- Fallout 4 Settlement Mods Xbox
- Fallout 4 Settlement Inventory Mode
- AustereLemur's Homeplate Transfer Settlement Blueprint
The biggest new feature in the long-awaited Fallout 4 (aside from customizable power armor) also happened to be one of the game's biggest disappointments. Yep, we're talking about settlements again, which has caused a serious love/hate (or just maybe hate/hate) relationship with Fallout fans.
While a steady string of DLC over the last few months added in a ton of settlement options, it still overall didn't quite make the game live up to the earlier entries in the series.
Simply put, this mod increases the size of all vanilla settlements in Fallout 4, allowing you to build in a much larger area. You can also scrap items outside of the original build area and increase the NPC Sandbox. The only settlement this mod isn’t compatible with is Home Plate. If you use Sim Settlements, this mod is highly recommended. 'Fallout 4': Settlers Tips, Tricks and Advice Build your kingdom starting with the 'Fallout 4' Settlement Building Guide followed by this guide to your Kingdom's inhabitants, Settlers. They are so much more than you might expect in a game. Jul 20, 2019 Simply put, this mod increases the size of all vanilla settlements in Fallout 4, allowing you to build in a much larger area. You can also scrap items outside of the original build area and increase the NPC Sandbox. The only settlement this mod isn’t compatible with is Home Plate. If you use Sim Settlements, this mod is highly recommended.
Where developers fail to deliver, modders step in to pick up the slack. If you've been hesitant to pick up settlement building or tried it and didn't care for the limited options, these mods will completely change your perception of how settlements can work.
Settlements Expanded
An overhaul of settlements entirely, this mod increases the maximum number of placeable objects, gives you all the required perks for building various objects, places 1,000 of each building material in your inventory, and greatly expands the number of items in the building menu.
Basically this one's a starter kit of sorts if you want to give settlements a try but don't have the patience to go hunt down a ton of materials manually.
Longer Power Lines
Sweet mother of apocalyptic god, if you only install one mod with this frustrating settlement system, make it this one! With this nifty mod, your power lines can extend all the way from one edge of town to the other.
No more guessing which item (totally lacking a description..) is meant to extend your power lines across larger settlements, and no more having to wonder how many power sources you can hook up to junctions.
Fallout Custom Paintings
While the various settlement-focused DLC did add in new aesthetic options for your town creations, there were still some seriously lacking areas. For a cool indoor area, this mod gives you 22 different paintings featuring iconic Fallout art from throughout the game's history.
Better Settlement Warning Messages
This mod changes the warning messages about settlements being under attack so you can't miss them. Instead of in the top corner, they pop up as main system message at the center of the screen, and also warn you as to what type of invader to expect (ghouls, synths, raiders, etc.).
Precise Object Movement
Fallout 4 Settlement Mods Xbox
Do you absolutely hate the workshop's method for placing objects? This essential mod takes out all the hard work for you, instantly putting in console commands so you have far more precise control over exactly where an object is placed and how its oriented. You can tilt left, right, up, down, diagonal and so on in a much better way than Bethesda's original clunky system.
Better Settlers
This nifty mod massively expands the settler options so you don't get repeats, with a huge range of facial options, skin tones, outfits, weapons, etc. The Better Settlers mod ensures each settlement will look unique and have a more visually appealing (and combat-capable) cadre of settlers.
Snap 'n Build
If you don't have any of the DLC that covered this territory already, the Snap 'n Build mod adds in some great structure options that line up and snap together well, such as bunkers and greenhouses as well as new roof and window sets.
The best part is that they get their own sub-heading in the workshop menu, instead of each piece being flung around the already convoluted settlement building screen.
Workshop Rearranged
Note that this mod requires you to have the Nuka World DLC in order to function, but if you've got that expansion it us well worth picking up. Workshop Rearranged does exactly what it sounds like: streamlines the disorganized workshop menu, revises the snapping system to be more user-friendly, and as a bonus, adds in hundreds of new objects to use!
There are a ludicrous number of mods currently available for Fallout 4, from changes that turn the post-apocalyptic setting into a full-fledged horror game to mods specifically themed around Nuka Cola.
After you try out some of these settlement improvement mods, let us know what you thought of our picks, and be sure to recommend us more excellent settlement mods below!
Published Sep. 30th 2016
This will allow you to create a brand new settlement at a location that does not have one. This is done through the Creation Kit for Fallout 4
Workshop Boundary
Start off by going to the location in the Creation Kit where you would like to add your Workshop. Load it into your Render Window.
You can turn on Cell Boundaries by pressing Ctrl+B.
Once we've found our location we need to add a handful of objects to this Cell.
Under your objects window. Go to Filter and type in 'EmptyTrigger' you need a 'DefaultEmptyTrigger' which can be found under the 'WorldObjects' branch.
Drag that into your Render window, press '2' to scale it and make it as large as your settlement.nHere's how mine looks:
MapMarker
Under your objects window. Go to Filter and type in 'MapMarker' you need a 'MapMarker' which can be found under the 'WorldObjects' branch.
Drag / drop that sucker in and edit the properties.
Do the following to the properties:
Workshop Border
This one isn't super important, because it will never show up properly. What you can do is grab any of the pre-made borders from the Object window.
Under your objects window. Go to Filter and type in 'WorkshopBorder' you need any 'WorkshopBorder' which can be found under the 'WorldObjects' branch.
The Airport one is pretty square, so I'll use that.
Drag / drop it in. Here's how our render window looks:
Workshop Resource Container
Under your objects window. Go to Filter and type in 'WorkshopResourceContainerSettlement' you need the 'WorkshopResourceContainerSettlement' which can be found under the 'WorldObjects' branch.
Drag / Drop that into your render window.
Here's how it looks:
Workshop Set Owned Trigger
Under your objects window. Go to Filter and type in 'WorkshopSetOwnedTrigger' you need the 'WorkshopSetOwnedTrigger' which can be found under the 'WorldObjects' branch.
Drag / Drop that into your render window. Make it about as big as the DefaultEmptyTrigger border we made earlier on.
XMarker Heading Center
Now we're going to add the xMarker Heading. This is going to go in the center of your settlement.
Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch.
You're going to edit the XMarker and add the following: Add the reference name of 'XMarkerHeadingMySettlementNameCenter'
If done properly:
XMarker Heading for Settlement Name
Now we're going to add the xMarker Heading. This is going to go in the center of your settlement.
Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch.
Edit it and name it something similar to our Settlementname.
XMarker Heading for Out Of Sight
Now we're going to add an out of sight marker. This is going to go elsewhere in your cell or out of your cell. Just make sure it's not inside your triggers.
Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch.
Then we're going to edit it. Simply add a reference name to it. 'XMarkerHeadingOutOfSight'
XMarker Heading for Spawns
Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch.
Drag / Drop somewhere in the center of your cell.
Edit it and add a reference name of 'XMarkerHeadingWorkshopLinkSpawn'
Adding the Workbench
At this point of the tutorial we hook everything up. We're going to have lines going everywhere so try to follow this exactly.
Under your objects window. Go to Filter and type in 'WorkshopWorkbench' you need the 'WorkshopWorkbench' which can be found under the 'WorldObjects' branch.
Drop the bench wherever you'd like it placed.
Edit it. Navigate to the LinkedRef tab. We're going to add a lot of stuff so add each individual reference based on the images below:
Center XMarker:
Spawn XMarker:
Container Marker:
DefaultEmptyTrigger:
Here's how our LinkedRef tab should look:
Go ahead and press okay. Now select the border you placed earlier. This is the one that really doesn't matter too much but we need to add a reference to it.
Edit it, and add a reference to the WorkshopWorkbench
And add the keyword of 'WorkshopLinkBuildAreaEdge'
Press okay and then go to the WorkshopSetOwnedTrigger we made earlier.
If you forget which one it is, it's the one that's nearly the size of our actual building area.
Select that and add a blank reference to the WorkshopWorkbench.
Select that and add a blank reference to the WorkshopWorkbench.
Now we're going to select our map marker. We're going to add a reference to the 'XMarkerHeadingMySettlementName'
Go to our 'DefaultEmptyTrigger' we're going to add a reference to the WorkshopWorkbench. This is the object that covers our entire settlement. Edit it and add the following:
Now go to our OutOfSight marker we added. We're going to link it to our MarkerHeadingCenter. We're going to add the keyword 'WorkshopLinkAttackMarker'.
Now select our XMarkerHeadingWorkshopLinkSpawn marker. We're going to add a reference to the workbench.
So we just setup a ton of confusing references, let's go back to the workbench and add some properties to the script.
This is how your script properties should look:
Object Window Creations
Location
Add all the following to your location setting:
Encounter Zone
Make a new one then add the following to the settings:
Quest Creation
Make a new quest. Add the following to the first panel: Lexicon pcm native reverb plugin bundle crack.
Then navigate to Quest Stages: In the left-hand side add an index of 10. Then go to the right-hand side and add a new log entry.
Type 'MySettlementName Quest'
In the left-hand side add an index of 20. Then go to the right-hand side and add a new log entry.
Navigate to the 'Quest Aliases Tab'
Add a new reference collection alias. Right-Click -> New
Inside the Reference Alias Window. Name it Workshops.
Then go down to 'Match Conditions'
Add 'HasKeyword' to 'WorkshopKeyword'
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Add 'LocationHasKeyword' to 'LocTypeWorkshopSettlement'
Add 'LocationHasKeyword' to 'LocTypeWorkshopSettlement'
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Add 'GetInCurrentLocation' to 'MySettlementNameLocation'
Add 'GetInCurrentLocation' to 'MySettlementNameLocation'
Now press Okay and go to the scripts tab.
We're going to add the 'WorkshopAddLocationScript'
Fill in the Property like the image below:
Press Okay and save your plugin. We're going to make another quest. This time we're going to duplicate the 'WorkshopInitializeLocation' quest.
Fallout 4 Settlement Inventory Mode
Going to go over to the 'Quest Data' tab. Should be default open.
Check 'Run Once'. Set your Settlement Location to 'MySettlementNameLocation'
Check 'Run Once'. Set your Settlement Location to 'MySettlementNameLocation'
CellEdit
We're going to edit the cell we're currently in. As you can see the 'Wilderness' shows a Asterisk or a * next to it showing that we currently have it selected.
Edit it.
Add your Settlement Location to its location.
AustereLemur's Homeplate Transfer Settlement Blueprint
That's it! You're done. Test it out in-game and hope you didn't miss a step. :)