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Salem a new settlement

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Very Important you read all of this!!!!!!!

1) I recommend you go do the Salem quest and clear the town first but its not needed.

2) This is the only way I know of to make a new settlement that allows to assign settlers.

3) Guards go to their guard posts, shop keeps to their stores, farmers to the crops and regular settlers roam around like any other settlement sitting on near by benches and such. After quite a bit of testing i dont see any issues at all.

4) First thing i highly recommend you do, it will make opening the workshop easier. You must do is go to the Kingsport Workshop open the console and click on the workshop and type setpos x 90738, setpos y 65331, setpos z 679. (the new location will be in the screenshots) DO NOT MOVE IT CLOSER TO SALEM OR YOU CANT ASSIGN SETTLERS, I have tried for hours to get it closer but its not going to happen. Like i say you dont have to do this but it makes the run back to the workshop area shorter.

5) There are two workshops located in this settlement, the kingsport lighthouse workshop and the Salem workshop (you dont have to use the Salem one at all its just there for convenience) . Only the kingsport workshop can assign settlers so you must build all of your food, water, generators, stores and defense with this one so it counts. You can build any objects with the Salem workshop since its Boundaries are within the Kingsport Settlement build area (its signifigantly smaller though) just dont build food, water, defense, stores or power since it wont count.

6) The kingsport workshop is the Expanded one that covers all of Salem but its can only be activated by going back towards kingsport (check the pictures i show the location. If you accidentally exit the Kingsport workshop you can type “TGM” into the console and hold which ever button you use to activate the workshop and this will open the Salem workshop which is safe to build houses and scrap

7) When assigning a settler to The town of “Salem” you must Choose Kingsport out of the list, there is no option for Salem

8) this WILL cause cell reset here are some workarounds Build able power armor frames cell reset workaround
Install Instructions:

1) Download Via NMM and install with NMM or Manually download and install in SteamLibrary\SteamApps\common\Fallout 4\Data
2) Load this after my other Expanded settlement mod or which ever expanded mod you use.
3) load Before scrap everything or which ever scrap mod you use.
4) you should add bUseCombinedObjects=0 to your Fallout4.ini file for best results when scrapping.

Recommended mods:

Settlements expanded all in one
Scrap everything
Rdunlaps rebuilds

The post Salem a new settlement appeared first on Fallout 4 mods.


Oberland Station slightly expanded

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It’s really not an “over the top” expansion of Oberland Station, but it gives you about 20 to 25 percent more space to build.

For users, like me, that are using those concrete shack foundations als walls around their settlements, it gives you a bit more then two more rows in every direction.

Only problem is the upper corner with the massive amount of large trees, at least, you can’t remove them with Spring cleaning.

No known issues, no cell reset.

As shown on the last image, the stands are manned, even when in the expanded zone.

The post Oberland Station slightly expanded appeared first on Fallout 4 mods.

Taffington Boathouse slightly expanded

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Like the expansion of Oberland Station, this is a decent expansion of Taffington Boathouse.

It gives you about 20 Percent more space to build on and when using mods like “Spring cleaning”, you will be able to scrap these annoysing guard railings and some of the nearby trees and it frees the driveway next to the boathouse.

Since no cell effects have been altered, it should also work with mods that rebuild the Boathouse itself and if you should notice cell resets, then it is due to the other mods.

Area could be bigger, yes, but you then either would have to deal with constant attacks by the super mutants in West Everett, or I would have to replace the Workshop area, but since I don’t want to alter any cell relevant data, I decided to keep it this size.

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Greentop Nursery – moderate Area Expansion

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This Expansion is a little bit larger then my other area expansions, due to the simple fact, that the Greentop Nursery is surrounded by a lot of trash and trees, that can’t be re/moved.

I was thinking about making it even bigger, but then realized, that it would almos reach into the Breakheart territory and so I kept it at this size.

You can remove both trucks at the borders and even the white car at the “entrance”, when using “Spring cleaning” or a similar mod, making it a lot easier to surround the settlement with a “wall”.

No known issues, no cell reset and it should work with that certain mod, that “rebuilds” the greenhouse.

The post Greentop Nursery – moderate Area Expansion appeared first on Fallout 4 mods.

Clean Settlement Snap’n Build – Greenhouse

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Make ad3d0’s Snap’n Build – Greenhouse new and clean, with unbroken windows and unbent corrugated metal. Load it after Snap’n Build – Greenhouse and overwrite anything it asks to overwrite.

My other mods:
Clean Settlement Beds
Clean Settlement Shacks
Clean Settlement Snap’n Build – Windows Roofs and Doors
Clean Settlement Greenhouses
Clean Settlement Homemaker Greenhouses

The post Clean Settlement Snap’n Build – Greenhouse appeared first on Fallout 4 mods.

The Slog – expanded and irrigated

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So, different to my other settlement e.g. area expansion, I did some more changes, to include the nearby shore.

Since the area for The Slog is a simple rectangular draw, with no overlapping or cutoffs, it should do no harm, when re-centering the area.

That’s what I did, expanding the area slighty up the hillside and to the road, while keeping it close to the orignal size towards Saugus Ironworks.

I could’ve simply raised the size of the area, like others have done, but this would have brought the border vis-a-vis Saugus way too close to it, resulting in permanent activity of the placed turrets.

The gaps on the roadside, caused by the steel steps can be closed by using the modpos command.

No known issues, no cell reset, so have fun with it.

Update March 1, 2016:

As per request/idea from NexusSatyr, I made the area even bigger to include the Diner at the road and some of the hillside, so you can almost even it and can detect enemys afar.

I haven’t fully tested the changes, but as you can see on the additonal image, it was possible to assign a Settler to a stand – not sure if it remains manned or not and if it will be visited by other Settlers.

Maybe it depend on how you fortify your settlement – you can make use of the whole road, if you wanted to, including the bus, but keep in mind that caravans and traders might get stucked, if you fortify the road or block their way in other ways.

Also, it wasn’t possible to put the bed next to the “furniture”, but maybe it will be, if you remove that furniture, not sure about that.

The post The Slog – expanded and irrigated appeared first on Fallout 4 mods.

ESP ONLY – Infinite Settlement Budget

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Update 1.1
Just added the same properties to a few workstations that were missed IE Interior and airport. Thanks to the users who pointed it out.

THIS WILL WORK FOR ALL SETTLEMENTS REGARDLESS OF BUILD LEVEL DISCOVERY ETC.
THIS WILL WORK REGARDLESS OF IF YOU HAVE USED BAT FILES OR CONSOLE COMMANDS.
THIS.
WILL.
WORK.

Description
Simple and easy mod, Install with NMM enable ESP and you are golden.

Known Issues
None

Possible Issues
Below may STILL be possible but testing indicates it is not a issue
It should work on all newly acquired workstations, but in the event it does not, a simple save/load should do the trick.

F.A.Q.
Q: But, all the other ones have been bat’s and console commands and stuff… Or hidden really really stupidly in ‘Old Version”
A: I am a step above the rest

Q: How did you figure it out
A: A wise man once said “The real secret to doing magic lies in not knowing that what you are trying to achieve is impossible”

Q: So you’re a…?
A: I’m A Wizard Harry!

The post ESP ONLY – Infinite Settlement Budget appeared first on Fallout 4 mods.

Sunshine Tidings Water Corridor

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Originally asked for by smcgrail, I decided to put this mod public, cause there might be others that want to use it too.

This expansion let’s you use the south shore of the barrier lake up norht from Sunshine Tidings Co-Op, next to the bridge/damm.

I have not altered anything about the original Building area e.g. the Workshop related area, besides the starting height, since without that, you wouldn’t be able to place the water purifier.

Only thing extend is the slice of the building area, that is located towards the lake and if you are using a mod like “Spring cleaning”, you can scrap everything in that area, including the little landing stage, the fence and all that crap around it.

No know issues, no cell reset, since the main cell wasn’t changed at all.

The post Sunshine Tidings Water Corridor appeared first on Fallout 4 mods.


Stairs Ladders Ramps

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Mod adds a variety of base sets to the workshop menu. Each set consists of a variety of items, though I plan on the future (once my MAX skills sharpen enough) to make all sets standardized, with a fully working set of items for each type.

Currently added – quarry, scaffold, various metal sets.

Currently, the mod will ship with 2 variants
1. SLR – uses vanilla base vanilla system (the one you see ingame without any workshop mods)
2. SLRSK – SK port of my mod. SK has both concrete and metal, but instead of using the fully working vanilla ones he created his own, thus why I offer the 2nd option.

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Outpost Zimonja – expanded and adjusted

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So, this one has been tricky, but I managed to expand the zone in a way, that isn’t ridiculous and working also !

I have focussed on the small corridor, leading into the settlement area and made it wide enough, to expand the border to make the zone almost rectangular.

The other main change is the expansion towards the rocky side e.g. the highway, so you won’t have to put ridiculous amounts of concrete shack foundations to place your turrets and secure this side/border.

No changes have been made to the main cell, so like always with my mods: No known issues, no cell reset.

The only thing that you should keep in mind: When maxing out the limits towards the Highway, you will slightly go under it, so that there might be a way for attackers to enter from abovre – to prevent this, simply build a corner, that let’s enough space.

I have not tested if settlers are using the additional zones to the fullest, but since that’s the case for all the other expansions I did, it should be fine.

The post Outpost Zimonja – expanded and adjusted appeared first on Fallout 4 mods.

Kingsport Lighthouse – slightly expanded and corrected

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Like always, this expansion does not expand the area in a ridiculius way, but gives you a little bit more space to build on.

Also, I have corrected the borders to the west and northwest, so it should be possible to build a straight wall, like shown on the images and yes, the wall at the waterside is only to show the actual size of the area, it doesn’t make any sense besides that 😉

No known issues, but maybe you will be noticed to leave the buildable area, when running around at the west side, since the area contains severeal areas and the overlapping isn’t perfect – just do a few steps left or right and you’re fine.

No cell reset and it should work with mods that are using reconstructions of the farm house.

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Robot Home Defence – Addons

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REQUIRES: v1.50 – Robot Home Defence
Includes optional file for those still using v1.4

Thanks to TheTalkieToaster for his permission to upload my enhancements to his amazing mod!
—- REQUIRES THE ORIGINAL MOD FOR THIS TO WORK! THIS IS AN ADD-ON AND WILL NOT FUNCTION WITHOUT THE ORIGINAL MOD!! —-
— THIS WILL NOT REMOVE ANY OF YOUR CURRENTLY PLACED ROBOTS!!! THIS OVERRIDES THEM AND ADDS THE NEW FEATURES! IT DOES NOT CHANGE THE FORM IDS! —
— ADDS ONLY 1 KEYWORD TO LINK IN THE EYEBOTS —

—– IF you are a modder, and want an Add-On included PLEASE PM me and we can get that done! I am willing to accept any modder into the project to help us make this into greatness!!! —–

Translations:
Italian
French

Features:
—- Refer to original mod for original features of the mod “You have to download it anyways :)”

Additional Features:
— Ironsides Follower – Simply build him in the Sentry Menu
— Kleo Follower – Simply approach Kleo in Goodneighbor and you can acquire her as a follower, She will still barter with you by initiating the “Talk” function, the trade function will allow you to put items into her inventory.
— EYEBOTS are now buildable in the workshop, under the Eyebots section. You no longer have to order them to escort to get them out of the ground, you can now build them ABOVE ground!!!
— All Robots will Level to the Exact Level of the Survivor Allowing them to be more viable at higher levels, higher difficulties
— All Robots will now have a Carry Weight factor added to them, allowing you to scavenge longer without being overweighted
— A new section of robots have been added, Mini Robots. These are pint sized versions of all the robots in the mod!
— Allows you to build a Liberty Prime that is sized to scale and able to enter interior cells with you!!

Features Coming Soon:
— Robot Paint Station: This will allow you to custom paint your robots like the Power Armor. Additionally If any modder would like to jump into the mix and help make some re-textures for the robots, It would be GREATLY appreciated and help get this feature out sooner

— Backpacks for Robots: Still working on getting the meshes to respond correctly, once that’s done they will be added into the mod

This mod is still in development.. and with the help and aide of fellow modders will hopefully become a thing of legend!

The post Robot Home Defence – Addons appeared first on Fallout 4 mods.

Wireless Power

Timer Power Switch

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Timer Power Switch

Description:
This mod adds 3 new timer power switches to workshop Power/Connectors && Switches category, which allows you to build power switches automatically power on/off.

How to use:
Lazy mode, Just like using vanilla power switches, build and place and connect, nothing else. the switches you build will automatically turn on/off according to the times of sunrise & sunset, and weather like heavy rain , etc.

User-defined mode, a holotape adds to player’s inventory, play with pipboy or terminal, you can set switches options like on/off time, etc to your liking.

Installation:
Use NMM or just extract “data” folder to Fallout 4 folder

Compatibility:
This Mod does not add any new categories, keywords and does not modify any vanilla record, Should be compatible with everything.

Works with the following mods:
True Storms – Wasteland Edition (Thunder-Rain-Weather Redone)
Darker Nights

Credits:
Caprica Papyrus Compiler and Champollion PEX to Papyrus Decompiler by Orvid
F4Edit

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Pipe Galore

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Now you can be Mario! *

Three types of straight horizontal pipe;
Three straight types of vertical pipes;
Horizontal and vertical pipe connectors with up to 6 entry points;
Pipe mid and end caps;
Pipe cap doors both horizontal and vertical;
Three pipe doorways;
Four doors of various shapes and sizes;
Interior doorway;
Top bridge that snaps to the horizontal straight pipes;
A large pipe-like structure;
A large horizontal pipe segment;

There are 5 differently textured files to download and install. You can have any number of them installed at once, as they should work fine with each other. Obviously, you will have a lot of items in your menus. Choose what you want, download and install via NMM or manually.

All items snap to each other, including doors and pipe caps. These will not snap to items from other mods, except doors and doorways.
There are some collision issues due to lack of proper tools.
They have no navmesh as of yet, waiting for public GECK release.
Bridges snap to each other and on top of pipes.
There are no ladders/stairs, get SLR for that.

Check out these fancy pipers showcasing the mod

Shoot me up with images. Ask if you don’t know how to add/take screenshots of your settlements.

Check out my other mods:

Vanilla Extensions
SLR
Red Rocket Reborn
Wasteland Billboards

*Disclaimer – any and all Mario stunts are performed by professional, under the surveillance of professionals. Do not attempt them in your settlements!

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Awesome CRAP for Settlers

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See the screenshots. This is a collection of selected awesome community-made resources (only clothing and hair now) added to the leveled lists for Vanilla Settlers so they will spawn with them. Thus: Awesome CRAP (Community Resource Addon Pack) for Settlers. None of this work is mine – I just added it to the leveled lists. All of the authors have provided permission. Adds selections from Deserter X Shorts and Adventurer outfit, Elianora’s Armor, Outfits and Accessories, Azar Ponytails and Bordraw’s Hoodless BOS Field Scribe Hat. No settler stats or weapons have been changed. Just their clothes (and 3 females have been given Azar’s Ponytails).

You probably know this by now if you are here, but some of these clothes are somewhat skimpy. No nudity, but skimpy.

NOTE: Although I have not seen it yet, if another NPC uses the settler’s default “Wastelander Outfit” levelled list, that NPC might show up with these clothes too. It should be very few people. If you see lots of issues of it, let me know.

None of this work is mine – I just added it to the leveled lists for Settlers. You should visit the author’s pages and tell them how awesome their stuff is.

Selections from the following mods are included and THOSE MODS ARE REQUIRED DOWNLOADS FOR THIS TO WORK.

Version 0.9 Contains selections from:
nsk13’s DX’s Shorts, DX’s Adventurer Outfits;
Elinaora’s Apocalypse Accessories, Rugged Outfits and Armor Collection;
Azars Ponytail Hairstyles; – changed hairstyles of 3 vanilla settlers.
Bordraw’s Hoodless BOS Scribe Hat.

If you have other author’s works that you would like included, post requests or ask those authors to contact me. Im trying to keep it somewhat lore-friendly.

This is a standalone version for Vanilla settlers. My mod Better Settlers has its own community patch. Do not use this one with that mod. Use the CCAP Pack there instead if you are using Better Settlers.

If there are bugs, please let me know and I will try to fix them. Specific questions about the clothes/hair themselves should be directed to the mod authors.

Known Issues – do not install without reading this.
If you UNINSTALL this (or any mod that adds items to the game world) mid game, it will remove some items from settlers (not any you gave them – only ones the mod spawned for them). This may result in the (0) item issue in their inventory. Although annoying – this is just cosmetic and wont hurt your game. This is not a bug, but normal game behaviour. If you encounter it in any other manner, please report it.

Seriously – go to the mod author’s pages and tell them how much you appreciate their work. Its great stuff.

My other mods:
Better Settlers
No Lollygagging Settlers
Mortal Settlers
Only Female Settlers – Vanilla Version.

The post Awesome CRAP for Settlers appeared first on Fallout 4 mods.

Clean Settlement Beds

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This mod allows you to build beds that are clean and new. All of these beds have pillows added (except for sleeping bags). This includes all constructible vanilla bed types, most of which are now in 4 color variants – blue, green, red, and gray. Two main file options are available, one which removes vanilla beds from the workshop menu and makes them into scrappable objects, so they return 100% of their original material cost; the other option retains all vanilla beds and/or replacer beds you have installed as moveable and placeable, and adds the new ones after vanilla ones in the menu.

My other mods:
Clean Wasteland Workshop
Clean Settlement Shacks
Clean Settlement Snap’n Build
Clean Settlement Greenhouses
Clean Settlement Homemaker Greenhouses

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Covenant – irrigated and slightly expanded

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The goal is achieved, even though I had to do it different to what I wanted to, but at least, it works.

This mod gives you access to the shore, without making the area too big or ridiculous large.

If you look at the pictures, you can use the additional space outside the walls, that I have covered with those concrete shack foundations for wahtever you might need them – besides that, I added the whole space between the entry and the shore, so you can put those large purifiers there.

Yes, the road is part of the settlement too, that’s why I decided to put the walls as shown on the images, but you are free to use the area to your demands – caravans have no problems, you can see that on one of the pictures too.

The Issues are the same as with every other mod: don’t stuff things there, that you want to keep “forever”, since every changed cell will be hit by one or more bugs, sooner or later.

Update:

This Version now is exactly what I had in mind from the beginning – an additonal lot, without extending the main area too much and to keep the road outside.

The additional lot can be used like the main area, I’ve put the caravan/trader point there and as you can see on one of the new pictures, the Dos and his guys were using it without any problems, except from the second Brahmin trying to walk up the wall 😉

Why I’ve shifted the place a little bit ? To include that tiny pond and because the caravans and traders usually are coming from the other side, so this way they have more space to move.

The last picture is showing how you could get started and is used for orientation – the space between the new area and the first version is exactly three concrete shack foundations wide.

I won’t include this one in the all-in-one and unfortunatly, different to my updated Oberland Station expansion, it is not possible to use both, without a BIG possibility that you will run into problems – so use the old one for existing games and this only for new playtroughs – I am NOT accountable if you do something different !

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Finch Farm – expanded and corrected

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V1: This is the bigger version, making the area into a rectangle.

As you can see on the pictures, the shoreside border usually goes along the highway, giving only a very small space to put a purifier and has that annoying corner around the highwaypost.

I relocated and shifted the centre a little bit, adding space at the shoreside and if you imagine how it will look like if you take the “vanilla-walls” off, you get some more water to access.

V2: This one keeps the vanilla-shape, but adds some space at the shoreside as well and it also gives a little bit more access to water.
I made this for players that have already build at the Finch Farm and don’t want to start anew, so you just have to place the new “wall” at one side 😉

The Issues are the same as with every other mod: don’t stuff things there, that you want to keep “forever”, since every changed cell will be hit by one or more bugs, sooner or later.

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GrayGarden – expanded and sligthly corrected

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I made this, cause it bugged my, that there was so little space to the hillside and to the railtrack.

That’s why I added some space behind and in front of the greenhouse, but most of all, I added space to build up the hillside.

If you look at the pictures, you now can put defence in a way, that is covering the whole hillside and you could also make use of those paths, leading to the greenhouse.

The Issues are the same as with every other mod: don’t stuff things there, that you want to keep “forever”, since every changed cell will be hit by one or more bugs, sooner or later.

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