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Changelogs
Version 1.05
Added three "Fusebox" power sources to the interior of the plant, which provide power once the generators are turned on.
Fixed cases where the scrappable spotlight object may not load properly.
Fixed repairable objects, so they no longer show in the build menu.
Fixed scrappable objects such as debris and shrubs so that they are easier to select and scrap.
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.04
Added water attack markers for relevant workshop attacks.
Added a build limit to the workshop.
Changed previs handling to separate the mod from previs and reduce the minimum needed filesize and bandwidth.
Improved texture handling for objects in the FROST Cell Fixes patch.
Updated all patches for compatibility with the new version.
Version 1.03
Added a repair recipe to the power pole, to allow it to be fixed in the case that a script or quest damages it.
Added health to the power pole and power hookup to allow it to be damaged by attacking, the same way normal generators are.
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.02
Filled a small hole that can make it difficult for players to move when they fall in.
Fixed a weathered concrete decal that was clipping with the building.
Added a rock to cover a gap in the retaining wall mesh next to the parking lot.
Added metal plates below the suspended auxiliary generators, due to them having some one-sided geometry.
Added some scrappable stairs on the roof for better NPC pathfinding.
Added new navmeshing to a flat section of the roof that had no navmeshing.
Rebuilt precombines with the new changes.
Updated all patches for compatibility with the new version.
Version 1.01
Adds Automatron as a requirement in order to fix previs issues at Wattz Consumer Electronics.
All patches have been updated for compatibility with the new version.
Version 1.00
Turns a damaged power plant into a fully functional settlement.
You've wandered into a neat little location, someplace that stands out from the commonwealth at large. It shows up on your map, but it unfortunately 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 Poseidon Energy Turbine #18-F.
Repair the power plant and turn it back on. (Video in the videos tab)
When the power plant is repaired, it makes a new power source available for use in other commonwealth settlements.
This settlement is compatible with radiant quests, such as the minutemen quests.
Precombines have been rebuilt to allow more scrapping.
Some objects have been grouped for sane scrapping. Nobody wants to build a scaffold just to scrap a dozen vine objects, do they?
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.
Will you change the repair or building recipes?
Doubtful. I have them where I like them. I do understand that some load orders use resources very differently, and anyone is free to patch and adjust this mod as they please. You've even allowed to post your patches for other people to use.