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The Castle, some basic progress of a sort

And if that doesn't do it, Cait will run out and give them "a well-placed kick", if you know what I mean. :agree:
 
...with the "boom-boom-shake-da-room" minefield out the back of The Castle.

I spread close to 200 across three back areas of The Castle (leaving only the two sides with entrances to really protect).

In my past life, I was a combat engineer, with three separate combat tours in Africa and the Middle East. One thing they did get all too right with the game in concept, is a minefield needs an active buddy to observe it. Kind of true for ANY obstacle.:pilot2 haha - for an obstacle to be all it is meant to be. I killed Lucas "blew him up" by accident when I was in my vanilla playthrough. Worse, I helplessly did not follow my own advice but by ironic coincidence watched Mr. Blunderhead prove me right. Oh, that was a bad day for me. In fact that one event got me reading about console commands, so here we are.
  • The four traveling merchants (Trashcan Carla, Cricket, Lucas Miller and Doc Weathers), their guards and brahmin are protected and thus cannot be killed by enemies during combat. They can, however, still be killed by the player character.
Apparently, this also meant mines placed by the character. :cray:shok

Two questions I ask myself that do work in minefield strategy in-game.

IOE and Effect Intent:
"hahaha, to me row minefields are for fun, show, and deception. that is how modern armies seem to see them but not the baddies. The IOE now, that is for the art of killing." Command detonation is a good thing if only to force the observation of an obstacle.

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As you can tell. I am waaaaayyyyyy to into minefields/obstacles, hahah - pun "unintended" but that too. Don't get me started on trip-wires. :this With mines, if they are not being actively observed it is almost guaranteed you'll kill someone that you did not intend to.:bomb In game or otherwise. Beth - got it right, and it works.:focus

:threaten hehehe, with either knowing the spawn points as it AGOMBZ or the new CC ambush mods a little player application may make this type of gameplay kind of interesting. :skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull:skull If they are into that.

My last thought, If I can't pick it up - I don't put it down. A command detonation system is actually preferable, if only for clean-up or ensuring active observation. I am going to play with your self-destruct concept "I like that" and hahaha, and shooting mines in general..... from a distance. Lots more fun than you would think:this
 
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I could pick it up, it'd just be tedious. =)

Though a little less tedious than prior. See, "I" woke up to a luvverly boom one 7am morning - shook the castle. I think I took someone out. At any rate, one minefield is gone-gone-gone. LOLOLOL

Whoever it was, sucks to be them.

I suppose that I should actually make some more frag mines. That near-200 was just mines that I'd picked up while being stealthy... ;)
 
Extra thought, taking out the Queen Mirelurk with mines would probably be better'n using a quad-missile-launcher or fatman on her. Would probably only take 20-30 and they could be seeded before the biatch even spawned, just ready and waiting...
 
I could pick it up, it'd just be tedious. =)

Though a little less tedious than prior. See, "I" woke up to a luvverly boom one 7am morning - shook the castle. I think I took someone out. At any rate, one minefield is gone-gone-gone. LOLOLOL

Whoever it was, sucks to be them.

I suppose that I should actually make some more frag mines. That near-200 was just mines that I'd picked up while being stealthy... ;)

I am going way overboard on the practical.

Hahahaha, but it is so much fun. :ok

All I should have said is, :moil cover obstacles with fire. :vinsent “It’s a good thing.”

Art, that is......:spiteful...... a good thing...

I’m going to hell..:yahoo
 
Extra thought, taking out the Queen Mirelurk with mines would probably be better'n using a quad-missile-launcher or fatman on her. Would probably only take 20-30 and they could be seeded before the biatch even spawned, just ready and waiting...


Yep, but likely you would have gotten the friendly crunchies with her.

Still, I like it. pull her in. Problem is you can’t tell the minute men to hold back. So, they die. That bums me out!
 
Yep, but likely you would have gotten the friendly crunchies with her.

Still, I like it. pull her in. Problem is you can’t tell the minute men to hold back. So, they die. That bums me out!
If I seed the mines in a short line across the waterline, before taking out mirelurk eggs, that should be far enough from the walls that my crunchies don’t get taken out.

I’m gonna find an old savefile and give it a go.

Btw, I forgot to say that each side-point of the diamonds has a turret, covering the ground and giving enfilading crossfire both down and along the length of each upper wall. That ought to help with enemies who teleport into those places.

FUrther: BS Defense has saved my sanity and will save my future resources. Last night I had Finch Farm successfully defend itself! :dance2
 
I rocked her world.
RKvP1TT.jpg

Who knew that Mirelurk Queens can fly?
wjSgDoF.jpg

Just goes to show. You don't know the power of the Frag Mine. (33 in this case.)
 
WHOOOOOOHOOOOOOO, HAHAHHAHAHAHAHAHAAA

Flaming body parts flying through the air

That! is a fun picture!

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BTW, How do you do that? Put that text in the picture. What program? I like that!

upload_2018-9-2_19-33-6.png
 
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@RayBo it's a game option on the PC. You can access it while playing: [ESC] > Settings > Display > Dialogue Subtitles > ON

No idea if consoles have anything similar.

--edit--
Gotta admit: When I saw her flying off in the distance, I went and did it again. Took me 2-3 attempts to get into position where I could see things and take a screenshot.
 
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So I got extremely finicky with some Castle wall repairs (yes, this has been a long time coming):
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Even down to a few 1/10th size concrete blocks:
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Some space for building into the top part of the repaired wall, above the "secondary" non-quest-breaking entrance:
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This area was the really tricky bits. No concrete goes into the areas of the Armory:
OuvXJLr.jpg

Note that I've used all vanilla assets, any just-starting character (L1) can import this without problems.

Assuming that I didn't stuff things up LOL. I will try an export-import now.
 
Import Successful.
 
Published. *shrug*

Whisper's Castle Walls (Vanilla Assets) - Partial Settlement Blueprint

--edit--
And slightly tweaked description, to let downloaders know which Transfer Settlements slot it's in - and that they might want to download manually and put into a slot of their choice.

Surprising, 30 downloads already. I guess some people do have a need for that sort of thing.
 
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Extra thought, taking out the Queen Mirelurk with mines would probably be better'n using a quad-missile-launcher or fatman on her. Would probably only take 20-30 and they could be seeded before the biatch even spawned, just ready and waiting...

I've done this with a character that had Demo Expert 4 already -- poor thing didn't stand a chance. Came out of the water and boom -- bits of Queen everywhere... :agree:
 
Okay, it is 0230 and I'm feeling rather whacked. However, this is what my Castle city plan will look roughly like (needs a helluva lot more sprucing up and testing).
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That damned solitary settler took over the City Planner's sleeping area LOL.
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The General's Quarters with player-owned bed and doghouse.
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Interior Commercial plots, which will be military-focused (junk to be scrapped etc).
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Shifted one bed from a corridor room into here, this will be the 5 initial beds that the first settlers sleep in.
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The barracks. There are 8 residential on the ground floor (blasted stone), 12 on the first floor. Two commercial plots up top (one is a bar).
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Commercial hub. 2 plots on ground level (really bad piles of rubble) and 5-6 on the first floor. One commercial plot up top.
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A view past the currently un-powered beacon (damn bug, it attracted a settler even though it was turned off) and through a hopefully non-quest-breaking hole in the wall for Ronnie.
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Another view of the barracks, from up top of the commercial hub.
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The single commercial plot on top of the commercial hub, there's room for more - just need to be certain that I leave enough settlers to man the martial plots and artillery.
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A final look at the yard, which is (surprisingly!) quite open. Also surprisingly, most of the stuff is packed in below the level of the walls.
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For defense:

5x machinegun turrets (a bit of crossfire and supporting fire)
2x martial plots

It's up to the player to put out any laser turrets and build artillery and the like.

Time to sleep, I might get the chance to tart it up a little with posts/pillars/bling/flags/gold bars, you-name-it tomorrow night.
 
Published. *shrug*

Whisper's Castle Walls (Vanilla Assets) - Partial Settlement Blueprint

--edit--
And slightly tweaked description, to let downloaders know which Transfer Settlements slot it's in - and that they might want to download manually and put into a slot of their choice.

Surprising, 30 downloads already. I guess some people do have a need for that sort of thing.

Used this last night after running Old Guns -- I LOVE it! You did a great job with the wall repairs, and I can attest that this doesn't booger up anything else in the castle. Good show!
 
Used this last night after running Old Guns -- I LOVE it! You did a great job with the wall repairs, and I can attest that this doesn't booger up anything else in the castle. Good show!
. :aye:

Hey Wisper, you should put your mod link in as your profile signature?
https://www.nexusmods.com/fallout4/mods/34482 :this
Your a builder now:moil

Sorry, but Hozsa has stolen my heart and soul when it comes to the castle but when I get my other computer up and running. “I use it for near vanilla f4 install and sim-related things”. I am committed to putting your version on that.

Jsalemi, your post makes you “the man” in my book! 0:D
 
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Used this last night after running Old Guns -- I LOVE it! You did a great job with the wall repairs, and I can attest that this doesn't booger up anything else in the castle. Good show!
I'm glad to know that. =)

@RayBo I guess so. Maybe later, when I'm more awake.

I just completed Defend the Castle and finally finished the Institute off with The Nuclear Option. (3am *coughcoughcough* damn cannot talk to Shaun glitch took forever to find a console command *cough*) Now I have Minutemen (including Preston lol) running around in 10 of the Power Armor that I put there for them. It probably saved a few lives in the attack - I'm wondering if having Preston in the Institute in Power Armor was what caused Shaun to glitch.

So...my main-game general design for the Castle seemed to work alright. No enemies teleported into the walls and the like, though a couple did teleport into a minefield (boom-boom-shake-da-room bwahahahah! had to pick up frag mines from the courtyard once done).

I'll test the "eventual city plan" version and see what happens with that. It'll be a while: there's lots still to do to get to an L3 plan, bling and making sure the settlers can get everywhere and all. Export and import the plan, shoot someone at the Institute again, that good stuff...

...then it's "try the full plan several times and see how it breaks" ROFL =)
 
I've been feeling rather intimidated by this city plan recently. Here's a little more progress. (My levels of decoration are waaay behind you pro's!) Most of this is made with vanilla assets. The best part about this is that the lot (before building/upgrading, of course) comes in under the vanilla build-limit for the Castle.

The main entrance and a couple of graves up top of that small hill of rubble.
kbNlbMu.jpg

Some shots taken during cinematic view.
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Looks great! I'm on a short break from FO4 (an online discussion got me to try Kingdoms of Amalur, so I'm deep into that at the moment), but I'm keeping an eye on your progress... :agree:
 
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