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Extra Settlement Mods

Rudy

Well-Known Member
Community Rockstar
City Planner (S3)
Wiki Contributor
Messages
418
Maybe I'm ambitious.
Maybe I'm a sadist.
But I'd like to have more settlements to plunder / manage / strain Fallout 4's engine even harder.
The Nexus has a bunch of extra settlement mods, but I'm wary of blindly downloading mods. My game is (knock on wood) running pretty smoothly now with the pile of mods I'm running.

What are y'alls recommendations?
What are the ramifications of adding new settlements in an existing playthrough?

Thanks!
 
Adding settlements is perfectly fine on a current play-through, uninstalling them is a whole other matter, that will mess your shit up.

If you have Nuka World I highly recommend this. Just stick to the main file and don't install the additional files as they are for disabling pre-combines/extra scrapping. The author is great, he's been supporting it constantly since he released it.

This is good too, has some really cool spots to build. A lot of people say supply routes, etc get broken, I never had an issue with it. I've also used this by the same author, no issues although you'll have to get creative building out there.

Another Nuka World one which is fantastic.

Just a word about Nuka World and using SS. The map is small and if you add more settlement mods some cells will have more than one settlement within them, so bye bye Papyrus.

That's about all I ever used.
 
I've had a lot of success with @Yagisan's Red Rocket Settlements and Lakeside Cabin. He's got City Plans for several of them as well.

@VersusXV is bringing out some nice ones, as is @pra.
 
I've had a lot of success with @Yagisan's Red Rocket Settlements and Lakeside Cabin. He's got City Plans for several of them as well.

@VersusXV is bringing out some nice ones, as is @pra.

Yeah, I am really digging @VersusXV settlement mods. His Breakhart Banks is now my all-time favorite non-vanilla settlement. "hands - down!"

I think my top 3 right now are:

Breakheart Banks - @VersusXV
SS3 - Atom Cats - @Neeher
General Atomics - @VersusXV + "the clean-up"
Cleanish Galleria @damanding

All the ones @Phil_T_Casual and @WetRats suggested are on my list. I have wanted to try @Yagisan Red Rocket for a while now and I always enjoy @pra's mods.
 
Atom Cats by Neeher and my updated Red Rockets conflict - we both do the Atom cats.
 
I've now got a Cleanish Swan's Pond too to go along with XV's settlement there. :nerd: @RayBo

@damanding Oh, sorry about that. It was not intentional, to leave it out. Sadly, I don’t know if I’ll try that one? @VersusXV very sorry!

I kind of have 4 things in FO4 at are my pointless traditions.
  1. Make Mary a Memorial
  2. Leave Edgar alone
  3. Get Brian his serum
  4. Give Holly, a @RobotsSmell lingerie shop.
why holly? “she died once, and I was sad” a headless kind of deal. So, I now take care of her, she is funny. Nothing is more touching than a frisky ghoul selling underwear with a sign out front saying “no-ghouls”

Now that said?

Edgar’s life would be in jeopardy, if his death was contingent to a future where? let’s say a cleanish-sorta-breakheart banks existed? But, not asking for that. I try to never make requests. Try, not always being sustained :(, until maybe someone asks for suggestions then all bets are off. :aye:

I like talking ghouls and robots more than super mutants. So now good-fella, Ida and Cod’s can go to “GAG” or Gray Garden. The Ghouls have BHB and Slog. Oh, now look? My inner bigot is showing ☹ ok-ok, I guess maybe one day if the super mutants would leave Edgar alone Swann’s pond could be a thing in my game. Mr Strong could retire there with a milk machine and they could be buddies. Maybe Strong would read Shakespeare to Edgar? Huh, maybe this tradition could have an “accommodation” for the two friends?

It is also telling that I have played FO4 soo much, that I now have traditions developing or even know NPC’s, and their animals and pets by their first name or hahahaha, worry about all the factions having some space to call their own.
 
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@Yagisan I am looking at your Settlements Redone - Red Rocket mod that has all of them in one mod. Included is the Atom Cats one. How do I disable that one to run Neeher's?
Excellent Question. You can't.

If you feel brave, you can try and edit it out of the esp. The activation script is shared between all of the Red Rockets, so you don't want to remove that.

Removing everything related to RR Atom Cats should work - but, the caveat is, new games only.

Sorry, it's not the news you were expecting.
 
@Yagisan - absolutely LOVE your RR settlements. I have two now in which I've saved out a blueprint - South Boston, and Quincy. Love both spots. But I also like building at Lexington, it somewhat reminds me of Hangman's Alley, but it's not quite so tight.
 
I think a turning point for me in my expectations for the base game was my experience with Quincy.
There are elements of it that are promising, at first glance: Sturges' workshop. The Longs' store. The moment when you recognize them.
And then... nothing.
The thing that drives me nuts about Bethesda is I never know when I'm underestimating them or overestimating them. In this case, definitely the latter. In my first playthrough, armed to the teeth and leveled up a bit, I took Preston as my companion and liberated Quincy. Shot that bastard traitor in the head, with Preston 10 feet away. Cleared every last Gunner sumbish out and liberated the town.
Aaaaaand absolutely nothing happens. Not a single line of dialog was given to Preston. It does not, of course, become a claimable settlement. The Longs are still traumatized and personality-split between Hate Everyone and Captain Catatonia.
I know you can turn the Quincy area into a settlement with mods. But what I'd really love to do is what Bethesda should've done from the start, and made this pivotal moment in the game's background actually have an impact on its characters.
Not even a gorram sidequest, flavor text, or souvenir. I actually brought something from the Longs' store back to Marcy and Jun to see if they'd react (I have high hopes sometimes).
</rant>
 
@spacefiddle: yeah, hit the nail right on the head. Quincy had so much potential there. In some cases I really think it was a time issue. They started to lay stuff out, perhaps with the idea of having quests involving the location, and... thud. Nothing.

I also took Preston along once to see what would happen, and likewise, was disappointed with the lack of response/acknowledgement of the feat.

I think this could have been the penultimate 'final' quest in the Minutemen story, to retake Quincy, put Baker, Tessa, and Clint in their place (heads on pikes maybe), and restore the location to a functioning settlement. Give some closure to both Jun and Marcy and avenge the death of their child, etc. A massive missed opportunity like so many others.
 
It was a massive letdown.
 
I have long suspected there was an entire Gunner storyline that was abandoned.
 
I have long suspected there was an entire Gunner storyline that was abandoned.
I wouldn't be at all shocked. Considering the cut content remnants that survived in the code.... Combat Zone, the "Become BoS Elder" storyline - and how MASSIVELY different those experiences are just with the modded revivals of them...
Plus the GNN plaza is massive, these guys destroyed the Minutemen and have their own fortress, they overlook every part of Boston from fortified positions on all the highway fragments, and they have their own Vertibird. It's clear that rebuilding the Minutemen should force a confrontation with these guys, there's no way they'd just let you go about your business.
 
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