Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.0
Initial release
There are 12 settlements that might be chosen by the game to be the future Mercer Safehouse.
With this mod, you can either choose one of them as a guaranteed future Safehouse, or choose multiple settlements Safehouse candidates, effectively disqualifying the rest.
The Mercer Safehouse location is determined by the game when you receive the quest Butcher’s Bill. This mod will NOT work on a save beyond that point.
This mod is provided with a FOMOD installer. For those installing it manually for some reason, make sure that _Initial Setup.ini is present.
On settlement eligibility: vanilla restrictions applies. Which means:
1. Settlements that are not potential Safehouses in vanilla are not affected. This mod effectively takes out candidates from the vanilla pool; it is not adding new candidates into said pool.*
Spoiler:
Show
*It’s actually done so by taking ALL candidates out first, then adding them back one by one based on your choice in the FOMOD installer.
2. If you choose more than one settlement, some of them might not end up as eligible candidates in your save.
Spoiler:
Show
Let’s say you chose settlement A, B and C in the FOMOD installer; by the time you received Butcher’s Bill, you have claimed settlement A by successfully interacting with its workshop, cleared out settlement B (but without claiming it) and never discovered settlement C.
In this case, only B and C might end up as the Safehouse, since the game prioritizes unclaimed settlement over claimed ones for the Safehouse candidates.
There’s also the level requirement thing for certain settlements that I can’t be arsed to test. Sorry. Just know that vanilla rules still apply.
Not much, except that this mod lets you choose multiple settlements as candidates. If you only want one settlement of your choosing to be the future Safehouse (which I imagine is what most people would go for), the two mods are functionally the same.
On top of that, this mod utilizes RobCo Patcher and do not use a plugin (.esp/.esl). For those who religiously preserve their load order, you can install/uninstall this mod (which is just a few .ini files each with one single string) at any point without the “plugin disabled” notification triggering your paranoia. Although the edits in No Random Mercer Safehouse Location are clean and minimal enough that I don’t really see that mod conflicting with anything else or having some negative impact on your saves by uninstalling mid-game. Just saying.