Fallout 4

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Eysenbeiss

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Eysenbeiss

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About this mod

This is going to be the last All-in-One Settlement Expansion - it now contains almost all vanilla Settlements plus the Mechanist's Lair, but NONE from Far Harbor.

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No, as of now, there are no changes to this mod, but I might do a last overhaul within the next days.

This Edit is jut so remove some outdated and obsolute informations.


This is going to be the last Settlement Expansion I am going to offer and it is only available because a lot or people were asking for it.


There will be NO seperate Version, only this package, so if you still don't have the Automatron DLC installed, you should NOT download, nor try to use this mod - this mod does NOT contain any expansion for any of the Far Harbor Settlements !

Attention: It seems like that Bugthesda has made some undocumented changes to some of the settlements with update 1.6.x, so that the changes, I am providing with this mod, might not be active or resulting in smaller zones.

The changes are, that they turned the settlement into a cell of it's own AND relocated the center, being able to cope better with the events surrounding this settlement - the downside is, that it will take a lot of time to fix this and that I actually don't have enough time.

Thanks to bill8872 , I can provide you with a solution for the "shrunken build area"-issue.
Like he was stating in the bugs section: open the console and type in "resetquest patch_1_6" , without the quotes, and you should be able to use the whole area again - I have tested it with Jamaica Plains and my expansion was back in full effect !

This no longer works, cause the "reset" command is no longer recognized by the game - instead just use "quest patch_1_6", without the quotes

This "set back" is still required, at least at some places like the Starlight Drive-In and Jamaica Plains, but it won't hurt to use it at every settlement.

Update V9:


The yet included settlements are:

Boston Airport*, Bunker Hill, County Crossings (smaller but higher Version), Covenant (V1), Coastal Cottage (V2), Croup Manor, Egret Tours Marina, Finch Farm (bigger Version), Graygarden, Greentop Nursery, Hangman's Alley, Jamaica Plains, Kingsport Lighthouse, Mechanist's Lair* V1, Murkwater Construction Site, Nordhagen Beach, Oberland Station (irrigated), Outpost Zimonja (V2), Red Rocket (V2), Sanctuary, Somerville Place, Starlight Drive-In V2 (BIG), Sunshine Tidings Co, Taffington Boathouse, The Slog (Diner Version, BIG), Ten Pines (V2) and Warwick Homestead !

You can therefore take all the single esp off your list / loadorder, since the settings are the same or are just offering additonal space, except the TenPines Version - 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 !

The Settlements marked with * also include fixes for the Workshop, making it possible to build everything, like in any other settlement !

As for the excluded Settlements: Abernathy Farm, Spectacle Island and the Castle are big enough and Homeplate wouldn't make any sense at all.


When in Build-Mode, the borders shown are still vanilla, but I have included some Screenshots showing how I made the expansions and where to start best, to make use of the added areas - I have always started at a 90° corner and then added a multiple of a concrete shack foundation.

At the Coastal Cottag, the wall is almost parallel to the bridge, while at Oberland Station, you have to face straight 0° north - the first concrete shack foundation then can be layed exactly before the ruined tugboat.

At the river near Red Rocket, you should face straight north and then either turn left to 338° or right to 169° - the rest should be clear, at least when looking at the screenshots.



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 should ever encounter things like "closing workshop mode" or whatsoever, always use the resetquest command !!


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

If you encounter bugs like respawning Molerats or 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  e.g the way Bugthesda is handling the reset/refresh of cells and NO, it does not matter what you have heard or read, those bugs can also happen in interior cells, if those have been changed and when you are leaving things there for 5 to 7 ingame days!

Bugthesda definetly has changed a lot of things, since I made those expansions and in my last two playthroughs, I did not encounter any cell resets at all, only a respwaning molerat mother at the Starlight Drive-In, but funny as it is, this one never got hostile.


One last tipp:

By using this 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.


Edit: Always use the compatibility patch for SC, since it prevents some issues you else might get

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.

The Culling/LOD Problems no longer were present in my last playthroughs.