Build highly expanded settlements 5.0
建立高扩建的住区5.0
Screenshots 8 screenshots
About this mod Machine translation
Build highly expanded settlements 5.0
What does it do?
- This mod expands the building areas of all external settlements (including settlements in Far Harbor and the Nuka world) and The Mechanist's Lair.
(No Vault 88 support, sorry...)
- The Mechanic's Lair expands to include the entire facility.
- Gives you a simple but accurate border around the new area. You can even choose a color. (If you find one you like I'll give it to you...)
- Includes methods to avoid object culling when scrapping large objects.
- Allows you to take full advantage of scrap mode without ini settings.
What has changed since the last version?
- Disabled object culling in all Build High settlements to prevent distant objects from flickering when large objects are scrapped.
- Disable the use of combo grids in every cell touched by Build High settlement. It allows you to scrap things you wouldn't normally be able to do.
(You no longer need to edit these ini files. More information about these two in Scrapper's Patch section.)
- All Build High settlements have been restructured to have as little impact on gameplay as possible and ensure compatibility with other settlement modes. It can be used with most overhaul and expansion modules without overwriting each other's boundaries. (Build High's settlements are quite large, but if you come across another mod that's larger, you can install a borderless version.)
- The covenant building area has been expanded.
- Sanctuary's buildable area has been streamlined. It is now larger and its borders exactly match those of the Red Rocket settlement.
- Some settlements did not change the sandbox area from previous versions. (This is the definition of what the definer will do themselves, i.e. outside of the assignment you give them.) These are corrected in this version.
- Adjusted the color of "Blue (Default)" tiles for better visibility in brighter light conditions. Other colors will be updated as well. Even if you don't like them.
New Module: Build High - Builder Patch
- Unlimited budget for all Build High supported workshops. (So no, no Vault 88...)
It uses a script from Settlement Limits Slashed, whose author allows free use and can be read on the mod's page.
I made it compatible with all Build High-modified settlements, so it works with The Mechanist's Lair, Home Plate, and the fixed studio at Boston Airport.
(Interestingly, this last settlement was omitted by the original author and remains unchanged in his model...)
It is not implemented in any variant as it only needs to be run once. Install it, load your save game, and you'll see a message on the screen to create a new save.
You can disable or remove patches before launching the game next time.
Builder's patches won't edit anything in-game, but will have a permanent effect on your save. Well, until you change it via the console...
If you start a new game, please do not install/activate it!
It will result in a permanent loading screen. Wait until you exit the vault. Might work ahead of time, but better safe than sorry. I'll try to fix this if I can.
New Module: Build High - Scrapper's Patch
- Edit all cells touched by the expanded settlement in two ways:
- It disables object culling.
This is a system that saves processing power by disabling objects that are not currently intended to be seen by the player.
You may observe this effect when you use scrap mode to scrap a workshop or the Sanctuary's scary bush
Suddenly you see the shimmering presence of something in the distance.
This plugin disables culling in every relevant cell and does culling only in those cells.
If you've been using an ini setting to do this ("bUsePreCulledObjects") you can remove it without losing its effect.
- Decompose the combined object.
They also exist as a means of optimization, and they are the reason why many objects cannot be scrapped even when using scrapping mode, even within vanilla boundaries.
Disabling them is equivalent to setting "bUseCombinedObjects = 0" using th …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.