About this mod
A nearly abandoned family farm is being revitalized by an influx of new settlers eager to work the land. A live-in trader, the last member of the farm's original family, is happy to trade with any passing scavver.
- Requirements
- Permissions and credits
- Changelogs
in some settlers to bring life back to the farm. The trader is randomly generated, so your trader will be different from mine.
The vanilla crops are fenced in and expanded and the junk is cleaned up, stored, and ready to be sold. New structures are built: wooden houses that are further expanded at each level, caravan station, barn, small trading post for the trader. The city plan begins with 5 beds and increases to 10, 15, and then 20 beds at level 3. There is plenty of food, water, and power--and of course Sanctuary, Red Rocket, and the Abernathy farm are all nearby to trade with.
Because there is already a resident, an unscrappable cabin, and vanilla crops, I decided to upgrade what was there as well as add new structures
and plots. A lot of things evolve throughout the levels. The junk pile near the cabin is eventually cleared to make way for a barn, and the
junk is stored in the barn. Some of the junk is later found at the trader's shop and the workshop building...and maybe that tractor got a
second life as a martial plot. The crops get some fencing, then a better fence, and more crops are planted. The water is initially blocked off
with barrels and an old rowboat, which is eventually replaced with a sturdier fence (and the boat finds a new life at level 3 as well). See the screenshots for the farm and barn/junk pile through the levels.
An arms dealer sets up shop in the barn at level 2, and a junk dealer and clinic open up at level 3.
Important notes
This city plan absolutely requires Tarsis31 and Yagisan's Lakeside Cabin settlement mod. It will not work without it.
The other addon packs listed under requirements are not strictly necessary, and plots will be replaced at random with the plots that you
do have available. A number of 1x1 plots are used indoor, however, and you could get some...inappropriate replacements.
The settlement is at the edge of the map. Settlers (and the player) cannot go outside the bounds of the settlement. Avoid placing anything that settlers (or you) will need to get to outside of the boundaries.
There are some feral dogs nearby; if you do not have No More Dead Dogs or something similar, you might find your settlers fighting them. There are two small martial plots very nearby to keep an eye on them. (And should you use this as your SS2 quest settlement, I can confirm with first-hand knowledge that Jake will indeed take them out for you when he approaches.)
Acknowledgements
Enormous thanks to Kinggath and the rest of the SS2 team, who work so hard to add so much to this game. Hugs and thanks to all the builders on
WAB who answer my dumbass questions, provide assistant, and generally
rock: Yagisan, Vee, Karvoc, Chef, UNDERCVRGmrLdy, and so many more.