Quest is Done. You still have to push the Button on Top under the Arch and you will hear a Peep Peep, but the Quest is anyway complete! As i said i fix this in the next three Days, depends on the Time, where i got not to Work RL, and the Fix comes with my next Update, where also the Dalton Farm is flat and clean, but also the Edge Cliff Hotel + the Vault inside will be repaired outside and cleaned inside + a PLAYER ROOM with all you need as Bonus! Sorry again to all, that happened with the Pump! Thank you all What's New in Version 1.1. Released 1 minute ago NEW UPDATE TO FAR HARBOUR PARADISE v.1.0 AS Always, START NEW GAME - ENJOY The Last Plank looks now even more Better. Food is no more Radiated so won´t harm you! Nuka Colas all Sorts of no Radiation Free! New Location added!!! All works now Properly and i hope you enjoy it. TYSM All UPDATED: Dalton Farm is now FLAT AND CLEAN!!!!!! V.1.1. FarHarbourParadise.rar-
16
-
- far harbour
- clean
-
(and 2 more)
Tagged with: