Fallout 4
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Stupid Lemon Eater

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StupidLemonEater

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The player can now establish supply lines between settlements without the Local Leader perk. Also comes with optional files to remove/reduce Local Leader requirements for building crafting stations and stores.

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Settlements are really where Fallout 4 shines as a game. The problem is that the Local Leader perk is a real bottleneck to getting the most out of them, requiring six points in the otherwise-lackluster Charisma tree to establish supply lines and thus make proper use of more than one settlement. Most character builds don't account for a five-point investment in Charisma and so don't get to make good use of settlements.

This mod allows the player to establish supply lines from the start of the game, without any perk requirements. It is a deceptively lightweight mod, and in fact only modifies a single record: the WorkshopLocalLeaderPerk_DO Default Object record. Instead of pointing to Local Leader 1, it now points toward the PlayerPerk record. You could also just use the console to give yourself Local Leader 1, but I prefer this method.

On top of that, there are two optional add-on files (they're not really add-ons; you can use them with or without the main file) to further remove Local Leader from your life:

The Crafting add-on removes Local Leader as a requirement to construct crafting stations, and thus makes it possible for the player to use more settlements than just the ones with all the crafting stations already present, such as Sanctuary, the Red Rocket Station, and the Castle. Instead, the crafting stations require one or more of the other crafting perks:
  • Weapon workbenches require one level of either Gun Nut, Blacksmith, or Science.
  • Armor workbenches require one level of Armorer.
  • Power Armor stations require one level of both Armorer and Science.
  • Chem stations require one level of either Medic or Chemist.
  • Cooking stations don't require any perks.

It should be noted that the in-game interface does a poor job of showing that a recipe requires one perk OR another instead of one perk AND another; it looks the same, but rest assured you only need one perk to construct the weapon and chemistry stations.

The Stores add-on simply makes it so that only one level of Local Leader is required to construct level one and two settlement stores. Level three stores still require Local Leader 2 and Cap Collector 2. Note that all levels of the doctor's stores still require at least one level of Medic.

If you'd rather remove the Local Leader requirement from stores entirely, you'd be better off not using the Stores add-on and instead just use the console to give yourself the Local Leader 2 perk; simply enter the command:
player.addperk 001D2468

In order to preserve compatibility, none of these mods alter the Local Leader perks themselves (which actually do nothing; other records just point to them) so the Local Leader perks will still have the old descriptions. However, the crafting recipes will be correct as long as they aren't overwritten by other mods.

Made with the Creation Kit.