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Lemecc

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Lemecc

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About this mod

A settlement at the Boston Pier, with Donny as a settler. Comes in two different flavours to suit your playstyle.

Requirements
Permissions and credits
Changelogs
Donations
Integrates into the base game in an immersive/lore-friendly way. You can gain access to the workshop (legitimately) by progressing the quest Here There Be Monsters. How you progress it is up to you; Donny's doesn't mind what you do, so long as you tell him about it.

If you've already told Donny about the submarine, the workshop will automatically unlock for you next time you load your save.


A choice of two versions is provided. Please make sure you read this description in full, and choose only one version of the mod. Do not switch between versions. For more information, read the FAQ & Troubleshooting article.

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Features:

Lite version 1.0 features include:
  • Aforementioned quest integration!
  • Beds and workbenches that are hooked up to the workshop from the start.
  • Almost two full cells of building and sandboxing space.
  • Properly and correctly registered workshop that you can send settlers to and from.
  • Donny has a special furniture object he will be assigned to (a fishing spot) which will give 6 food and 6 water to the settlement.
  • Donny provides bonus happiness to the settlement.
  • After you've helped him, Donny can be commanded and moved.
  • Accurate-ish workshop borders. (build area is accurate, but borders are not flush with the ground at all points)
  • Workshop will not recruit Brahmin.
  • A new bespoke settler in the location; Deuce.
  • Moveable bespoke workshop so you can place it anywhere you'd prefer.
  • As usual, high quality assured. Workshop reports in screenshots!

Full version 2.0 features all the above AND:
  • Extensive landscape changes to allow the player to actually clean the area up. Most of the trash here originally wasn't trash, but the ground plane of the game.
  • Extensive cell rebuild, including all the missing floors and missing lamps.
  • New lights have been added with a smidge of environmental storytelling.
  • New idle markers have been sprinkled throughout the settlement so there's more ways for settlers to interact with the environment. You can scrap any vanilla ones with Scrap Just A Bit More Stuff, and any mod-specific ones can be scrapped by scrapping the associated object (lounge chairs, for example).
  • Gnasher, a raider dog belonging to Duece, has been added. Gnasher has bespoke custom AI packages based around following his owner, but if you really want to you can take him away from Deuce. If he is moved away from Deuce, he'll behave like any other workshop dog.
  • New animal idles have been added, both for Gnasher to use, and any other animals you might add to the settlement.
  • New Navmesh to reflect the new build, navmesh has precuts and everything!
  • Precombines disabled by default (necessary for an actual decent settlement experience).
  • To aid in performance and to make for less tedious scrapping, large amounts of the scrappables have been made into Static Collections with scrap recipes included.
  • Taking control of the settlement will also clean up the guano stains and puddles from the cells.
  • Bird markers and other markers have been linked to statics, so if you want rid of them, you can scrap the trees and the rowboats.
  • Deuce has been made into a more unique character with a custom sculpted face and set outfit. He now has a bunch more audio for general hellos and trading. He is an ex-raider, so don't be surprised that he isn't the most polite or talkative.
  • Additional voiced lines have been added to Donny. In vanilla, he has only one single line when you finish speaking to him, which he just repeats. Now he's able to give a few comments on his surroundings, say hello to the player in a few ways, and also react to the player doing a few things. Some of his new dialogue is location-dependent. As long as he lives on the pier, he'll talk about fishing, but if you move him elsewhere he won't be fishing anymore so he won't talk about fishing anymore either.
  • Additional lines and the ability to greet him has been added to Gnasher (the dog). He can respond to the player, and give little hellos to others.
  • Although the player cannot pet Gnasher (he's not YOUR dog to pet, he's Deuce's), Deuce CAN pet his dog, and will pet his dog from time to time.
  • These have been made by either re-purposing existing audio lines, or splitting/splicing existing audio lines. No AI is used.

Bonus Features (both versions):
  • There's a subjective change in that Donny's scale has been changed - Bethesda made every child exactly the same height, but the voice that comes out of Donny is very very much a younger child. He's now slightly smaller to better fit the voice.
  • Since Donny is a child and children are ordinarily invincible in Fallout 4, they have special scripts attached to them that make them leave a workshop if all adult settlers are dead. This functionality is especially important if a settlement is hostile or you're taking it over as a raider. In order to allow Donny to behave as he should if he were a settler in vanilla, there's a unique adult settler at this location too; Deuce, the ex-raider - word is he witnessed Donny lose his father, and he's stuck around as some distant grumpy asshole guardian angel since, making sure no danger approaches the pier. He doesn't want to be friends, but grants bonus defense to the settlement, and self-assigns to his own custom work idles. You can reassign or move him as you wish.

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Which version to use:
Full mod - The fully featured version. This contains landscape and navmesh edits to the cells, as well as some necessary additional cell editing on surrounding cells to make for a much better settlement building experience. It also contains additional dialogue for Donny and RaiderMale01 voice types.  If you want the full immersive intended experience, this is the version to use.

Lite mod - This version of the mod is minimal, only adding necessary settlement items and quests. It does not touch landscape, navmesh, precombines, nor provide additional voices. If you have a very heavy load order with mods that touch cells in the area, or you just don't want any significant changes to the area, you can use this one to increase compatibility. An optional patch is available for this version to disable precombines if you so wish.

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WARNING: If you move Donny to another settlement, make sure you are moving him to a settlement with at least one adult! In FO4, if children don't have at least one adult at the workshop they're at, they will run away and be disabled from your game. This is intended behaviour, which ensures other functionality like raider workshops or hostile takeovers in general can work. If you leave him at his Pier, make sure you leave Deuce with him, or move a different adult to the Pier.

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Kowalski's Pier is made as part of my suite of mods that address settlements in a vanilla-friendly non-obtrusive way. Each mod is independent, but are made to compliment each other, and I recommend running one or more together.
Gameplay:
Vanilla Settler Tweaks | Scrap Just A Bit More Stuff 
Quest-integrated Settlements & New Settlers:
Drumlin Diner | Peabody Home


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Technical stuff:

Requirements:
Base game (yes, should be oldgen compatible, the BA2s have been patched)

Highly recommended:
Scrap Just A Bit More Stuff
Place Everywhere

Installation:
Any time, mod manager highly recommended. Like any other settlement mod, as close to the end of your load order as possible.

Compatibility:
Obviously will conflict with anything and everything that edits the Boston Pier cell or the cell immediately attached to it. The level of conflict kind of depends on what you're running, but if you want the settlement to actually work and not end up glitched, you'll need to load it after anything else that may affect the same cells. I do think one or two of the big quests mods puts stuff here. In all cases, this mod should always load last so that the workshop can be allowed to work properly.

If it helps you to make a decision, here are important locations this settlement is right next to: The Shamrock Taphouse, Harbormaster Hotel.
I may be able to make compatibility patches for your favourite mods if you ask very very nicely. :') A little tip would be much appreciated if you want to help out, this mod was actually a significant amount of work, and any patches will also take a lot of work.

This does, naturally, contain NPC edits to Donny. If you have other mods that affect the same NPC, they will not be compatible.

Uninstalling:
There is absolutely NO way to safely uninstall a settlement mod once you've added it, so don't do this! Make sure you drop a hard save before installing the mod, give it a try, and if you don't like it or encounter an issue, revert to the clean save.