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:
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Change log:
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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
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.
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.
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.
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?
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.
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.
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.
169 comments
Video of Fort Strong interior cleaned up:
Change log:
New Location records
New buildable areas
More scrapable’s
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
Features:
Thanks
PJM, Llama, Glitchfinder, Pra, VlitS, JonathanOstrus, BenRierimanu, Zilav, Searge, Yarrmateys, Evan555, RA2Phoenix, Lively, Arthmoor
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.
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.
Thanks for the mod
EDIT: Apparently the previs in the required files are vanilla previs, so my question is answered! :D
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.