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Murkwater Construction Site – expanded

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I know, most players don’t like that swampy area, since it’s not that easy to plant crop and to build nice buildings.

That’s why I added some space, giving you another oppirtunity to place the purifier and to put crops, without changing too much.

The third picture is showing on how all of my expansions are done, using one concrete shack foundation as a fix-point and then adding enough space to put another two rows, sometimes even more, depending on the location and shape of the settlement.

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.

The post Murkwater Construction Site – expanded appeared first on Fallout 4 mods.


Decontamination Booth

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Well, the trailer for Wasteland Workshop’s out. Bethesda’s brought out their own workshop decontamination options. I don’t see too much point in developing this idea too much further now. I will keep this mod available (as is) for anyone who prefers this style, but expect it to be fairly low priority for me to work on any further updates.

Abraxodyne Chemicals is proud to present their industrial strength…
Decontamination Booth
Remove rads in the comfort and security of your own settlement with this easy to build modern convenience.
This mod uses the vanilla menu and is compatible with Settlement Keywords and all other workshop mods.

How To Build

After installation, this item will appear in the Resources – Miscellaneous tab of your workshop menu.

Requires
Science 1
Medic 1
Circuitry (2)
Glass (2)
Antiseptic (5)
Steel (10)

How To Use

Simply open the door and step inside, the decontamination shower starts when the light switches on.

The decontamination shower automatically switches off after 60 seconds, if you’ve got a lot of rads or you’ve left it with the door open for a while just cycle the door again to switch it back on.

Current Version

Version 0.2 allows this to be built in the locations created by the Basement Living mod.

Installation

Nothing unusual here. Just download the main file and either install through NMM or extract it manually to your Fallout 4 Data folder.
There’s a French translation available on the files page.

Uninstallation

IMPORTANT: This file uses scripts to manage its effects. If you need to remove it from an ongoing game, please make sure to scrap all decontamination booths first and then create a new save so that the scripts don’t linger in your save-game file.
Otherwise just deactivate it in NMM or delete the files from your Fallout 4 data directory as per normal.

Permission

Please ask permission before reusing any elements of this mod.
This mod was posted on tes-game.ru with my permission.

Alternate Languages

French translation by leatherbloke. Traduction français par leatherbloke. (Merci)
~ Version 0.2 maintenant.

To do list

Make a visual effect to show that it’s working.

Special Thanks to

Orvid, without the Caprica Papyrus Compiler I could have never made this.
And of course Bethesda, both for the game and because this mod uses their vanilla assets.

Video Reviews and Features

The post Decontamination Booth appeared first on Fallout 4 mods.

Clean Settlement Snap’n Build – Windows Roofs and Doors

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Update: Snap’n Build 1.8 is now out, and with it Clean Settlement Snap’n Build covers all of the Clean Settlement retextures.

Make ad3d0’s Snap’n Build – Windows, Roofs, and Doorways look Clean and new. Load after all of ad3d0’s Snap’n Build parts and overwrite any Clean Settlement files already in your installation.
The screenshots were taken with Clean Settlement Shacks, Clean Settlement beds, and some items from Homemaker.

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

Now with German translation, thanks to anokius
Clean Settlement Snap’n Build – Windows Roofs and Doors – GERMAN

The post Clean Settlement Snap’n Build – Windows Roofs and Doors appeared first on Fallout 4 mods.

Bunker Hill – corrected and expanded

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The mod includes the whole area on the “hill”, but leaves enough space on the streets for those Merchants, Traders, Caravans and so on.

My placement of the concrete shack foundation is only showing the maximum area and a suggestion on how to cover the entrances

You can also go almost as high as the Monument, but there are certain things you have to be aware of.

a.) If you remove the vanilla fences, you might witness LOD-issues and should check if your ini contains the following line:
bUseCombinedObject=1 since that seems to prevent those issues.

Most player have bUseCombinedObject=0 in their inis, due to additonal or changed meshes, but this seems not to be necessary, after the first use of these mods, cause they seem to be active even when you are changing the setting to =1.

No guarantee on that.

b.) if you remove the objects that I have marked on the third screenshot, you might witness game crashes when leaving the area and then come back

It might be necessary to leave those objects intact and have the concrete shack foundations end left and right of it, but I need some replies on that, since I also deleted one nearby object by “markfordelete” and just be a dependency referring to this deleted object.

c.) It’s best to put up new defences and turrets, before getting rid of the vanilla defence, cause Bunker Hill is surrounded by several spawn points and nests.

Last, but not least: you will definetly have to be a bit more carefull when changing things at this settlement and doing some quicksaves while re-building the area might save you a lot of time and frustration 😉

Oh and no, I have NOT changed the basement, it is NOT accessible as part of the settlement and I won’t change that.

Everything else is as stated on my other pages: cell-reset, respawning bug, container reset might happen, since they are not caused by this mod, but are hardcoded and even happen in pure vanilla games !

The post Bunker Hill – corrected and expanded appeared first on Fallout 4 mods.

Starlight Drive-In – adjusted and a little bit expanded

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Starlight Drive-In usually is big enough to build whatever you want, but a lot of people are annoyed by those junk fences between the long road and the build-zone, as well as that fence at the corner to the other road, since very often, those Trader-Brahmin get stuck at exactly that corner.

Now, this is history – you can extend the border to the south-west to remove all those junk fences and some trees, that lamppost, that made it impossible to max out and build in a 90 degree to the smal road.

Myself, I was always annoyed by that corner at the small road, leading up to the Drumlin Diner, since it made it impossible to build a clean and seamless wall, not to mention that you had to do some overlapping and that especiall Trashcan Carlas Brahmin, which seems to be the stupidest of them all, always got stuck at that corner.

Those trees, the trash and the corner of that junk fence no can be scrapped – one picture is showing my actual border, the other one (with the red lines) is showing how far you could go, if you want to.

Besides that, everything is the same.

UPDATE:

As promised, I have uploaded a second version, making use of the whole but unused vanilla zone !

This gives a little bit more space along the long road and to the hillside, but a lot more in front, at the huge ad and where the bus is.

I kept the other road outside since Traders and Provisioners are using that one a lot.

On the additional pictures, you can see how much more space it gives, while the blue and orange lines are indicating the new borders, while the green lines are showing the vanilla borders.

A little tip:

To scrap the maximum objects, you should add bUseCombinedObjects=0 to your ini file and AFTER you are finished running around scrapping things, you should save, leave the game, change the setting to bUseCombinedObjects=1 and start building.

This procedure can help to get along the LOD-issue, since setting it to =0 lets you scrap more things, but you are messing with the surrounding meshes and objects and this is causing the LOD, while changing it back to =1 will stop it.

I’ve tried it again and in one case, it worked, in another case, it didn’t but brought most of the scrapped things back, so it’s like always: trial and error.

The post Starlight Drive-In – adjusted and a little bit expanded appeared first on Fallout 4 mods.

Red Rocket Reborn

Portable Workshop

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Portable Workshop

Every Endorsement and Vote is really appreciated!

Send us your Screenshots!

Portable Workshop (Enhanced)
Check it out as a replacement for this one

Pros

Adds a Crafting Recipe to create your Portable Workshop

It’s a misc item that when droped places a Workshop (in the form of small container).

You can build most workshop items except for the Misc Resources >>Settlers Workbenches.

Good way to expand existing settlements (outside of it)without messing with editing the area.

Unlimited construction.

Scraped items go inside the new created container – you can retrieve them to use somewhere else.

Cons

Settlers can’t be assigned yet.

Use in Game

It’s not a joke but u craft it in the Chem Lab its under “Dessert” – to avoid the usual categories.

To use just drop the the Misc “Portable Workshop” (pressing “R” on Pip-Boy menu), After press “V” as usual like you do on Settlements.

Mod review by Solsberry

Motivation

The Commonwealth is full of trash and goodies.

After 200 years is about time someone does something about it, there are many beautiful areas that could be restored and eventually transformed into living settlements. Together with my other mod Peaceful Run a lot is possible to transform.

All that trash not only looks ugly, messy and exaggerated but also it’s a waist in resources for the engine to render.

Of course all of this comes with some caveats – if you scrap some parts you might get Lod visuals and holes in areas that were covered by the rubble so be careful.

Working On

Portable NPC Spawner to populate your new created areas (already testing)

Inspiration

Portable Sleepbag by Xylozi (It helped me to figure out part of the Script Code for it)

Tools Used:

FO4Edit
Champollion
Caprica
Notepad++

My Latest Mods

Peaceful Run
Mini Car Bot

The post Portable Workshop appeared first on Fallout 4 mods.

Sanctuary – straightening the niches and corners

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Like said in the short description and as shown on the Images: this mod is not doing something special, it just gives you the opportunity to straigten the northern part for those players, that are annoyed by the shape of the zone, since it is making the placement of walls unnecessary uncomfortable.

Before somebody will ask: you can go a little bit more to the river, to include the large tree, but I spared the last bit to the river on purpose.

There is another “bonus”, that will let you scrap a certain bush to the west, that was also interfering with building nice walls 😉

Like with all my other mods: Any issues you might encounter are not due to the mod, but because Bethesda still didn’t fix the main problems

The post Sanctuary – straightening the niches and corners appeared first on Fallout 4 mods.


Signs of the Times – Shops

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Presented here are a large portion of the vanilla shop/business/entertainment venue signs used in the game.
This mod does not use the SK Framework, but is compatible with it. All signs end up in Wall Decorations/Small Signs if you are using SK. They all share a common prefix, to keep them together in the menu and make them easier to find.

When I get the chance (and as I come across them) I’ll add any others I find. If there’s a specific one that is missing that you’d like, please let me know and I’ll make it a higher priority.

You won’t find any custom work here. If you want that, go to Gruffydd’s Signs and Posters. This mod is only for vanilla objects, and only for those signs that are for shops, business, and entertainment venues. You also won’t find a bunch of non-sign objects here. This is for signs only.

If you’re looking for vanilla posters, go to Signs of the Times – Posters.

For the facilities signs from the Mechanist DLC, go to Signs of the Times – DLC.

The post Signs of the Times – Shops appeared first on Fallout 4 mods.

Automatron – Mechanist’s Lair FULL SETTLEMENT

Eysenbeiss’ almost ‘all-in-one’ Settlement Expansion

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This is the all-on-one many people have asked for – it does not contain all of my expansions, because there are several mods that have more then one option, but atm.( April 8th 2016) there are 21 settlements included !

The yet included settlements are:

Bunker Hill, Covenant, Coastal Cottage, Croup Manor, Egret Tours Marina, Graygarden, Greentop Nursery, Hangman’s Alley, Jamaica Plains, Kingsport Lighthouse, Murkwater Construction Site, Nordhagen Beach, Oberland Station, Outpost Zimonja, Red Rocket, Sanctuary, Sunshine Tidings Co, Taffington Boathouse and Warwick Homestead – Ten Pines is now included too, but with the new version !

You can therefore take all the single esp off your list / loadorder, since the settings are the same.

If you want to use the area of the old Ten Pines expansion, you need to place the old esp behind the aio in your load order !

As for the excluded Settlements:Finch Farm, Starlight Drive-In, County Crossings and The Slog have more then one version to choose from and since I definetly won’t mess with installers, scripts and such things, they will remain excluded !

If I should decide to include those four in the final Version, it will always be the smaller Version, except for Finch Farm.

Abernathy Farm, Spectacle Island and the Castle are big enough – I won’t do expansions for them, at least not public versions.

Somerville Place – already done, will be part of the next Version.
Boston Airport – already done, will be part of the next Version.
Homeplate – wouldn’t make any sense at all.

Update V4/light: The Version includes the newly redone Coastal Cottage expansion, making it possible to build an outpost at the River, near the Bridge, while the main area is still the same – Screenshot included.

Update V3/light: Now includes a new Version of Oberland Station, that adds an additional lot at the shore and the Hangman’s Alley
The new Version of the Oberland Station is fully compatible to the first Version, you can delete the old esp.

The light Version is the same, just without the Mechanist’s Lair.

Attention: to make use of the V3, you need the additional file, since I created a completly new record and it seems like it was’t done the best way – the new V3a includes the necessary file, the V3 light is okay, you just need to download the additional file and place it before the aio in your loadorder – using the NMM will do that automatically, since it notices dependencys.

The final Version won’t need the additional file.

Update V2:

I have just uploaded a newer Version of this “all-in-one” – The V2 now contains the rework of Ten Pines and the Mechanist’s Lair V1 !
Also, there is a light Version of this V2 for those that do not have the Automatron DLC as of now and if you’re one of them, this is the right Version for you.

If you are using the first Version of my Ten Pines expansion, you might want to check out the update before replacing the all-in-one and the old Pines.esp, since it is really different and you else might lose some things you’ve build there.

If you don’t want to encounter the message, that “this save game contains elements that are no longer present” or similar, you have to rename the new esp file to match the older one – if you were already using the older TenPines expansion, this message will show up nonetheless.

Remember:all expansions are not “over the top” – they are adding some space to settlements and/or are made to correct certain aspects, like lopsided borders, giving access to places that are near rivers or the ocean but have no direct access to them and things like that.

If you are looking for humongous, over the top, ridiculous large expansions, you have to choose a different mod.

Like stated and mentioned in the descriptions of some of my mods:

If you encounter bugs like respawning Molerats, Ghoul corpses, cell-reset, container resets or anything like that ….. it is NOT due to this or similar mods !

All these bugs are also occuring in pure and unedited vanilla games, since they are real bugs, hardcoded and due to bad programming !

One last tipp:

By using this, or single expansions, you will be able to scrap a lot more things in the added zones, when using mods like “Spring Cleaning” or “Scrap Everything” but the more you scrap, the more likely that you will encounter LOD or even CTD.

I have included possible obstacles in the description for the Bunker Hill expansions f.e. – so THINK before scrapping or at least, make quicksaves, since there are more dependencys then anybody can imagine.

Update on the tipp: If you think that your PC is strong enough, you can try and add the following line to your Fallout.ini under [Display]

bUsePreCulledObjects=0

this has solved almost all Culling and LOD problems I was encountering, but beware, it will raise the load your gfx-card has to handle a lot and might result in lags !!

The post Eysenbeiss’ almost ‘all-in-one’ Settlement Expansion appeared first on Fallout 4 mods.

Extended Mechanist’s Lair

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This mod extends the settlement boundaries of the Mechanist’s Lair by approximately 100x, which should be enough to cover the entire interior.

Place this mod below DLCRobot.esm in your load order.

The post Extended Mechanist’s Lair appeared first on Fallout 4 mods.

NSA No Settlement Attacks

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This mod continues Valmere’s No Settlement Attacks, a wonderful mod. Valmere has given me permission to take over his mod and continue it into the DLC and the future of the game.

No Settlement Attacks is a small mod that prevents the random settlement defense side quests from happening. Never have your settlements destroyed by that single hiding raider again!

Increasing the rate of attacks is not possible at the moment. Valmere has tried a few different ways so far and hasn’t been successful. He believes we’ll need to wait for the creation kit to do this, but I will continue to look into it.

This mod conflicts with Disable Minutemen Radiant Quests due to the author’s persistence in trying to merge the effects of Valmere’s mod into their’s (and failing). Despite the fact that the two mods once worked perfectly together. Valmere does not recommend using that mod anymore as it has strayed from it’s original purpose and modifies far more than it needs to achieve the desired effects. I have included Valmere’s alternate file to stop Preston from constantly bugging you with side quests.

Installation:
Install through NMM or manually.

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Old World Plaids

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Update 4/10:
Thank you to everyone who downloaded and endorsed, it’s appreciated- and I’m so glad other people are as into the idea of ratty old retro furniture as I am! I’m working on version 2 right now, here’s a preview! http://imgur.com/a/76N9h

I know, there are a lot of furniture mods out there now. And a lot of them are absolutely fantastic. But, none were quite what I wanted for my game.
I wanted more variety than the vanilla settlement system allowed, but didn’t want to deviate from the aesthetics of the game, or to fill my settlements with perfectly undamaged pre-war items. So objects that kept the Midcentury Modern and post-WWII aesthetic of the game in terms of color and pattern, looked decent enough to use, but still had enough wear and tear to fit seamlessly into the post-war world.

I mean, if jeans and t shirts can survive the apocalypse, I refuse to believe every set of sheets, every table, all the rugs, and each couch in a color other than red simply evaporated the moment the bombs fell.

Updated version of the beds from my mod Cozy Beds have been included. There is a no-bed version of this mod, use that if you want the old textures and/or don’t want to redo all the beds you’ve already placed.

This uses vanilla categories and is compatible with other crafting mods.

Version 3.0 – Now in BA2 format from creation kit. Improved bed textures, new wooden dining chairs (to match the tables), fixed collision on modern domestic coffee table.

NEW in version 2.0- 10 Diner booths, 10 Patio sets, 6 grills, 4 breadboxes, and 30 curtains

There IS an issue with the patio chairs- see photos for details. I’ve got no clue, if anyone knows how to fix it I’m all ears. I also realize the rugs are not (or not always) showing up in the menu. I’m trying to figure that out, too.

Version 1.1 update:
corrected a few bugs found in the initial release. See changelog for details.

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Powered Doors Settlement – Remote control and lock – Settlement Object Expansion Pack Patch

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Powered Doors – Remote control and lock already has a version that supports Homemaker – Expanded Settlements.
This patch simply also gives the same functionality to Settlement Objects Expansion Pack.

Install

NEXUS MOD MANAGER

When using the NMM Installer, You can select whether You have the vanilla version or the Homemaker version.

MANUAL

If you have the vanilla version copy the PoweredDoorsSOEP.esp in the folder vanilla version into your data folder activate it in whichever program you use to activate your plugins.
If you have the Homemaker version copy the PoweredDoorsHomeSOEP.esp in the folder Homemaker version into your data folder activate it in whichever program you use to activate your plugins.

Required Mods depending on which version You want.

Powered Doors – Remote control and lock. -By DarthWayne

Settlement Objects Expansion Pack. -By ccmads

Homemaker – Expanded Settlements. -By NovaCoru

The post Powered Doors Settlement – Remote control and lock – Settlement Object Expansion Pack Patch appeared first on Fallout 4 mods.


Clean Snap’n Build

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This plugin makes ad3d0’s Snap’n Build all-in-one version 1.9 look clean and new, replacing window textures, window frames, and all weathered shack wood and metal.

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

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

Oberland Metro City

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Oberland Metro City, perfect for that hidden underground settlement.

Created for my Nuclear Winter/Frost Survival Simulator combination, Oberland Metro Station settlement makes for a perfect place to recover from the harsh nuclear weather, the settlement contains all the amenities including a Singing Settler mic, a surgeon, hairdressers and Busy Settler stations and placemats. All shops are Lvl 2 and the settlement can comfortably hold 30 settlers, whilst the mayors office has no bed you can add one if you wish or use mods like Sofa Surfer wich allows you to sleep on couches.

The last 15 pics in the series show what you need to delete in the way of Cell Structure.

The post Oberland Metro City appeared first on Fallout 4 Mods.

Coastal Cottage Tweaked

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Just a slightly tweaked version of the Coastal Cottage Settlement. This is not a Blue print but rather a standalone mod for this settlement.

A tweaked version of the Coastal Cottage settlement. I felt the original design was somewhat lacking and the crashed truck didn’t make much sense. (Sorry).
I’ve left a few of the areas in the house empty. Your landscape foliage might look different as I have a tree mod installed in my game.

Version 1 *Deleted
Version 2 *Deleted

Version 3 * Deleted – “Junk Repaired” Garage wall. Added nukagirl cutout to outter back wall above doorway of garage. Extended Nav-mesh on side porch near the chem station. Removed and swapped out All artificial light sources with workshop versions. Removed the TV from “living room” area.

Version 4: Added to the Nav-mesh in the Garage and to the yard on the back side of house . Repaired Navmesh in front yard and surrounding areas. [Forgot to finalize in previous edit to porch..(sorry..)]

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Tefillah

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A collection of decorative objects (wall hangings, static objects and activator objects, etc.) of the Jewish faith for decorating synagogues and homes.

Included with the mod:
Four wall hangings each with a wooden frame or without for a total of eight wall decorations with a 10 commandments motif.
A large decorative menorah.
A smaller menorah with a total of ten variations, being from zero to all nine candles lit.
A smaller menorah activator which can be activated to cycle between zero and nine candles lit.

All are built in the Settlement Workshop menu from their own category found near the end titled Tefillah.

Requires Settlement Menu Manager.

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Living at the lake

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The place is just outside the border make sure you have ( bBorderRegionsEnabled=0 ) in your custom ini file.
there are sometings inside, downstairs a kitchen you can scrap it if you do you remove the sink and dishwash marker to they are linked.
same for upstairs scrap the fireplace and you remove all of it, inc the smoke outside.

borders are marked with some fences and a tree line, it is only 1 cell big, so not much space to build.

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