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Uploaded the correct files that were meant to be uploaded for SR-1.02, rather than the prior version's files.
SR-1.02 Changelog:
Added an "OnInit" event to the setup code to catch rare cases where the player is in the relevant area when the mod is installed.
Added additional documentation comments to the scripts to explain their purposes.
Corrected the filename of the "BrokenStructureSwap" script, which had been accidentally left as "BrokenStructureParentSwap" and would cause compilation errors if not changed to match the script name.
Version SR-1.02
Added an "OnInit" event to the setup code to catch rare cases where the player is in the relevant area when the mod is installed.
Added additional documentation comments to the scripts to explain their purposes.
Corrected the filename of the "BrokenStructureSwap" script, which had been accidentally left as "BrokenStructureParentSwap" and would cause compilation errors if not changed to match the script name.
Version SR-1.01
Updated the structure repair modding resource to make repairable structures unscrappable
Updated the structure repair modding resource to prevent Workshop Framework and Sim Settlements from breaking the repair functionality when users switch plans or layouts.
Version SR-1.00
Created a modding resource for the structure repair setup.
Version 1.06
Added exported SCOL models in order to eliminate rare issues the game can encounter when they are not present.
Changed many scrappable objects so they are easier to select and scrap in the build menu.
Fixed missing physics on two repaired windows.
Fixed texture positioning on several repaired windows.
All patches are already compatible with the new version, so their version numbers have been updated.
Version 1.05
Added a keyword so this location can be targeted by a relevant radiant quest.
Added a build limit to the workshop.
Changed previs handling to separate the mod from previs and reduce the minimum needed filesize and bandwidth.
Fixed some of the attack and edge markers used to generate settlement attacks.
Removed an unnecessary navmesh.
Improved the tree handling for the A Forest patch.
Improved object consistency for the Desperados Overhaul patch.
Improved texture handling for objects in the FROST Cell Fixes patch.
Removed excess navmeshes from the Maxwell’s World patch.
Updated all patches for compatibility with the new version.
Version 1.04
Ensured repairable objects remain properly linked and set up when using Workshop Framework layouts or Sim Settlements city plans.
Ensured decals (rust and similar) will be properly removed when using Workshop Framework layouts or Sim Settlements city plans.
Ensured invisible lights will be properly removed when using Workshop Framework layouts or Sim Settlements city plans.
Removed unnecessary "NoObjectCombinationRefType" location reference type usage on scrappable objects.
Moved removed references to a utility cell to prevent them impacting load times or performance.
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.03
Fixed a minor navmeshing error.
Fixed three invisible tires. (These tires will reappear on existing saves, if they were scrapped previously)
Updated the repair function to work properly with Sim Settlements 2 city plans and Workshop Framework layouts.
Updated all patches to work with the new version.
Version 1.02
Rebuilt the settlement's navmesh entirely, for cleaner pathfinding and smarter NPCs.
Fixed a terrain seam in the middle of the yard.
Updated and improved the patches for the new version.
Version 1.01
Adds a boss-tagged radroach to the shed to ensure players who already cleared the location can acquire this settlement.
Existing patches are compatible with the new version, so their version number has been adjusted to match.
Version 1.00
Turns an unmarked power substation into a fully functional settlement.
You've wandered into a neat little location, someplace that stands out from the commonwealth at large. But it doesn't show up on your map, and it certainly isn't someplace you can build. Now, however, it is a fully functional settlement ready and waiting for you.
FEATURES
A fully functional settlement at an unmarked power substation west of Natick.
A new map marker for the new settlement.
This settlement is compatible with radiant quests, such as the minutemen quests.
Precombines have been rebuilt to allow more scrapping.
Use the settlement interface to repair the buildings.
Marked as a light plugin (esl-flagged esp) for minimal impact on load orders.
FAQ
How do I start using this mod?
Just install it! No configuration or special steps necessary.
Does this work with Sim Settlements 2?
It does! However, it doesn't have a city plan, which means designing the city and its layout is up to you. If you like the location enough to make your own city plan, feel free to post it online.
Does this conflict with other mods?
I have a pinned comment in the comment section with more information on that.