Enhanced Settlements



 is a fully functional settlement scrapping mod designed for Architect and Horizon
 * This mod is loosely based on Scrap Everything and Zawinul wants to thank Shadowslasher410 and Vlits for all their work/research/help.
 * ES has all of the same custom features that Horizon SE patch had, plus many new features and changes.
 * This mod includes all custom settlement changes, extended border adjustments, custom scrap lists, etc.

WARNING! - This mod is NOT compatible with scrapping mods like Scrap Everything or other similar mods - This mod is NOT compatible with mods that expand settlement borders - Never use "scrapall" until you own the workbench after completing the quest

"The ultimate goal of this addon, is to make every standard FO4 settlement feel fully polished, and give you options to remove buildings OR use them (without fear of accidentally scraping walls). This includes changes like fixing up buildings that feel like they are just too smashed up to use, but at the same time still keep them beat-up enough that they properly fit into the environment."

- Zawinul

Features

 * Some workshops have special interactable devices that you can use to hide workbenches, salvage buildings, or upgrade areas!
 * Some interactable features require materials, and some give materials
 * If you "reverse" an action, it will give/take the materials back in reverse
 * Most settlement repairs/upgrades require owning the settlement
 * certain Settlements yield to unique Components (See: Seawater)

Buildings Toggle System
Many settlements have non-scrappable structures which can be hidden/shown via the Cleanup Station
 * By having non-scrappable buildings, this allows you to no longer worry about accidentally scrapping pieces of buildings you want to keep
 * If you don't want these structures, simply use the station and hide them
 * Hidden structures can be restored at any time, provided you didn't permanently scrap them prior to v1.8
 * This system works similar to the bridge panel in sanctuary, except it can work at any settlement using the Cleanup Station
 * Valid settlements have anywhere from 1 to 3 layers which can be hidden/shown, which gives you multiple options
 * Hiding/restoring buildings does not give or require any materials - Some settlements take longer to process when hiding or showing buildings
 * Some settlements were given extra scrap to make up for the loss of material from scrapping buildings (i.e. Sanctuary debris gives more now)

NOTE: You may see the LOD meshes for buildings/trees/etc pop in for a few seconds while the system is removing/restoring buildings, but its only temporary and will disappear in a few seconds

Scrap Cleanup Station
This buildable station allows you to access a menu to help cleanup/manage scrap in settlements.
 * Allows you to scrap buildings that are normally blocked from manual scrapping
 * There are no scrap materials given/required for hiding/showing prefabs
 * Allows you to toggle 3 different layers, depending on the settlement's specific options
 * Hide Prefab Houses includes many buildings in various settlements (more info further below)

The following settlements and many more (not listed) use the Cleanup Station to hide/restore the prefab houses and buildings:
 * Sanctuary Hills: All houses and their fixtures (note: this can also be done at the bridge panel too)
 * Starlight Drive-in: The projector screen (and its staircase)
 * Red Rocket Truck Stop: The RR building (and its doors/switch)
 * Abernathy Farm: The electrical tower - Covenant: All houses
 * Egret Tours Marinas: Middle buildings and warehouse building
 * Sunshine Tidings: Warehouse buildings (layer 1), Cabins (layer 2), Signs (layer 3)
 * Taffington Boathouse: Main house (layer 1), Warehouse boathouse (layer 2), slanted roof -> flat roof (layer 3)
 * Spectacle Island: Warehouse building
 * Jamaica Plains: Some of the residental houses

Upgrade/Control Panel
The upgrade panels in certain settlements have received some improvements
 * Some upgrade panels can be used more than once to upgrade through different upgrade options
 * Settlement upgrades don't require materials
 * Some buildings can be hidden by the panels OR the Scrap Cleanup Station

Seawater Farming
Certain Settlements allow you to place a "Seawater Extractor" which generate a specific amount of "Seawater" per Production Cycle.

Sky Bridge
The (Extended) Sky Bridge (Architect > Foundations) can connect specific settlements, bridging the gap created by water and other "obstacles".

Changes/Additions

 * some Settlements have changed buildable areas
 * Shrubs, leaves, and vines no longer give any scrap (theres too much of it to balance properly)
 * The amount of Wood that many types of trees give is reduced (mainly because you can scrap so many trees)
 * Candles give Wax
 * Wild Plants (that weren't in vanilla scrap recipes) will give their appropriate item when scrapped
 * Seawater can be gained by building a Seawater Extractor in Settlements connected to the Ocean

Settler Assignments and Resources

 * Placing job stations or resources very close to the border of settlements may not work
 * Very long distances between similar stations may not work for totaling up resources. Most settlements are fine, ex: if you place stuff on each end of Sanctuary, it should be fine. Whereas a place like Spectacle Island could have problems if you place stuff too far apart
 * Settlements very close to each other can still occasionally have incorrect assignments (I fixed this so it should usually work fine)

Abernathy Farm

 * All buildings and the tower is now scrappable
 * The wire connecting the electrical tower is disabled so isnt hanging there if you scrap the tower
 * The lights and fog areas in the house are removed
 * The workbench is moved to the side of the build area
 * Now has an expanded buildable area with custom border graphics
 * The invisible collision ramps are removed
 * The large electrical tower can be toggled separately in the new Cleanup Station
 * Most Wild Plants were moved outside of the build area
 * Some of the default cells that weren't properly setup for Abernathy, are now working properly

Boston Airport

 * The buildable area is expanded out towards the water
 * The graphical border for the buildable area is crudely extended, but it's fairly accurate
 * The workbench is changed so this settlement is now treated as a real settlement
 * Some of the debris/plants by the water were removed
 * The benches on the 2nd floor are removed so that settlers aren't tempted to path over there
 * has a new custom border graphic
 * You can scrap the large rubble
 * One of the missing jersey barricades is scrappable

Bunker Hill

 * None

(The) Castle

 * The Armory Door should no longer be scrappable
 * The small interior portal door was removed from the scrap list
 * 1 activator is located near the workbench, that allows you to dynamically upgrade The Castle!
 * The upgrade fills the walls in, adds extra stairs, and adds a front gate with large sliding metal doors
 * The flare box is moved to one of the shelves, which is now blocked from being scrappable (neither box will be floating anymore)
 * The cables that stabilize the radio tower are no longer scrappable
 * Ronnie's post-battle position should be in a better spot, so it isn't inside of the rebuilt walls

NOTE: The "Extended Sky Bridge" (7 Segment) (Architect > Foundations) can reach from The Castle to Spectacle Island!

Coastal Cottage

 * The wrecked house debris is all scrappable now
 * The lights, walls, and the 2nd floor of the wrecked house were removed
 * The workbench garage is immune to scrapping now, and the roof is repaired with plywood
 * The unscrappable tree mound was replaced by a rock/dirt mound instead so the hole in the ground is covered
 * The buildable area is greatly expanded (the default was so terrible)
 * Fixed a few cracks in the ground

County Crossing

 * The build area is greatly expanded! (easily enough to fit a large town)
 * Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn't break them)
 * 1 activator (to hide the workbench) is located on a telephone pole by the edge of the build area by the roadway
 * The tractor tiller is scrappable
 * has a new custom border graphic
 * There should no longer be any "dead zones" for location flags
 * You can scrap some of the large rocks there

Covenant

 * Deezer and Dora in Covenant should only be killable by the player
 * Some lootable items were removed from Covenant
 * The buildable area is slightly expanded, so that the items in front can be fully scrapped
 * The main gate, the Covenant sign, and the area near the workbench are no longer scrappable
 * The turret swivels and chair can be scrapped now
 * Most lights were removed, and the lamps are shown as off
 * Undoes what the UFO4P does to prevent you from scrapping the terminal
 * Scrap Cleanup Station (hide/restore): All houses
 * has an expanded buildable area with custom border graphics (extends the east and west areas)
 * The borders were chosen so that they fit inside of certrain cells, to minimize precombine breaks (i.e. better performance)
 * The brahmin trough and fire are unscrappable, so the roaming merchants can still interact with the area
 * The light beams from one of the construction lights is disabled

Croup Manor

 * The building itself is repaired and changed to be unscrappable
 * The buildable area is expanded
 * Lights were removed, and the lamps are shown as off
 * An ugly patch of terrain, and some random debris was removed
 * The buildable area is greatly expanded outwards into the water! (very far)
 * The water area has special border markers on the sides/corners so you know the edges (just something I'm testing out)
 * should properly have the new graphical workshop border

NOTE: The "Extended Sky Bridge" (7 Segment) (Architect > Foundations) can reach from Kingsport Lighthouse to Croup Manor and vice versa.

Egret Tours Marina

 * The buildable area is expanded
 * Cleaned up a few misc things, including the hanging power lines, rust stains, and oil pools
 * Scrap Cleanup Station (hide/restore): Middle buildings and warehouse building
 * The trashy/useless central buildings can now be scrapped
 * The dock building is now immune to scrapping
 * The workbench is moved to the dock building
 * All lights are removed
 * An ugly part of the terrain was patched up with sidewalk pieces

Finch Farm

 * The buildable area is expanded (with actual access to the beach and water)
 * The lamps and candles are off
 * The main part of the highway remains intact, but you can manually scrap the collapsed pieces
 * If you want to remove the main highway, you can scrap it through the Cleanup tool

Graygarden
The crop plants in Graygarden were altered in order to fix numerous issues with them
 * All mutfruit plants are converted to "Withered Mulfruit Plants" which are small mutfruit-sized trees
 * All planters are coverted to "Withered" crops
 * All withered plants are static scrap objects, which can be scrapped for materials
 * Each withered plant will give 1 crop of the appropriate type, which you can use to re-plant a new crop if you wish
 * The vendors are updated to reflect these changes (requires a vendor recycle)
 * (I feel these changes fit fine with the quest and the story behind Graygarden, so I don't see it removing any immersion.)
 * Removed the ability to scrap graygarden pipes, and railroad tracks
 * The workbench is moved inside the greenhouse
 * The floor and a few misc objects are no longer scrappable
 * A few lights were removed
 * The vanilla buildable area was slightly REDUCED to fit inside of the cells better
 * The tree cluster and car are now scrappable
 * 1 activator to disable the robot animations is located near the doorway of the greenhouse
 * 1 activator to turn the water sprayers on/off is located near the doorway of the greenhouse

Greentop Nursery

 * Lights removed
 * Workbench moved to the greenhouse
 * The buildable area is slightly expanded
 * 1 activator (to hide the sanctuary house) is located in the greenhouse
 * The house uses the new repaired roof by default, and the house is part of the toggle system

Hangman's Alley
The central and corner buildings in Hangman's Alley has full interiors!
 * All lights removed
 * has 2 usable buildings with lots of room!
 * The central building contains 4 floors total, so there's plenty of room inside
 * The corner building (which is completely redesigned) contains 3 floors total
 * It has full navmeshing for settlers to path inside (it should be nearly perfect, but let me know if there's any weird spots)
 * It comes decorated with some debris and junk inside that you can scrap normally
 * There's a light switch near the front door of the central building, which allows you to turn off the lobby lights
 * The corner building is abandoned and has no lights and only a small amount of debris
 * The tunnels underneath should no longer be part of the build area, and should be safe from the scrapall command
 * The corner building is open by default, in case the game causes enemies to spawn inside
 * The default travel spawn location was moved (let me know if this causes any problems)

NOTE: - Use the new "Locking Plate System" to snap the "The Gallows (Architect > Buildings > Colossal Structure)" into place, so that it locks into the place where it's designed for (otherwise it will look bad and stick outside of the default build area) - Currently, I'm not adding interiors to other buildings, as many of the buildings are on the edge of areas I would like to avoid as buildable areas. I do have plans to possibly allow those buildings to be used for Tenants though!

Home Plate

 * Removed the Clean Ammo Box
 * Removed being able to scrap any permanent structures (walls, floors, stairs)
 * can be linked as a supply line
 * has a better floor
 * removes some of the support columns that are in your face
 * makes scrappable/nonscrappable pieces more polished (requires SE)
 * uses its own unique floors, just to make sure they can't be scrapped and the collision works properly
 * There is now a large underground area in Home Plate! Smash your way through the walled-off passage and discover a hidden area!
 * is a fully functional settlement, and not just a workshop
 * The crafting/living area is fully decorated and comes with crafting stations
 * The bed is a covered "Personal Bed" and cannot be used by settlers
 * The decorations can't be scrapped by accident, but CAN be toggled on/off by a switch on the wall near the workbench!
 * The side by the other door is mainly untouched, and you can use this for whatever you want
 * The front area is stretched slightly to make room for the staircase leading down
 * Multi-workstations will properly link to the workbench (since its now registered as a real settlement)
 * You can send settlers/companions to Home Plate, as well as recruit them using the Recruitment Station
 * Now has a map marker, and will show your active supply lines to/from Home Plate on the pipboy map
 * Brahmin should not spawn in Home Plate (I'm not sure about vanilla caravans though)
 * Has it's own self-sufficient scrapping recipes so you can scrap most of the objects/debris in there
 * Has custom walls and pieces that prevent scrap mods from scrapping them, so "scrapall" should usually be safe
 * Automatically comes with 30 Defense since it's protected within Diamond City (mostly for recruiting purposes)
 * The fusebox only gives 5 power now
 * No longer comes with workshop lights or conduits in the front area
 * The default wooden stairs are hidden and replaced with new stairs (in case you scrapped the vanilla ones before installing the addon)
 * Access Panel: Call Unassigned Settlers - This button by the main door allows you to summon all unassigned settlers
 * Settlers that are summoned are automatically teleported to the front area, in order to bypass any problems with moving settlers to Home Plate from other settlements
 * There is a panel by the Diamond City gate exterior, that lets you travel directly into Home Plate (as well as an exit back out)
 * Many of the crates/shelves in the middle area of the first basement room have been permanently removed
 * The fog is reduced, so that it looks more natural at close range

Jamaica Plain

 * Holes are filled in where the houses can be scrapped
 * The main building with the workbench is fleshed out, so it's a usable building
 * The damaged walls on the 2nd floor of the main building can be scrapped so the roof is flat
 * Lights were removed, and the lamps are shown as off
 * The buildable area is greatly expanded outwards towards the water area and includes the church!
 * The buildable area is displayed by new custom borders so that the visible area is mostly accurate
 * 1 activator is located inside the church that allows you to repair the roof and fix the floor!
 * Some objects that are prone to scrapping problems are hidden by default (certain telephone wires, bushes, logs, etc.)
 * laser tripwires may not trigger anymore from companions (needs testing)
 * Some of the residental houses can be toggled in the Scrap Cleanup Station
 * The main building has a 2nd story, since the house connected is in the toggle system
 * The house near the church is fixed up a bit, so it feels more usable by default

Kingsport Lighthouse

 * All lights are removed (except 1 by the workbench)
 * The boat by the dock will stay
 * Moved the beached whale close enough inside the border so it can actually be scrapped

NOTE: The "Extended Sky Bridge" (7 Segment) (Architect > Foundations) can reach from Kingsport Lighthouse to Croup Manor and vice versa.

Murkwater Construction Site

 * has it's borders expanded
 * All of the extended buildable areas should have properly flagged locations

NOTE: Architect > Buildings > Cargo Yard: This structure was designed specifically for the expanded Murkwater settlement

Nordhagen Beach

 * The workbench shack should be immune to scrapping
 * All lights were removed

Oberland Station

 * Some unscrappable plants are permanently hidden
 * The buildable area is greatly expanded!
 * Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn't break them)
 * has a new custom border graphic
 * The buildable area to the north and south are slightly REDUCED to fit inside the cells better
 * The buildable area to the east and west are expanded further
 * Many of the large rocks are scrappable
 * Some of the patches of dirt are fixed so they aren't sticking up
 * There should no longer be any "dead zones"
 * The building can be toggled separately in the Scrap Cleanup Station

Outpost Zimonja

 * Now has an expanded buildable with custom border graphics
 * Some of the rocks are now scrappable
 * The pond is fixed so theres no jagged edges of water
 * Wild Tarberries are no longer scrappable so they will permanently stay in the pond**
 * The other wild plants were moved outside of the settlement, so they still exist
 * The lights and orange mist above the workbench is removed

Red Rocket Truck Stop

 * Some unscrappable debris around the workbench is permanently hidden (included in the full patch too)
 * Patched up the hole under the corner of the Red Rocket building
 * Scrap Cleanup Station (hide/restore): The RR building (and its doors/switch)

Upgrade Panel

 * The access panel at the bridge allows you to upgrade the bridge and roofs on houses!
 * The upgrade panel for the bridge can be used 3 times:
 * 1) Repair House Roofs,
 * 2) Remove Houses,
 * 3) Assemble Houses (default)
 * The repaired roofs have solid surface like the pre-war houses, except they match the post-war textures

General Changes

 * A concrete block is located under the workbench so it's not floating (this will be hidden if you use the hide option)
 * A few bushes/fences near the borders are close enough to scrap
 * The buildable area has been expanded to the north, east and west nearly doubling the plot size.
 * has an expanded buildable area with custom border graphics (extends the east and west areas)
 * The borders were chosen so that they fit inside of certain cells, to minimize precombine breaks (i.e. better performance)
 * Some of the tree mounds are scrappable
 * A vanilla dead zone near the south side was fixed
 * The houses can be toggled separately in the new Cleanup Station (includes doors/fixtures too)
 * Some foundations can be left intact in the new Cleanup Station by using the "Secondary" prefab scrap options instead
 * A random bug should be fixed, where it sometimes didn't render the default roofs and player house
 * steps, driveways, and footpaths can be safely scrapped (none of them appear to have any bad terrain under it)
 * Moved over that fallen tree (and 2 other trees) in the back leaning on the house, so it's inside of the scrappable area now
 * Adjusted a few dirt mounds so edges weren't sticking out when you scrap foundations and steps
 * Sanctuary houses give more scrap
 * Lights were removed, and the lamps are shown as off
 * The desk in is edited, so the UFO4P doesn't block it from being scrappable

NOTE: If you scrap the houses in the tool while they have the repaired roofs, you'll need to "unrepair" them at the panel first

The Slog

 * The main parts/animations of Arlen's shack are now unscrappable, so his work area is uneffected by scrapping
 * Lantern/candle light was removed, and those objects are shown as off now
 * Both doorway lights are now activate, on both sides
 * The buildable area is greatly expanded outwards, deep into the water area and passed the diner!
 * The buildable area on the water side, goes further than the border graphic shows, allowing you to build large docks, etc.
 * The platform and diner are permanent landmarks and won't be accidentally scrapped
 * A catwalk staircase is added on the side of the building, which leads to the roof
 * 1 activator (to hide the workbench) is located on the main building near Arlen's shack
 * Now has a new custom border graphic
 * The buildable area is REDUCED to fit inside of the cells better
 * The counters in the diner are no longer scrappable (only if you didnt already scrap them)
 * The outside diner counters on one side has the bigger counters like the other side (so it fits the vendor mats better)
 * The shutters in the diner are raised up

Somerville Place

 * All lights removed
 * 1 activator (to hide the workbench) is located on a new telephone pole by the edge of the build area by the roadway
 * The buildable area is greatly expanded (includes some of the water area too!)
 * The buildable area on the east side is reduced so it fits inside of the cells better
 * The rare encounter is moved southeast so it isn't inside of the settlement

Spectacle Island

 * Is properly setup so that everything can be scrapped, except for the dockhouse
 * The workbench has been moved to the dockhouse
 * Scrap Cleanup Station (hide/restore): Warehouse building

WARNING: Never use "scrapall" until you own the workbench after completing the quest

NOTE: The "Extended Sky Bridge" (7 Segment) (Architect > Foundations) can reach from The Castle to Spectacle Island and vice versa.

Starlight Drive-in

 * Removed the "Projector" (which is a building) from the gadgets category, so you can't scrap it
 * You can now scrap the broken wing, and some of the pieces
 * The shed that contains the workbench is no longer scrappable
 * The lights in the main building are off
 * Removed the emergency light beam in the back, and removed some sound markers in that building
 * The hanging telephone wires on the east side are removed
 * The entrance should be properly flagged as a Starlight location (and not a dead zone)
 * Some of the diner shutters are raised up so the counters are usable for vendors
 * The projector screen can be toggled separately in the new Cleanup Station

Upgrade Panel

 * The cabins can be fixed up or scrapped via the activator by the workbench
 * The upgrade panel for the houses can be used 3 times:
 * 1) Repair Cabins ,
 * 2) Remove Cabins,
 * 3) Rebuild Damaged Cabins (default)

General Changes

 * All buildings are scrappable
 * The small shed is unscrappable
 * The workbench was moved to the shed, so the middle area is clear
 * All lights removed
 * You can scrap the "off" subway lights that I replaced
 * The AC ducts are now scrappable
 * Undoes what the UFO4P does to prevent you from scrapping the terminal
 * Added a Sunshine Tidings sign to the shed, since it's considered a permanent structure
 * Scrap Cleanup Station (hide/restore): Warehouse buildings (layer 1), Cabins (layer 2), Signs (layer 3)
 * The signs on the central building are unscrappable, but can be toggled off
 * The invisible collision around the silo areas is removed
 * One of the broken doors was replaced with a real door
 * The roofs on the warehouses no longer have large holes
 * One of the fallen trees was moved so it doesn't stick into the cabin
 * One of the cells is properly flagged as a Sunshine Tidings zone

Taffington Boathouse

 * All buildings are now scrappable
 * The build area is expanded
 * Lights removed; Workbench moved to the ground
 * 1 activator is located on the stone wall on the side, that lets you hide/show the workbench
 * The blood is hidden now
 * he warehouse-style boathouse is reserved, so it can/will be scrapped normally
 * There is a restored roof on top of the house
 * If you want to remove the main house, you can do so in the Scrap Cleanup Station (Main Layer)
 * If you want to remove the warehouse boathouse, you can do so in the Scrap Cleanup Station (2nd Layer)
 * If you want to remove the slanted roof (making the roof flat instead), you can do so in the Scrap Cleanup Station (3rd Layer)

Tenpines Bluff

 * You can scrap that destroyed tiny house, the small maple tree, and the plank of wood
 * The hole in the terrain under the shack is patched up now
 * Removed the lights, and the unscrappable plank of wood
 * Changed the matresses so you can scrap them

Warwick Homestead

 * All of the buildings will safely remain intact now
 * The catwalks were rebuilt so you can access the back building and the vats easier now
 * Some lights and debris were removed
 * The interior will keep some lights and machinery, so the lighting/effects can remain
 * The shed that contains the quest console is no longer scrappable
 * The buildable area is expanded out into the water
 * The navmeshes are fixed to work with the existing changes to the platforms

The Mechanist's Lair

 * None

Longfellow's Cabin

 * Should be clear of unscrappable debris
 * Architect > Foundations > Pier Bridge: Great for connecting far harbor with longfellow's, or making shortcuts across the sanctuary water

Dalton Farm

 * Should be clear of unscrappable debris

Far Harbor

 * Added plants and a few misc items to the scrap lists

National Park (Visitor's Center)

 * None

Echo Lake Lumber

 * The main building is completely fixed up, so it feels a lot more usable (better floors and some walls)
 * The floors, stairs and other building parts are no longer scrappable so the building isn't all screwed up
 * Should be clear of unscrappable debris

Nuka-World Red Rocket

 * None

Vault 88

 * You can move/scrap/store/craft the default Vault 88 Radio Beacon (this needs testing!)
 * Uranium rocks actually scrap into Uranium (and other materials) instead of Nuclear Material
 * You can no longer place solar panels and windmills in vault 88
 * You can no longer place medium and large architect buildings inside vault 88

Misc, Tweaks, Fixes

 * The scrap items given by the scrapping mod does not give Horizon/Architect components anymore (i.e. packing material)

NOTE: In the future, more settlements may have expanded borders (within reason), but some may not

TESTING FEEDBACK NEEDED: Please let me know if (and where exactly) job stations (etc.) don't register properly when placed in the expanded buildable areas

To-Do

 * I still want to polish up the border graphics, some are temporary or hastily placed just so you have a visual for now