Fallout 4

Fallout 4

View Stats:
Ocl90 Mar 1, 2018 @ 3:45am
Mechanist Lair
hey, i finished the quest for the lair, it says its now a settlement but i cant seem to built an antenna or anything is that normal?
< >
Showing 1-11 of 11 comments
Tyrant Mar 1, 2018 @ 3:56am 
cant have settlers there without a mod
Ilja Mar 1, 2018 @ 4:02am 
You can connect it to outside world with provisioner, but it is very limited as a settlement.

Several players are using it as a provisioner central, replacing provisioners from other settlers as robots coming from the lair.

It can also act as a bit more advanced version of Home Plate (in unmodded game, where Home Plate is not connected to the world), with robots and Mechanist (if left alive) hanging around and doing their thing.

Mechanist Lair is basically just that: a lair for you to build robots, store stuff and rest. Not exactly a proper settlement.
StephBx Mar 1, 2018 @ 4:31am 
It is still a really good provisioner hub if you have the Local Leader perk. Build a robot and affect it to a settlement trade route. This way, your bots do not affect settlements happiness. If you have the Workshop DLC, it is a good place to build a small recycling center and ammo factory.
bLaCkShAd0w Mar 1, 2018 @ 4:35am 
Last edited by bLaCkShAd0w; Mar 1, 2018 @ 4:36am
Ocl90 Mar 1, 2018 @ 4:44am 
Originally posted by bLaCkShAd0w:
http://steamcommunity.com/sharedfiles/filedetails/?id=1232616963

Looks cool once you link everything to the lair. I built a factory there as well.

http://steamcommunity.com/sharedfiles/filedetails/?id=1234185042


WOW the lair looks aswm is it repairable without mods?
bLaCkShAd0w Mar 1, 2018 @ 4:46am 
Originally posted by Ocl90:
Originally posted by bLaCkShAd0w:
http://steamcommunity.com/sharedfiles/filedetails/?id=1232616963

Looks cool once you link everything to the lair. I built a factory there as well.

http://steamcommunity.com/sharedfiles/filedetails/?id=1234185042


WOW the lair looks aswm is it repairable without mods?

You can scrap things with the console, So you can empty it out as much as I have. But I am using mods that extend the build area in the lair, And a bunch of settlement object mods like the blue barrels etc.
Duneman Mar 1, 2018 @ 4:49am 
Yeah, it's "repairable". One thing to note though is that the pre-existing wall-mounted spotlights are better than the versions you can build, so try to leave those intact if you fight the Mechanist(i.e. you don't use the voice override on the elevator). Those spotlights have a larger and brighter cone.

The lighting is also terrible in there. The same goes for Vault 88 for those with the DLC. You can't adjust the ambient light level for those interior spaces, so deep shadows creep around all of your light sources, like inky spiderwebs.
lordoftheapes79 Mar 1, 2018 @ 7:52am 
I use it as my player home/provisioner hub too. It's wonderful. I can display and store all my weapons and armor and nobody steals them. All my crafting and storage is in a tight area for fast drop off and leaving. And oh, the robot provisioners...they are fantastic. They have a ton of carry weight as mobile drop points, they're constantly out in the world killing things and if you're in range and they kill things you get the xp, even if you have no idea where they are. With robotreds or assaultron legs they travel quickly so you see them alot.

It's very unique as far as settlements go and you can create a really cool world. I use Oxhorn's efficient settlements guide to create self sufficient settlements that don't spiral out of control. With junk stores and doctors at every settlement, I'm never want for vendors. A few additional items to add to happiness and I only have to visit my settlements to collect my junk and caps then I bring it all back to the lair.

Taking all the provisioners out of the other settlements and using robots out of the lair frees up those settlers for more beneficial jobs at their settlements. I also leave Ada there for the rogue robot quest.
jonnan.west Mar 1, 2018 @ 9:09am 
There's a pair of decent light enhancement mods I found via Gopher's Vault 88 blueprint; Unfortunately Nexus seems to be down at the moment so I can't find the names at this instant.

The Mechanist lair Overhaul Mod does a neat job of clearing the lair, but be warned he installs some defenses outside the lair that I've seen attack NPC's from other mods due to faction issues.
jonnan.west Mar 1, 2018 @ 9:11am 
With Sim Settlements and IDEK's logistic station it makes a truly excellent Supply depot too since it's never attacked.
Sorta. You can make a settlement there, but you basically can only populate it with robots, which is the Mechanist's Thing anyway.

This actually ain't a bad deal, and there are a couple things you can do.

First, as others recommended, you can use it as a hub--build Flying-Buzzsaw provisioners, use them to create the supply runs, and you have your settlements connected withouthaving to use up any of your other settlers. Not only do you get it all connected, but they'll clean things up a bit while they're out.

Second, you can do any manufacturing you want there, since there's plenty of room--and as other folks have noted, you can drop stuff like your extra weapons or power armor, and settlers won't decide they need them in an attack.

Third, you can make a little money. I can't remember if you can set up stores, but you can still set up a robot casino. It's not big, but it's there.

Fourth, they can gather Junk. Yeah, you can't make scavenger stations-but that's OK. Each unemployed settler gthers up one junk per day. Scavenger Stations make it two, and make them "employed," which is normally important because if there are more than 4 unemployed settlers more won't come even if you have the beacon up. But you can't make the beacon here, and you don't want humans showing up, and you'll be making more robots anyway. So just crank 'em out as cheap as you can (I add Mr. Handy Thrusters so I'm not yelling Prince-John-Style "Hope it's worth the NOOOIISE!"), and just let 'em hang around. don't bother with food, shelter, defense, or water, because they don't need any of that--they're robots--and any fool who tries to invade down there is gonna get swarmed, but fast.

.

Remember there's a limit to how much junk you can hold! According to the wiki, once it has (100 + (Population x 5)) junk items, including crafting components, then it won't add any more junk items. That adds up faster than you think! It means that for a settlement with 20 people, the crafting bench will only hold 200 items total. If you drop a shipment of 200 concrete in there, then boom, tht's it, no more scavenging. With that in mind, it's a fair bet that everybody's settlement has enough from the initial "scrap everything in the area" stage that the scavengers are useless.

My solution for this (and I haven't implemented it yet) is to gather everything in one settlement. That one (I'm picking Starlight, since it's fairly central and has lots of room to build) will be my "capital"--it'll still have plenty of people, but I'll put them in stores and whatever else I can to make money and crank happiness up, since if I set them to scavenging (or leave them unemployed!) they won't scavenge anything, but they may farm instead. Then, since I have the Strong Back perks, every few days I'll just make the rounds to each and every settlement, empty the junk out of the workbench, and dump it all in Starlight's. Basically try to get the timing so that I get them before they're full and we're wasting time by not filling them, but not too early. That way, I'll have the other settlements cranking out Junk to build, make Jet, etc., and I'll since Starlight's still in the network I'll have also have access to all the stuff to build or craft with.

And whenever i found a new settlement I can go to the Mechanists' lair, make and send a provisioner, and then zip down to the settlement and start building.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Mar 1, 2018 @ 3:45am
Posts: 11