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HaplessAccreditation

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  1. haplessAccreditation
    haplessAccreditation
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    I'm a big fan of the Brotherhood's take over of Fort Strong. And I wanted to make it, more. More enemies, more allies, more quest enjoyment, and more rewards. I hope you enjoy this version of Fort Strong and choose to make it your main base of operations.


    Video of Fort Strong interior cleaned up:
    Spoiler:  
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    Change log:
    Spoiler:  
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    Version 2.0
    • Settlement compatibility
      New Location records
      New buildable areas
      More scrapable’s
    • Settlement power reduced to match vanilla levels
    • New Workshop Border, thanks Pra and Jonathan
    • Removed landscape changes, reset to vanilla level for better compatibility. If updating, some settlement placed items will eed to be lowered.
    • Modified Super Mutants to be a little easier
    • Added Super Mutant beds and animation objects
    • Disabled as many Super Mutant NPC's I could post take over. Any re-appearing enemies are because of cell record overrides and cell reset occurring (which should not ever occur in a settlement zone)
    • Added more Auto-Close doors
    • Custom Companion Fixes
      No more exiting power armor with being commanded
      Better dialog handling for companion mods While praying at Elder Lyon's shrine, the companion now ignores the player correctly
    • Added a memorial of shrines on the Prydwen
    • Added more detail in the sub-level to reflect better the Brotherhood scribes hard at work creating new ammo and weapons for their chapter
    • Added bookshelves in the armory with books
    • Added a Medic, Supply Engineer, and Mess Hall drink vendors
    • Disabled messy comment markers, again finally again
    • Added a special Far Harbor Vertibird that appears if you report the Synth's of Acadia in the unmarked FH quest "Search and estroy" to Captain Kells. (Highly recommend THJT-9's mod to fix this quest)
    • Made that umbrella in FortStrongExt05 finally scrapable!

    Features:
    • Full exterior settlement
    • Enhance "Show No Mercy" quest with added enemy's, added allies, added obstacles, and new scenes to make the capture of the Fort more significant
    • Added detailed Super Mutant encampments
    • New palisade walls protecting the different layers of the fort security zones
    • New Far Harbor Vertibird travel option if you informed the Captain Kells of the Synth's at Acadia
    • Custom lore friendly companion from Fallout 3
    • Helipad
    • Interior Armory workbenches are linked to the outside settlement storage
    • A private player room inside the Armory
    • An explanation how the Brotherhood got those mini nuke crates out of the basement, with a new loading dock door


    Thanks
    PJM, Llama, Glitchfinder, Pra, VlitS, JonathanOstrus, BenRierimanu, Zilav, Searge, Yarrmateys, Evan555, RA2Phoenix, Lively, Arthmoor


  2. 5z6hu5z67547hz7657
    5z6hu5z67547hz7657
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    I wonder, could you add an Opinion to take over Fort Strong with a different Faction once the Brotherhood have become Enemies? Like... I dunno... the AR2 Enclave as an example.
  3. mugengarage
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    Question: Are the destroyed buildings and ruble scrapable?

    The reason I ask is because a similar settlement mod in this area didn't allow to scrap the old buildings, but I'd like a somewhat smoother ground surface for rebuilding the broken houses with entirely new buildings.
    Aside from that, this mod looks amazing.
    1. dragonslayer2k12
      dragonslayer2k12
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      I am finally getting to this content and noticed that some of the buildings have scrappable chunks but the whole building won't scrap. Really need to scrap those busted buildings. I'm guessing that outside is just intended for farming and simple stuff while inside is intended for barracks and stores? 

      EDIT

      Ok I can see the name of the section of a ruined building that says entire building lol how I missed that in the settlement mode but ok buildings scrapped. 
  4. Tyrante1
    Tyrante1
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    is there anyway of fully linking the interior and exterior settlements? i.e. link settlement resources, so settlers use beds placed in the interior and food from the exterior satisfies the interior? and then if so, is there a way to have the pre placed beds qualify as settlement beds?
  5. Baileywizerd
    Baileywizerd
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    Any chance of a port to Xbox,?
  6. kahrnivor
    kahrnivor
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    The SS2 plan is asking for three requirements you don't have listed on the description page...
  7. celestial1233
    celestial1233
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    so I have scrapped most of the exterior of the fort but for some reason the radiation doesn't go away. Is there anyway to get rid of it?
  8. 010P
    010P
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    It seems that the FOMOD includes the previs patches when you only select required files?

    Thanks for the mod

    EDIT: Apparently the previs in the required files are vanilla previs, so my question is answered! :D
  9. Ja2Kob
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    If I install this mod on existing game before starting the quest will it work? Or is it new game only?
  10. mariposa125
    mariposa125
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    You can't dismiss Cross besides telling her to wait, at which point you can no longer talk to her, and she'll be permanently glued to your character by following you into every interior and choosing a random spot to wait in. Do NOT recruit Cross EVER. Ignore her when you first meet her after clearing the fort.
    1. dragonslayer2k12
      dragonslayer2k12
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      Getting this ready in my LO now and wondering about this npc has anyone tried to fix it yet? Will the gyrojet mod conflict with this mod? It has a hatch door in there to get the gyrojet so wondering if it will conflict or not.
    2. BioToxin22
      BioToxin22
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      No, can confirm that the Gyrojet hatch door isn't affected by this mod. It's still there, pre and post, clean up. Hope this helps. 
  11. deleted145544593
    deleted145544593
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    Thanks for a great mod!

    The only issue I had was that parts of the interior were a little messed up at first, floating objects, voids etc. A quick check in FO4Edit revealed a load-order conflict between ELFX and your previs patch; for whatever reason, LOOT had decided to load the patch well before ELFX. Once I'd moved the patch to load after ELFX, everything worked and looks very good. Fine mod, well-made.
    1. haplessAccreditation
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      You are most welcome! Thanks for coming back to post a comment.