Fizztop Grille Re(de)fined (2024)

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    • Fizztop Grille Re(de)fined (10)

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    Fizztop Grille Re(de)fined (26)

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    • Player Settlement
    • Fizztop Grille Re(de)fined
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    lehrax

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    lehrax

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    About this mod

    Fizztop Grille the way it was released by Bethesda feels incomplete. I wanted to make it a little more useful and worthy of Overboss (and his/her friends).

    Requirements
    Permissions and credits
    Changelogs
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    Now Fizztop Grille is a bit more viable place to spend time at.

    TLDR: you can fully customise the area and (optionally) turn it into a settlement*.
    *settlement feature is a work-in-progress

    The picture is just a placeholder. I'll upload proper screenshots or even video later.

    The mod is in open beta state at this point, so things can only improve from now on. It is not likely that this mod will break your game if you read the description below, but settlement feature may require additional effort to configure properly (for now). For example, if supply lines do not work, you may try something like "Provisioner and Supply Line Management System" byLarannKiar or use of in-game console.

    Currently implemented features:

    • all internal and two external workbenches share resources
    • player home workshop enabled by default (to switch to settlement mode disown and claim settlement via console or via mods ["SKK Workshop Ownership Utilities" or "Workshop Framework"]) and it is an unrestricted workbench (even if not every item can actually be placed, like water pumps that require soil; people say you can use garden plot for that actually = it just works)
    • I moved Colter's terminal downstairs to the reception desk (where it fits more naturally in my opinion)
    • workbench building works well and most annoying things should be scrappable (I am using the "Scrap Just a Bit More Stuff" by Lemecc who has a few cool settlement mods too), but read below...


    Things to keep in mind (for now):

    • I did not enable fast-travel to/from this internal cell. Maybe in the future.
    • Do NOT scrap doors or invoke `scrapall` console command. Due to the way rendering is implemented by Bethesda, doors disable view of room behind them when closed (to save computer's resources). When scrapped, doors are no longer "open", so you may see void. Main entrance's doors is a portal to Nuka Town, so scrapping them not only makes you see void, but also breaks the ability to travel outside. Ground floor doors' scrapping is even worse: you could get two "invitations behind the scenes".
    • If you absolutely insist on having an empty sandbox room, I recommend installing, for example, Fizztop Mountain Redefined to complement my mod (quite ironic how similar that title is to mine 😄).
    • I disabled all the bright light sources, so default editor's lighting is used (there are a few burning barrels still).
    • If you have enabled the settlement mode, I can recommend amazing "Interior Settlement Resources - Water Pumps Generators Purifiers" by Zorkaz to satisfy your settlers.
    • Don't build in the elevator. Yes, it works, no, it will not travel with you, but stay hanging on the level you've built it at (either top or bottom). Building is not available while the elevator is on the move.

    Planned features in order of priority:

    • enable settlement mode correctly (I had it already working at some point during initial experimentations, but somehow broke it before remembering to back up the working version 🥲)
    • protect doors and workbench from scrapping (set all the correct keywords, refs etc.)
    • indoor fast-travel destination and ability to travel outside
    • remake the ground floor by replacing trash and unscrappable static objects with alternatives
    • fix/implement proper lighting (if I have time&energy for setting up CK or get help)
    • optional addon to share resources with Home Plate (virtual supply line)
    • consider adding water source (maybe introduce exposed ground on the ground floor to install water pump, potentially in a similar manner to "MB's Home Plate Basem*nt" by mattbeckpdx [that one is a mod for Home Plate])

    ( i ) To decide for yourself if this mod is for you, you may invoke "coc NukaWorldNukaTownUSA07" and enter the building (unvisited Fizztop Grille internal cell would ensure the best experience).

    [ off-topic ] This is my first more or less advanced dig into xEdit. I did not even use CK for creation of this mod
    (and should I tell you, finding stuff in game and using console to find correct positioning and angles is very tiresome; I'm very glad mods like "Better Console - F4SE" bykassent and "ClickLight - Highlight Objects Clicked in Console (FO4)" are present to assist low-level modders like me). I definitely will consider setting up Creation Kit, although it is not that trivial on Linux...


    The learning curve and motivation:

    After exploring the mod structure of creations by Yagichan, tenhats and other great mod creators in xEdit I finally decided to give mod making a try. I have been a mod user for quite a long time and consider myself a "connoisseur" of a sort. I like to tweak my game experience for immersion, consistency and high framerate in streamlined hardcore survival. Now I realised that I have reached the point when I would like to also contribute myself.

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    Fizztop Grille Re(de)fined (2024)

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