About this mod
By request a new settlement location at Peabody House called Peabody Place. Compatible with "Kid in a fridge - Peabody Family Settlers"
- Requirements
- Permissions and credits
- Changelogs
- Donations
Adds a new settlement at the Peabody House. I don't think this will interfere with the Kid in the Fridge quest, but I recommend enabling this mod AFTER that one is completed.
> Settlement Functions <
The following have been tested and confirmed working:
- Settler recruitment with beacon
- Supply lines
- Settler assignment from other locations
- Fast travel target
Happiness - please ensure you have 50% happiness when you first activate settlement. If not, the mod did not activate correctly.
I did not mess with any vanilla spawn triggers in the area, but once cleared there shouldn't be respawns.
Please note there is no visible mod border. However, I mod includes some junk walls to show you where the edges are.
I edited the items in the Peabody house so they are unowned and can be looted. I couldn't figure out how to get to get the beds to register with the workbench as regular beds, so you'll probably have to scrap and build some new ones.
I made two version of this mod, one with and one without a sandbox. Was worried a sandbox version would extend to far into nearby areas, so made a version with and without a sandbox. The one with the sandbox isn't too big and covers whole settlement but settlers might wander into the Poseidon Energy parking lot. If you don't want that or are using overlapping settlement mods in the area, try the version without the sandbox. The settlers instead will sandbox a certain distance out from the settlement center marker. The radius size can be increased using the recommended sandbox mods.
I did not hardcode any build limit, so it will use defaults.
Build height - you can build up to the upper overpasses and even higher. The northernmost overpass has no navigation mesh, so you would have to place floors. The broken overpass and the high southern section do have navigation meshes.
The building area covers 5 cells, plus two small sections from neighboring cells. There's a small house included from a Quincy Cell and a little section at north end of broken bridge. Because these two small sections are not part of the Peabody Place location they may still be subject to resets, so don't build a chest for storing valuable stuff in those two parts. (I did it this way so as not to mess with those two other locations and minimize conflicts with other mods.) See pictures for more info.
There's a lot of water here, so a great way to raise food and add immersion is to plant some Tarberries or Bloodleaf using a mod. Homemaker adds Tarberries (.5 food) and CVC Dead Wasteland add both Tarberries (1-2 food) and Bloodleaf (1-2). There might be others I'm unaware of.
> Scrapping <
I use Scrap Everything and by default everything was scrapable except for some march bushes and some marsh vines. I added recipes for those. The mod cars are scrapable with extra selection in Scrap Everything turned on, but I went ahead and added recipes for those to make life easier. There's a couple roots that are only scrapable with extra selection turned on, same with some bridge parts.
> Technical Stuff <
For those interested in editing the mod for their own tastes, all the forms I added to the mod should start with the name PeabodySettlement. I used the existing map marker (Peabody Home). Also used the existing location "BillysHouseLocation" and the matching Encounter Zone; however I added four more cells to it, so now it covers 5 cells. The build are includes a couple of small areas in neighboring cells that I did not want to include in this location to avoid breaking any Quincy or Poseidon Energy stuff.
> Compatibility/Conflicts <
Works with Kid in a fridge - Peabody Family Settlers at Fallout 4 Nexus - Mods and community (nexusmods.com). You can enable these mods at same time and the load order shouldn't matter. However, I would activate the workbench first and build some beds, water, etc. If you don't have water, food, etc ready before assigning the Peabodys then you'll get a bunch of red stats and you'll take an immediate happiness hit down to like 20%. Once the resources are ready, talk to the Peabodys and you can assign them to the Peabody Place settlement.
This mod will conflict with any other settlement mod at the same location as well as mods that alter the same 5 cells in significant ways (like adding buildings).
I've seen a mod that adds a Quincy airport that I am pretty sure would be incompatible. I took pains not to overlap too much with Quincy and Poseidon Energy, so mods affecting those should probably still work but you may have to mess with load order.
I think this is probably compatible with Sim Settlements, but I do not have the mod and have not tested it.
Also tested with Settlement Management Software V2 - For Rename Anything at Fallout 4 Nexus - Mods and community (nexusmods.com) and it works great. I assume it will also work with the original version at Settlement Management Software at Fallout 4 Nexus - Mods and community (nexusmods.com)
> Permissions <
If someone wants to upload this to Bethesda.net for xbox/playstation users please feel free, just give me credit. I won't be able to provide troubleshooting support for those platforms though. I'd prefer this to not be uploaded to other sites, but if sometime in the distant future Nexus isn't around anymore or some other circumstance demands it, then it is fine.
Also I plan to support this mod, but if for some reason I disappear and am no longer maintaining it, feel free to make the needed adjustments to fix it.
> Thanks/Credits <
Thanks to EL HA / Zorkaz for the settlement tutorial - https://www.nexusmods.com/fallout4/mods/39353
This was my primary resource document and it was invaluable. I had made a settlement years ago but someone else has to fix it, so felt good to complete this one on my own.
I also found this one useful to fill in a couple gaps on the one above:
https://www.nexusmods.com/fallout4/mods/32193/