Ported with Open Permissions! Thank you to pra for allowing me to port their work. <3
Nexus: www.nexusmods.com
== Description ==
After cleaning the library from the Super Mutants, it can now be turned into a fully-functional settlement. The cell has been renavmeshed, precombines and previsibility were regenerated, most objects not part of the precombines were made scr4ppable, or scr4plinked together.
The Workshop, located in the room next to the toilets, can be claimed after the library has been cleaned from Super Mutants. This can be done either through Daisy’s quest, or by just entering it and waiting until they attack. Technically, the quest triggers either way. You don’t need to return to Daisy to unlock the Workshop.
Installation
Important: do NOT enable this mod while you are in the library! If you are in the library, go outside, go to the Copley Station below, fast travel somewhere, just do not be in the library itself! If you don’t, the Workbench will misbehave.
Put this mod close to the bottom of your load order. Like all settlement mods, it must win any conflicts in regard of cell edits. Cell edits are caused by precombine repair mods, and by any mods which place items, NPCs, or literally anything in the cell.
Additional Features
When the workshop is claimed, grenade traps, corpses, and the protectrons are getting cleaned up. In addition, turrets will be replaced by buildable workshop equivalents.
The items of the coprses should be placed into the Workshop.
If the optional Automatron patch is installed, the protectrons will be replaced by moddable robot settlers instead. These robots should be
assignable to jobs, like as regular automatrons, but won’t ask to accompany you.
The boarded-up main entrance can be opened up. To do so, scr4p the boards blocking the doors.
NPCs might still prefer the back entrance, because the exterior navmesh hasn’t been re-finalized for compatibility reasons.
Also, doing so will enable an attack marker at these doors.
The fast travel point will be moved inside the library and fast travel out of it will be enabled as well.
A “Library Speaker Controls” device can be crafted from under “Decorations” -> “Misc” while inside the library. You can use it to play radio over the library’s speakers. To change the station, select it on your Pip-Boy and choose “Synchronize with Pip-Boy Radio”.
You can also build more speakers, they should be in the menu next to the Speaker Controls panel.
A failsafe has been added, in case you use Place Everywhere to scr4p the Book Return Machines. If you do that, the rewards will be placed into the Workshop.
Compatibility
Being a settlement mod, this mod must be loaded way down in your load order. If there are any conflicts regarding the library’s cell, this mod must win them.
Obviously, this is not going to be compatible with any other Boston Library settlement mods. It might be incompatible with mods which change Daisy’s quest as well.
Mods which simply place objects in the library should be fine. They might end up floating in mid-air, if they were placed on shelfs which you scr4pped, though.
Mods which put any new entries into the Curator’s terminal, or into any of the other terminals, might also be affected, since you can scr4p the terminals by scr4pping the tables they are placed on.
This mod shouldn’t conflict with any mods which change anything OUTSIDE of the library. The affected worldspace and cell records have been marked as partial, and no navmeshes or precombines have been changed on the outside.
This mod conflicts with mods which change Copley Station. PRP is such a mod. A compatibility patch has been added since version 1.1.6.