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GenuineEntropy - Burn The Ashes: RedRocket

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29
Build:
Red Rocket Raider Outpost v3

Concept:
The Over Boss has identified Sanctuary, Sunshine, Abernathy and Starlight as ideal vassals to fuel their conquest of the northern commonwealth.
An imposing base of operations will be required. One capable of projecting power in the northern territory as well as offering the sort of luxury and protection the new rulers of the commonwealth deserve.

Raider Outpost themed as a Gatehouse/Checkpoint to a vassal sanctuary, slave market and raider barracks.

Primary materials used; Road scrap (vehicles, signage, etc) & concord building materials (wooden/brick houses, warehouse, etc)

Also... No corpses inside. I know we're murderous raiders, but I draw the line at having bodies on spikes next to where I eat and huff jet.

No corpses inside the outpost.

Features:

Heavily built up (not to mention dark and dingy) compound, with a suitably intimidating scrap-sculpture entrance covering the main road from concord to sanctuary (i.e. the direction slavers, traders and raider recruits will approach from).


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Once past the mouth (and fire traps, turrets and manned security checkpoint) visitors enter the belly of the beast. Clear directions are given to where sheep are to be stored and "wolfs" are permitted to relax.

Also pictured:
- Left: Small cage on the left to show off "prime stock"
- Further back Left: Entrance to "luxurious guest quarters" (aka main slave pen)
- Right: Armour vendor (ground level) and scrap station (up stairs)
- Further back Right: Access to gang facilities/ upper level / rear exit to sanctuary.
- At back: Gang Armoury & Weapons shop

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Shot from other end, showing butcher block, chow station & campfire (plenty of chemical and liquid refreshments, as well as food). The entrance to the "luxurious guest quarters" (aka main slave pen) is also more clearly visible on the right (chain-link fenced).

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5* Star luxury accommodation for temporary guests who are on their way to work at Sanctuary/ Abernathy/ Sunshine or off to new ownership.

Featuring cold and cold running water!
As much as one whole meal a day!
The latest in prewar concrete flooring technology!
Friendly staff on hand 24/7 to ensure your stay is as permanent or temporary as we want it to be!

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Gang facilities are spread around the compound, with the majority located on the upper levels.
behind the rocket watch-tower is a small greenhouse (food supplies primarily come from the generous donations of our surrounding vassals)
To the left of the rocket is accommodation for the greenhouse boss and clubhouse staff.
And the large building to the at the back is...

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The crowning jewel of the out-post! The quintessential thing that makes all those unspeakable raiderly acts seem worth the effort.

The Combined Clubhouse, Bar, Jet-den, Memory-Lounge and Throne Room!
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Jammer seems to like the place enough, although I've yet to see him kneel before the Over Boss... [Edit] It finally happened!

As with my previous build, I've included a modest but comfortable living space for the player character. Principally functions as a private workshop, as Over Boss's are generally known to be busy out leading raids or lounging in their thrones. Includes:
- Armour/Weapons workstations
- Medium-Fancy Power Armour station.
- Lot's of player storage
- Cosy nook with a PC only bed.
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And finally a shot of the rear entrance (facing Sanctuary). Behind the fences on the left (red & green doors) you can see some gang member housing and the main bunk house, which are adjacent to a yard containing a water station and brahmin trough.
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Also features the obligatory car-door red rocket gate (because it's such a nice asset no one can resist including it in their builds).
 
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Definitely appears like you found a bug. It's supposed to cap the number by the number of beds/residential plots you have available...

Looks like you need to run some raids and thin your own numbers.
 
Definitely appears like you found a bug. It's supposed to cap the number by the number of beds/residential plots you have available...

Looks like you need to run some raids and thin your own numbers.

Bad day to be one of my (many, many) guys... :-P

In the interest of actually trying to be helpful, rather than just goofing:
- I set sanctuary RR to be the first outpost with Jammer.
- Subdued a pre-built sanctuary to act as Vassal with Jammer.
- I put up a standard recruitment beacon early in the build process.
- Around the same time I gave Jammer enough caps and Jet to kill a Super Mutant behemoth.
- I put down the raider version of the City managers Desk and kept it throughout (no vanilla city desk ever placed).

- Recruitment hit 25, I turned off the standard recruitment beacon.
- Recruitment hit 35 and I deleted the power cable from the beacon.
- Recruitment hit 40 and I deleted the beacon entirely.

Still seems to be ticking up, although it's held steady at 48 for some time today.

Hope that's more helpful than the goofy screenshot. ;)
 
Took the suggestion and play tested a few "failed" raids against Abernathy.
Each time I returned to Jammer (after letting everyone die and waiting 24 hours) the failure pile had grown:

Screenshot

Seems those Abernathy farmers didn't want my excess raiders either. heh.
 
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Another amazing raider build. You all are awe inspiring. And you're' making me want to stop my play and pick up Conqueror.
 
Hey @GenuineEntropy

I've come across a glitch? When entering the settlement (just built it first time) there's an invisible fence or object or something between the two pieces of concrete on the ground that you can't get around. You can jump over it/them. I have Place Everywhere, and have any markers set to visible with the SS holotape but I see nothing there. Even moved the concrete to look under it (both pieces) and nothing. Any ideas? Also the side door is impassible.

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EDIT: OK, I left the settlement alone for a few days, and now I can move over the concrete. Weird. No clue what caused that. Sorry for the trouble.

But you still can't pass through that door on the side.
 
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So, I started a new play and now for some reason this plan gets to near completion and CTDs. I can't figure out what piece of stuff might be causing it. Not seeing any conflicts in xEdit so I'm lost. I'll keep trying, this is a must have build for me. Bummer.

EDIT: Well... I guess it's not this plan afterall. I tried another plan from the contest and it also CTD'd about 3/4 through. So apparently my game is borked (or at least Red Rocket is). I'm not using any mod that alters Red Rocket in any way so I'm stumped. Guess we're hand building this settlement. What a waste, I'm shyte at it LOL.
 
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