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The Castle, Despite Its Best Efforts To Stop Me

C B Wright

Active Member
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246
Here's the thing about the Castle: I've never been able to successfully design a settlement for the Castle.

I've tried. I consider myself something of a builder (not at the scale that the really good ones are, but I enjoy it and keep at it and I've done some settlements I'm rather proud of) but the Castle... I wind up giving up, slapping down a bunch of beds, adding turrets and abandoning it to its fate. Its ugly, ugly fate.

So when ROTC came out I thought "THANK GOD SOMEONE ELSE WILL DESIGN THE CASTLE FOR ME!" and I assigned Preston to it as fast as I could... and then I took the city back and scrapped everything Preston had designed, because dammit, I would not let the Castle win.

So last week I rolled up my sleeves and started designing a headquarters for the Minutemen. Tonight I finished.

(Click the pictures for bigger pictures)

(There are more pictures)

(I didn't post all the pictures)

(I took waaaaay too many pictures)

Here's the main entrance, from a distance.
http://01.jpg


Of course the most important part of the Castle is the radio. It's so important I built a command center around it.



The voice of Radio Freedom, hard at work:



The second most important part of the Castle is the armory (because you get the artillery plans there). I decided to go the traditional route and make it a workshop/munitions storage combo.



Trying to cover up all the loose stone bits was annoying.



And I couldn't scrap the stupid industrial strength shelf, so...



Here's the courtyard from one of the walls. Many of the buildings use a lot of the new interior plots from SS 3.0.



My favorite part of the Castle, though, is the settlement that sprung up around it. There isn't a lot of land, but the settlers are resourceful. They built piers.







Here's the settlement in front of part of the Castle's repaired wall.



And here's a big sniper tower, just because I like it.



The Castle has 38 settlers living in it at the moment, and while I'll probably always tinker with it here and there it's pretty much finished. I finally beat the friggin' Castle.
 
Mytigio's Industrial City addon has a "Scavver Support" Industrial plot. When you build it, you get the option to replace the charisma-based beacon signal with an available resource-based beacon signal. If you do, then it stops using charisma to determine popular size. Instead, it looks at whether or not you have empty residential and job plots. If you do, settlers will show up to fill them.

(And if @mytigio happens to read this and I got this wrong, apologies. That's my understanding of how it works...)
 
Looking really good, pity you used so many different mod pieces there, that would be a good candidate for conversion to a settlement plan otherwise.

Nice build!
 
I'm addicted to mod pieces. I'm absolutely unrepentant about it. :D

Though thinking about it I could *probably* rebuild it using just Fallout 4 + the expansion packs. There's only one or two things I can think of that use pieces that I can't get anywhere else (the glowy Minuteman badge, for one)
 
how do you get 38 settlers....i've never had more than 20

There are actually many ways. You can swing 30's in vanilla without any cheats at all

As C B Wright says you can use other options with mods, such as my alt-recruitment, or kinggaths from RoTC.

But even in vanilla using charisma you can get a fairly high population because recruitment and moving settlers is based on CURRENT charisma at the time of move/recruitment, not BASE charisma.

That means if you start a character off with 10 charisma, then use a charisma lowering drug and the SPECIAL book to bump you to 11, then get the Charisma bobblehead for a charisma of 12, then get +charisma equipment for +5 (+5 is easy, it can go higher however if you get some lucky drops), then use drugs/alchohol for another +5, you can pretty easily end up with a charisma 22 + 10 settlers = 32 settlers pretty easy on a charisma focused build.

This means even on a moderate 6 charisma build, you can get 26 easily though using drugs + equipment.
 
That means if you start a character off with 10 charisma, then use a charisma lowering drug and the SPECIAL book to bump you to 11, then get the Charisma bobblehead for a charisma of 12

I had no idea you could do this! It almost makes me want to start a new game, just to try it! But that means I'd have to build the !@#$% Castle all over again....
 
I had no idea you could do this! It almost makes me want to start a new game, just to try it! But that means I'd have to build the !@#$% Castle all over again....

Yeah, the special stat book thing works with basically any stat that can be lowered temporarily.

Most stats don't see much benefits over 10 however, just FYI. Their basic character improvements are basically it (so +melee damage/carry weight, +health, +exp gain, +AP points, +crit bar gain basically)
 
Wow wow wow! That big sniper tower was especially menacing. I wish something like this (without the mods) would be ported over to RotC plans. This truly looks like the minutemen HQ that we deserve but never got in vanilla fallout. What we got for defeating that mirelurk queen in early levels? A broken down fort only fit for a slum. I don't care if level 0-2 is barebones. If this is my level 3 I'd patiently wait (or abuse that wait button! XD). Great job.
 
I had no idea you could do this! It almost makes me want to start a new game, just to try it! But that means I'd have to build the !@#$% Castle all over again....

I don't know if it works with Sim Settlements plots, but if so, you could always save your existing setup with the Transfer Settlements - Shareable Settlement Blueprints mod. https://www.nexusmods.com/fallout4/mods/22442

You'd have to have all of your current mod dependencies still installed to import it back in again, but you wouldn't have to lay everything down manually on a new playthrough that way.

Very nice build from those images, by the way. If you hadn't used other mod requirements, I would say this would be a perfect addition once the tool to make new RotC blueprints is in place. I especially like your command center around the radio.
 
Seems unfair to require that we restrict our use of mods in blueprints when the designers are clearly using non-workshop resources in their builds. ;-)
 
I don't think they've really said anywhere yet what the requirements will be to use blueprints.

I know Transfer Settlements pops up a dialog with a list of required mods to import everything and tells you it will just skip over the parts that you are missing. I don't see how something like that would work for a tiered RotC city plan, though, where you'd end up missing stuff.
 
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I'm not really complaining. The big advantage the mod builders have is they can pop into the creation kit and use anything they find. The creation kit confuses the heck out of me, so I download mods.

I... download a LOT of mods...

...I might have a problem.
 
Seems unfair to require that we restrict our use of mods in blueprints when the designers are clearly using non-workshop resources in their builds. ;-)

It's not a restriction. However, if you're building a RotC city plan and don't want to make your end users load 50 mods just to play your settlement, then reduce your mod use to as little as possible. If you don't care, sky's the limit.

It works exactly like transfer settlements like that.

The builders use either spawned in objects (player.placeatme FORMIDFROMCK) or other tools to spawn those vanilla items that don't otherwise have cobj records.

When we built in vanilla, we built entirely with vanilla assets plus a few custom assets. That's how we built without creating a bunch of prerequisites and kept it platform agnostic so XBox users could also enjoy the fruits of our labors without a requirement to eat most of their 2 gig limit on building mods they didn't need.
 
Oh I know, I was attempting a little extra knowledge transfer so you could do your own version of what we did just in case you were thinking about rolling a settlement plan of your own :)
 
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