Dune
Active Member
- Messages
- 176
So I was trapped inside and without internet for the last week because hell froze over and took down a line, leaving me with just Fallout 4 and Total War: Warhammer II to keep me company. To that end, I decided to make good on my promise of building a Spectacle Island settlement with proper grandeur and flair (when I wasn't bashing my head against the infuriatingly difficult Imrik Mortal Empires start in TW:WH2).
The start was humble... kinda. Because of my frustration over my last attempt at this getting bugged out due to an incompatible update, I just noclipped my way to the island and gave myself a bunch of levels before using Raze My Settlement's shipment option to give me some starting materials.
I built my personal house (more like a bunker, it was all cement save the stairs) and then went on with the regular storyline, talking to Jake once I dropped down the recruitment beacon.
(Oddity #1: Despite putting the "Settlement spawn location" mat in the little greenhouse attached to the garage, Jake still spawned at the island center)
Going back to Concord was easy, at least, considering it's not all that far from Vault 111.
(Oddity #2: If Jake spots a weapon with higher DPS on the ground he'll go grab it and never get rid of it in lieu of his laser pistol.)
I'm not even sure where he found it.
With that done and the world of ASAMs open to me once again, I started my settlement with humble beginnings.
Working with the contours of the island is a bit of a pain, if I'm being honest. It's difficult to get a grasp on how irregular the ground is from aerial pictures, but those farms are sitting in low points in the sand. Also, I don't know why but the game liked picking Myrmarachne's models a lot - I eventually had to swap out the Dark Tower because raider-y rusty metal didn't quite fit, but you'll see that later.
Vault-Tec headquarters was deliciously uneventful, I'd had enough troubles in that lobby to last a lifetime.
Continuing on with the story, I make my way to Vault 81.
(Oddity #3: You can dive into the pond outside Vault 81 and unclog the water pipe early so you only have to make one trip in before going out on Mannfred's personal errand - great for people who don't like that elevator ride.)
I almost bean the poor doc with the Vit-O-Matic while taking it off its mounting due to him sitting down as I'm taking it.
Now with access to the entire plot inventory, I realized I had no place for Commercial plots and the land itself wasn't going to give me any breaks. So instead I made the beginnings of what would be my Boardwalk Project(tm).
Starting with a 3x3 bar and the start of a General Store, a clinic, and a more "nautical" themed bar, this would become the centerpoint for the civilian half of the island.
However, I realized I needed more settlers, since they had barely come in a trickle since I'd first started.
(Oddity #4: I'm noticing similar inconsistencies when dealing with children settlers to what I saw when dealing with robots, being unassigned and reassigned to plots and jobs seemingly at random - I later realized that the game was assigning them only while I was away, and then unassigned them when the game realized they shouldn't be working.)
To this end I did the starting The Ron settler quests. Didn't take long, but I ran in circles a bit because both quest markers show up when you select one and downtown Boston is already a mess to get around when you're trying to go to Goodneighbor for the first time.
Also, shout out to whoever the writer(s) for Grey Matters were. That is a masterfully done quest.
It was at this point I ran into my old Nemesis: Where There's Smoke. I already archived my struggles in a thread over in Question & Help, but let's just say this particular dialogue box will forever torment me.
(Not an oddity, but dear lord True Storms can really go apeshit sometimes, huh?)
Because I was stuck at this quest for a while (like, two solid days before I found the mod that was breaking it), I had some fun with a mildly alarmed Jake just following me around everywhere I went.
Deciding to use this time more constructively at one point, I expanded the docks a bit to make them a tad more inviting.
I also added a fourth Industrial plot to the "salvage operation" and added some scaffolding to make it look legit.
Now with the settlers to man the main boardwalk, the shops sprung up and it actually looked pretty good being lit up.
(CONTINUED IN NEXT POST)
The start was humble... kinda. Because of my frustration over my last attempt at this getting bugged out due to an incompatible update, I just noclipped my way to the island and gave myself a bunch of levels before using Raze My Settlement's shipment option to give me some starting materials.
I built my personal house (more like a bunker, it was all cement save the stairs) and then went on with the regular storyline, talking to Jake once I dropped down the recruitment beacon.
(Oddity #1: Despite putting the "Settlement spawn location" mat in the little greenhouse attached to the garage, Jake still spawned at the island center)
Going back to Concord was easy, at least, considering it's not all that far from Vault 111.
(Oddity #2: If Jake spots a weapon with higher DPS on the ground he'll go grab it and never get rid of it in lieu of his laser pistol.)
I'm not even sure where he found it.
With that done and the world of ASAMs open to me once again, I started my settlement with humble beginnings.
Working with the contours of the island is a bit of a pain, if I'm being honest. It's difficult to get a grasp on how irregular the ground is from aerial pictures, but those farms are sitting in low points in the sand. Also, I don't know why but the game liked picking Myrmarachne's models a lot - I eventually had to swap out the Dark Tower because raider-y rusty metal didn't quite fit, but you'll see that later.
Vault-Tec headquarters was deliciously uneventful, I'd had enough troubles in that lobby to last a lifetime.
Continuing on with the story, I make my way to Vault 81.
(Oddity #3: You can dive into the pond outside Vault 81 and unclog the water pipe early so you only have to make one trip in before going out on Mannfred's personal errand - great for people who don't like that elevator ride.)
I almost bean the poor doc with the Vit-O-Matic while taking it off its mounting due to him sitting down as I'm taking it.
Now with access to the entire plot inventory, I realized I had no place for Commercial plots and the land itself wasn't going to give me any breaks. So instead I made the beginnings of what would be my Boardwalk Project(tm).
Starting with a 3x3 bar and the start of a General Store, a clinic, and a more "nautical" themed bar, this would become the centerpoint for the civilian half of the island.
However, I realized I needed more settlers, since they had barely come in a trickle since I'd first started.
(Oddity #4: I'm noticing similar inconsistencies when dealing with children settlers to what I saw when dealing with robots, being unassigned and reassigned to plots and jobs seemingly at random - I later realized that the game was assigning them only while I was away, and then unassigned them when the game realized they shouldn't be working.)
To this end I did the starting The Ron settler quests. Didn't take long, but I ran in circles a bit because both quest markers show up when you select one and downtown Boston is already a mess to get around when you're trying to go to Goodneighbor for the first time.
Also, shout out to whoever the writer(s) for Grey Matters were. That is a masterfully done quest.
It was at this point I ran into my old Nemesis: Where There's Smoke. I already archived my struggles in a thread over in Question & Help, but let's just say this particular dialogue box will forever torment me.
(Not an oddity, but dear lord True Storms can really go apeshit sometimes, huh?)
Because I was stuck at this quest for a while (like, two solid days before I found the mod that was breaking it), I had some fun with a mildly alarmed Jake just following me around everywhere I went.
Deciding to use this time more constructively at one point, I expanded the docks a bit to make them a tad more inviting.
I also added a fourth Industrial plot to the "salvage operation" and added some scaffolding to make it look legit.
Now with the settlers to man the main boardwalk, the shops sprung up and it actually looked pretty good being lit up.
(CONTINUED IN NEXT POST)