Annex the Commonwealth v0.3.2 -------- Installation This mod comes with both FOMOD and BaIn installers and I recommend NMM or Bash to install. Manual installation is also supported but it not recommended unless you know what you are doing. -------- Settlements that are currently covered (every vanilla settlement will be eventually). All of these settlements also have neighbouring sub-divisions which can be futher annexed to increase build volume, budget and population limit. Abernathy Farm Egret Tours Marina Gray Garden Oberland Station Outpost Zimonja Red Rocket Truckstop Sanctuary Hills Somerville Place Starlight Drive-In Sunshine Tidings Coop Tenpines Bluff Warwick Homestead A basic roadmap for ATCs releases can be seen here: Screenshots\04_RoughReleaseMap A complete sub-division map can be see here: Screenshots\06_SubDivisionMap -------- Here's what you need to know to play the mod: To be able to start using this mod you will need the holotape. There are several scattered around the Commonwealth, you can find one in the Museum of Freedom in Concord (Screenshots\00_Holotape_Location). The rest you will find in appropriate places around the Commonwealth. Once you find a holotape, load it into the PipBoy and start the mod. After the mod has started there will be a new "Workshop" menu in the settlement build menu. ATC will take several seconds to a few minutes to start depending on the current load on the game. ATC will let you know when it is done starting and ready for use however. With the holotape in your inventory you will be able to build the "ATC Terminal" from the "Workshop" menu Screenshots\01_WorkshopMenu_Settlement_Terminal) at any external workshop (ie, not the Diamond City player home). After building the terminal you can then begin annexing "sub-divisions" starting with incorporating the "main sub-division" for the settlement which will increase the initial "build volume" (total volume as well as the build budget) of the settlement. Every sub-division increases the population cap as well as the build volume for the settlement. There are "hard" and "soft" limits to incorporate and annex sub- divisions, the hard limit must be met to incorporate the main sub-division. If the limits are otherwise not met the cost (caps) to annex the sub-division will increase. The function of the mod is fairly straight forward otherwise. Use the terminal to annex more land, temporarily turn on the sub-division borders to get a better idea of the area it covers, etc. NOTE: If you have a ridiculously high movement speed or otherwise short-circuit some of your game mechanics (ie, using "coc redrocketext" from the main menu), ATC (and other mods) may need anything from a few seconds to a few minutes to "catch up". This is simply due to how the game processes and dispatches events. So, don't cheat your player speed and don't teleport around in a manner the game isn't expecting or give your game and mods time to catch up with you. ;) -------- The Settlement Terminal To build the terminal you need to be at a "normal" settlement (eg, Sanctuary) and have the ATC Holotape on your person to "upload the software" to the terminal. Without the holotape the terminal should not show up in the "Workshop" menu. One holotape will be found in the Museum of Freedom in Concord the rest you will need to find and are placed in locations that make sense pre-war. Aside from that, you only need the following to build the terminal: 4 Aluminium 2 Circuitry 6 Copper 2 Crystal 2 Rubber 10 Steel 2 Makeshift Batteries 1 ATC Holotape When using the terminal itself, you may encounter the following message: [...PROCESSING DATABASE...] If you do, this means that ATC is busy updating all the terminal related data and needs a few seconds to a minute to catch up. You don't need to exit the terminal, selecting the processing message will automatically refresh the terminal and, when ready, that message will go away and show the appropriate data for the terminal screen you are trying to view. -------- Mod Incompatibilies and/or Redundancies This mod does not require a new game, has no external requirements and, has no quest requirements*. Basic requirements are simply population, population happiness and having enough money (caps) to buy the sub-divisions for a given settlement. Caps are taken first from the settlement workshop then player inventory if there is not enough caps in the workshop itself to purchase the sub-division. * The mod itself has no quest requirements however, some sub-divisions may be quest locked out of necessity. eg: The [SPOILER] near [SPOILER] is not available until [SPOILER]. Regarding mod compatibility... Unofficial Fallout 4 Patch v2.0.0 and lower broke the workshop script API and is the only direct incompatibility with this mod. This was fixed in v2.0.1 so, either do not use UFO4P or use v2.0.1 or later. Fallout 4 Script Extender This mod does not require the F4SE but has some enhanced features if it is installed. Such features include: Locations "encompassed" by a sub-division will never respawn once the sub- division has been annexed. There will be an option to disable this feature in the holotape (TODO). Something I forgot. More to come later. Sim Settlements & Rise of the Commonwealth This mod does not require these mods but has some enhanced features if they are installed. Such features include: When a city plan is active for a settlement, the population for the main sub-division is taken from the city plan regardless of anything else. When a city level upgrades, the settlers will claim territory on their own. At level 0, this will be the main sub-division. For each level after that they will claim one additional sub-division (if there is one available). More to come later. Otherwise: This mod is not incompatible with any other mod. That being said, it may be redundant with certain other mods. Mods that modify build volumes and build budgets are not incompatible but are absolutely redundant. Should you choose to use them together note that when you annex the main sub-division for the settlement the build volumes and sandbox volume connected to the workshop are unlinked and the build volumes and sandbox volume provided by the sub-division is linked to the workshop instead. Additional sub-divisions annexed also link the build volumes associated with them to the workshop for the settlement (only main sub-divisions have an associated sandbox). This means that annexing the main sub-division will make the mod increasing the sandbox volume and build volumes useless. The only vanilla forms edited are the global values for AI sandboxing up and down to accomodate ATCs larger sandbox volumes. If you are using settler sandbox package mods such as Settler Sandbox Overhaul (Nexus ID: 20442) then you can uninstall it as this ATC contains values optimized for it's own sandboxes. Those mods will work with this mod but, like mods effecting build volumes, it may or may not cause minor issues. -------- Credits: To anyone whom I missed, it wasn't intentional and if you join us on Discord we will be sure to update the credits to include you and your contributions. :) 1000101: Project Lead, Main Scripting and Tooling, Sub-division designer OstrovakCZ: Sub-division designer, Cool animations and graphics damanding (discord): Modeling: Settlement terminal, packed settlement terminal MsRae (by proxy): Modeling: Packed settlement terminal ousnius (discord): Tooling: NIF format, computing tangents and bi-tangents jonwd7 (discord): Tooling: NIF format, help with concave polygon shrink-wrapping Scrivener07 (discord): Rubber-duck Debugging W. J. Vicyorus (discord): Rubber-duck Debugging mator (discord): Rubber-duck Debugging TrickVein (discord): “DON’T FUCKING DO IT!” (inside joke) The testing team (listed alphabetically): BitterFingers Cpt.Coots Trapmaid4life Woodfuzzy XReaperTai XV-Versus