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Gilibran

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Gilibran

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About this mod

Modifies the Sunshine tidings and Abernathy settlements extensively. Sunshine into a military base and Abernathy into a real farm to provide Sunshine. Flattens the area, fences at the outer borders, full navmesh redone.

Requirements
Permissions and credits
Version 2

Version 2 is the decorated version of the Sunshine Artillery base with a little extra on the side. Well quite a big extra as it turned out. Sunshine turned out very well if i say so myself, especially now that it is decorated. All that you need to do is run conduits to the Waterpump bunker and you are good to go. Drop in a beacon or a use a settler spawning mod to fill up the base.



Now for the extra, though there is more then enough room to spare to grow food for your soldiers all you have to do is pay a visit to Mr Abernathy, retrieve a locket, power up the waterpumps and setup a supplie line to Sunshine. I guarentee you that's all you have to do to provide all the food you need. Mr Abernathy and family would appreciate it though if you send some guards there to protect them from raiders. There is more then enough room for them and even some more farmers if you need them.




technicalities, need to know, disclaimer etc. etc. etc.

-Sunshine was already completely re navmeshed and now so is Abernathy exterior and groundfloor and the 1st floor of the main building, settlers and followers should have no issues using the stairs up and not be walking into things, though since they are still settlers there are never any guarentees.

-I placed some beds underground because the idea is guards from Sunshine go to Abernathy farm to guard the place in shifts and return to Sunshine when their shift is over. So you will see less beds then settlers you can recruit at Abernathy and you will have to place some items to keep the happiness up at Abernathy. There is however more then enough room in the Main building to for instance set it up as a trading hub.


-Lights and decoration switches:

Sunshine:
-Every ammo bunker has it's own light switch next to the doors
-Medic area, Storage, Waterpump and Power bunker, light switches inside near the doors
-Security bunker:
-Switch for the Sec bunker interior lights
-Switch for the Spotlights at the entracne and Sandbagfortifications
-Switch for the Spotlights at the helipad
-Terminal to extend the sattelite array (no radio function at the moment, just animated dressup, need to figure out how to hook up radio signals to it or make it a settlement beacon)
-Kitchen and dinning area windowed wall behind the counter
-Bar light switch next to the wine barrel
-Sleeping area light switch next to the entrance door
-Shower area lightswitch on the pillar after opening door to showers
-Conduit placed snapped to grid in the corner of the Generator bunker to run conduits in nice straight lines to the waterpump bunker and anywhere else you want extra power.
-Windows are filled in with glass behind the shutters


Abernathy:
-Outside, next to the smal barn door in the main building a switch to turn on/off the Tato irrigation
-Kitchen, relax and dinning area 1st floor switch on the big barn post near the kitchen
-Sleeping area 1st floor switch on the big barn post at the stairs
-Mr Handy's are auto set to food resource and you should start out with 78 food being produced at Abernathy.
-Mr Handy's are set to work 24-7
-Mr Handy's can be moved to other settlements
-Give the Mr handy's some time to find their path and start working at the crops.
-Conduit snapped to grid on the floor between the big barn door and the Mr handy worktable and one in the corner of the waterpump shed.


Funny thing, in 2 years no one reported that all the buttons dont work because i forgot to add the scripts 2 years ago LOL. Downloaded my own mod to check some issues and only then noticed myself the scripts were missing because nothing worked. Did a full delete all fresh Fallout 4 and MO2 install but never noticed the missing scripts untill then because the scripts were still there all that time from when i build and tested the mod. Added them as a seperate download now :-) If you use MO2 right click SunshineandAbernathy Remade in the left side pane > Open in explorer > make a new folder "Scripts" and copy paste the scripts in the new folder.





requirements  (same as for version 1)

Sandbag Fortifications:
https://www.nexusmods.com/fallout4/mods/21358

Bigger Settlements:
https://www.nexusmods.com/fallout4/mods/18886

Settlement Objext Expansion:
https://www.nexusmods.com/fallout4/mods/10075

Homemaker:
https://www.nexusmods.com/fallout4/mods/1478

Snap'n Build:
https://www.nexusmods.com/fallout4/mods/28834

155MM Hozitzer M1:
https://www.nexusmods.com/fallout4/mods/25527

extrarequirements for the decorations. I have not checked how things look without these so leave any out at your own risk.


Dino's Decorations
https://www.nexusmods.com/fallout4/mods/16186?tab=files

Filled Diner counters and Buffet Counters
https://www.nexusmods.com/fallout4/mods/16107

Build your own Pool
https://www.nexusmods.com/fallout4/mods/13316

OCDDECORATOR
https://www.nexusmods.com/fallout4/mods/4270

Creative Clutter
(CrayonKit) Bethesda.net

NSO - New Snap order
https://www.nexusmods.com/fallout4/mods/13959



Higly recommended for the Abernathy main building and sheds:

Clean Barns
https://www.nexusmods.com/fallout4/mods/18882

Higly recommended because you dont want an uggly Brahmin at Abernathy:

Healthier Brahmins
https://www.nexusmods.com/fallout4/mods/16802

And because they need to eat to:

Filled Brahmin Feed and Water Troughs
https://www.nexusmods.com/fallout4/mods/17180



Compatability: 

-Incompatible with any mod that changes the ground at Sunshine Tidings and Abernathy or places other buildings there.
-Incompatible with any Settlement blueprint because of the extensive groundwork at Sunshine and Abernathy.

-If you use a mod that replaces trees, adds more trees and vegetation you will probably have to do some gardening or use the disable command through the console for any trees or bushes etc. that show up in and around the settlements.

-Tested on my game with about 240 mods ranging from guns and outfits to long quests, settler spawning, decorating, vehicles, npc changing and adding etc. without CTD's so far.

-Run it below any terrain editing/altering mods and it should be OK






Version 1 (Not compatible with version 2)


3 years ago i made a transfer settlement mod turning Sunshine tidings into a artilery base: https://www.nexusmods.com/fallout4/mods/27159 because of the wonderfull 155MM Howitzer 1 replacer mod.

It came with it a esp that flattened Sunshine tidings so it was easier to build. All it did was just that, flatten the area with disregard of navmeshing which results in settlers doing strange things like walking into walls, sleeping in mid air or generaly doing nothing or wandering and teleporting constantly.

Not a very elegant settlement though the base itself looked stunning :-) 

I had other plans but life and available time caught up untill we were put into lockdown and i had no real excuse to not pick up where i left. First i had another project to finish and polish: https://www.nexusmods.com/fallout4/mods/35422 A mod cleaning up roads to be used with driveable mods, check it out if you like clean roads between your settlements and a cleaner Boston around the major settlements.

Anyway i delved into the CK and started what i planned 3 years ago and here is the result.



Sunshine tidings turned into a proper Artilery base for you to decorate and do whatever you want with. My main reason for making this is all the "tactical" equipment mods that have been released in the past 3 years. More military oriented stuff, Private military company, Primez Fatigues, Female Tactical armor, Military outfit, Tactical combat swimwear, Modern Firearms or any other mod that adds modern weapons.

All those mods look stunning and you can make one kickass settlement if all your settlers walk around in proper military fatigues equiped with modified AR15's, flagvests, tactical helmets, optical goggles, Azar camo backpacks and all the other modern goodies to make the minuteman and gunners look like a bunch of cavemen.

Sadly though, your settlers are still stomping around in the mud guarding piles of debris surrounded by scrap walls and sleeping in broken houses and uggly shacks.

However no more of that, with this mod you can have your very own clean Forward operating base with proper artilery placements, well protected quarters, large medical area, mess hall, storage and power area, vertibird landing pad and more then enough room to build more and whatever you want. Turn it into a true military base, raider stronghold, BOS or Minutemen outpost, Institute base whatever you want using whatever decorating mod you want.


Now for the most important part:

I redid the entire navmeshing for the whole settlement by hand taking into account the new buildings, no more wandering settlers where they should not be wandering or getting stuck, no more walking into walls or on top of buildings where not intended.

Navmesh is flat and just below the foundations placed afterwards and to prevent settlers falling through the ground bug, as i read somewhere is the best way to do it. Stairs upto the helipad are also navmeshed. Navmesh removed slightly around buildings and under stairs, scaffolding and between the fence and buildings so settlers dont go wandering there where there is nothing for them to do. See pictures before and after.





There are a few requirements but none any serious settlement builder is not already using imho:


Sandbag Fortifications:https://www.nexusmods.com/fallout4/mods/21358

Bigger Settlements:https://www.nexusmods.com/fallout4/mods/18886

Settlement Objext Expansion:https://www.nexusmods.com/fallout4/mods/10075

Homemaker:https://www.nexusmods.com/fallout4/mods/1478

Snap'n Build:https://www.nexusmods.com/fallout4/mods/28834

The one that most inspired this settlement mod:

155MM Hozitzer M1:https://www.nexusmods.com/fallout4/mods/25527



Need to know things:


-Tested with Pchela vertibird mod https://www.nexusmods.com/fallout4/mods/25565 if you place the Settlement spawn item found under resources on the helipad it will land there nicely and the landing wheels will only very slightly sink through the helipad. The helipad does not have collision but the concrete piece underneath does this is a vanilla issue also with alot of standard foundations. I lowered the helipad as far as i wanted to remain visible but without a vertibird "sinking" to much to be an annoyance to watch.

- The bunkers are build from the basegame bunker pieces except for the door and window walls, those are from Snap'n Build. I did this so you can place your own prefered style of doors (or none) because workshop items dont snap to base bunker pieces. So be carefull and dont delete those because those parts wont snap back in place once moved or deleted.


-Inside the bunkers i have placed several conduits in the corners snapped to grid so you can use conduits and switches for power distribution running neatly along the walls. I strongly advice also installing the Vertical conduit mod : https://www.nexusmods.com/fallout4/mods/21052


- Entrance terminals are just buttons, though it might have been more immersive they are just click and open so no going into the terminals.

When entering the base: 

-Terminal to open and close the first gate
-Terminal to open and close the second gate

When exiting the base: 

-Terminal to open and close both the first and the second gate

-Inside the Security bunker at the entrance
-Spotlight button to turn on and off the spotlights at the entrance gate and those on the 3 sandbag posts

-Settlement Workshop is untouched, use Move that Workbench to place it where you want https://www.nexusmods.com/fallout4/mods/7507 

-Terminal to control Prof. Feelgood is moved inside the "Clinic" bunker part (if you send him away make sure the gates are open and he should just fly away along the "prefered" navmesh pathing through the gate area.

-Magazine found at Sunshine is on the Settlement Workshop bench


Compatability: 

-Incompatible with any mod that changes the ground at Sunshine Tidings and/or places other buildings there.

-If you use a mod that replaces trees, adds more trees and vegetation you will probably have to do some gardening or use the disable command through the console for any trees or bushes etc that show up in and around the settlement.

-Tested on my game with about 240 mods ranging from guns and outfits to long quests, settler spawning, decorating, vehicles, npc changing and adding etc. without CTD's so far.

-If you run it below any other terrain editing/altering mods it should be OK