Me, all me baby, got a problem? I do, and it's me. I'm the problem.

This mod does not have any known dependencies other than the base game.

Gives a short quest to gain ownership of Thicket Excavations! A now fully functional settlement. Get a new weapon and perk too! Starts off a story that continues as I create more settlement locations.

Thicket Executions!

Add screenshots of your settlement, would love to see them!



The Quest

Only install if you have already drained the quarry. Unless you want to build there while it is flooded and don't have any intention on draining it.



Gives a short quest, like 5-10 minutes, that gives you ownership of the settlement. Defeat Thick! Get his special weapon, the Thickway Rifle! Also gain a new perk that pairs with this rifle. Find all three notes to get a bit of story as well as a mention of a new character in Op Salvo, Carter Mason.



The quest won't show up until/unless the quarry has been deflooded. Is that a word. idk



Also, Thick is a very high level. So... be the same lol. The area is also more hostile than usual too.



Followed up by Roadside Pines Motel Settlement Story 2 and then Atom Cats Settlement Story 3 after that.

The Settlement

The settlement is pretty large and fully functional. New settlers will show up there and everything. Note that there is one known bug/whatever, you can't place objects on the quarry blocks. Need to be starting on the ground, then go crazy from there.

Settlement features:

Custom vanilla style border wall

Should work while flooded or not flooded. See FAQ below.

Has plenty of dirt for food.

Has plenty of water sources for.... water.

Very high build area, the video doesn't go to the top, you can go further.

Large build budget.

Functional settlers.

Whatever other settlements have... the point is that it's just like it belongs in the base game and I made sure it acted like it too lol





The Story

Thick starts off this story! Find his notes to get some backstory. The next mod Roadside Pines Motel Settlement - Story 2 continues this story, giving more 'Neeher lore', as I call it lol.





What about Sim Settlements?



Fully compatible with Sim Settlements! Tons of build room and all that jazz.

WARNING!!!

If you decide to use this mod and have SS, you cannot ever remove this mod from your character or you will end up breaking future settlement additions (including DLC) from working properly with Sim Settlements. This is a warning from KingGath (SS creator). This is a potential issue, no one has reported it yet but we are working on a way to prevent this from happening. This is just how the workshop settlement system works.





What about those highlightable objects??



If you're wondering why some objects are highlightable but not scrappable its because there are mods that make extra things scrappable. I added these to be 'potentially' scrappable in case you have those mods installed. There are also a lot of things that can't simply be scrapped. So keep that in mind.

Also note, I didn't add every single thing to be scrappable that isn't vanilla scrappble. Added some stuff though that I felt people would want to be able to remove. I did this because of performance issues due to the size of this settlement.



Compatibility

Modifies the location form, as well as all the cells in and order it. Like 8 cells I think. That's about it. Any other mod that modifies this area will probably conflict.



FAQ

Why did you make this?

I was playing the game, came across it, was like.. this should be a settlement. I then made it a settlement. lol. I saw there was another one but it wasn't done probably and sucked.



What if I have been to Thicket Excavations before?

You're good. You shouldn't have an issue.



Why did you make this instead of more extended settlements?

Get off my back!



My settlement here says there are settlers, where are they?

Check up North above the rock face on that road. If they are out of the build area (so you can't assign them) try sleeping for a few hours and they will have moved.



Can I have the settlement while it is still flooded?

Technically, yes. Go there and hold down the workshop button and it should activate even though the area is flooded and the quest hasn't even started. I'm not sure how useful it is without access to the workbench itself but it does work this way. I haven't really tested this and am not sure what would happen if you deflooded the area while having built at the settlement lol.



PS4 VERSION



Bethesda.Net PC Version



XBOX VERSION



Russian Translation! by Micakult

^^External Website, may not be updated at the same time as nexus version^^





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Got a bug report? Please, only report if it's game breaking or devastating to the mod. I tested this for a while on a clean character and a modded character. Didn't have an issues. So.... if you do have a bug, ask yourself "Could it be a mod incompatibility?" And then go from there. lol. What I'm saying is that if there is a cinderblock that isn't scrappable then it's probably not bug report worthy :P

Initial uploadChanges the perk to be less overkill---------------Fixes a broken wall in the quarryFixes issue where weapon workbench area was out of build area.Fixes issue with respawning Raiders and lootFixes a continuing issue with reset cells.---------------Also adds an optional file of 1.3 for those who want the respawning raiders for demented and twisted hunger games reasons.﻿Adds a new custom border wall that fits along the landscape and rocks. No more floating!