Drumlin Diner – New Settlement
Adds a fully functional settlement at the Drumlin Diner south of Concord. Light .esp so won’t count toward max plugins but unlike an .esl you can still place below other .esps in your load order.
After rebuilding the Minutemen I wanted to build some light defenses here, connect it to my supply network, and generally make this place appear more commerce heavy, but I couldn’t find a mod that was fully functional or didn’t change more than I needed. So I figured it was a good excuse for me to try to learn CK myself. That said, this is my first mod so there may be a few bugs or things I didn’t account for, but it runs great in my game so far.
All Changes
-Added fully functional workbench
-Removed two junk cars
-Moved fast travel marker to the road by the Drumlin Diner sign (optional version w/o this)
**Accidentally initially messed up navmeshes in area, realized too late and couldn’t figure out how to undo so I regenerated whole area using havok based generation. Can’t tell a difference in my game other than glitchy npc motion inside the actual diner. This doesn’t really affect gameplay, companions just won’t come in the diner, but if anyone notices other issues please let me know, and if anyone knows how to restore vanilla navmeshes in the area please also let me know.**
Compatibility
-Place near the bottom of load order
-Place below mods that affect precombines in the area such as boston FPS fix (mod will still work if placed before but scrappable items may be affected and 2 removed cars will respawn, one of which will clip into the workbench)
-Should be compatible with everything else, unsure about mods that specifically edit this location but just place this after those mods in your load order and you should be good.