Fallout 4

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TaxiVader

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TaxiVader

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About this mod

This mod adds 10 new fully functioning player settlements spread across the very northern edge of the map. Lakes, overpasses, barren wasteland, something for every taste. All SimSettlements and Survival compatible.

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UPDATE RE SCRAP EVERYTHING:

After numerous tests it appears that with Scrap Everything installed the settlements still work but with the following changes:

1. Map data only updates when the game is loaded, not ongoing
2. vanilla supply lines can only be established FROM not TO these settlements since with SE running the names of the locations all appear to be "Commonwealth" in the Pipboy>Data>Settlements list (any ideas?)
3. Sim Settlement supply lines establish normally whether SE is running or not, and
4. SE works perfectly in all the settlement areas.

JUST TO MAKE ME FEEL BETTER, I have noticed the same happens to all additional settlements (not just mine) that are NOT placed at vanilla locations.


PLEASE READ FULL DESCRIPTION BEFORE DOWNOADING

This mod adds 10 fully functioning settlements in remote areas on the northern edge of the map. If it's so dangerous in the south, why are all the settlements there when there's plenty of blasted earth and dead trees in the north?

Each settlement has been tested individually, as a group and in conjunction with vanilla settlements. The new ones all do the following:

* recruit new settlers once  a beacon is set up
* has starting happiness of 50 so each works just fine
* works fine with SIM SETTLEMENTS including IDEK's fabulous mod for linking resources
* links with either Sim Settlements or regular supply lines to both mod and vanilla settlements
* build area boundary is accurate
* build area extends way up into the air
* each has a very generous build surface area
* radiant quest enabled
* has a cooking station and a mattress for maniacs survival players

Locations for these settlements are as follows:

1. Northwest Pylon: in the northwest corner of the map, the last power pylon in the chain that includes Abernathy Farm.
2. Fallen Tree Valley: North of #1, hard up against the edge of the map. It's set in...you guessed it...a valley with lots of fallen trees.
3. The Overlook: Perched on top of the cliff north of Sanctuary Hills. Includes the cliff face and the raider camp for some fun vertical building.
4. Lakeside Pumpstation: Set near the tiny pumping station south and a bit east of Sanctuary. Extends a bit over the lake and up the south hill.
5. Scav's Shack: North of Satellite Station Olivia is a small Scavver shack which now has a workbench and all the fun that comes with it.
6. Dead Man's Rest: East of the Skylanes crash site is a little shack under the elevated roadway. Build area extends way above the top tier of the road and covers a good section of the roadway.
7. Quannapowitt Watershed: Set amidst the swampy tributaries to Lake Quannapowitt, teeming with mirelurks and other fun critters.
8. Hawkes Pond: Further east from Lake Quannapowitt is a large, formerly disused lake. Now it's yours. Stacks of rapidly respawning baddies here.
9. Northern Escarpment: Just to the north of Hawkes Pond is a clifftop settlement area. You'll have to plan ahead to build here.
10. Division Highway: Near the beach, north of Coastal cottage is another ruined overpass just asking for you to build up to and turn into a thriving town.

ACTIVATING THE WORKBENCHES

If you want these settlements to function properly you MUST activate the workbench at each location the FIRST TIME you build there. The "Toggle POV to enter build mode" (or whatever the message says) must be ignored initially. Once you have activated the workbench that first time, all is fine and you can enter build mode anywhere in the build area with no worries.

SCRAPPING

Some of these settlements have partial vanilla scrapping, others none. You will need a scrapping mod if you want to clear them but BE WARNED: I have tried using Scrap Everything on these settlements and it stuffs up supply lines and reassignment from one settlement to another (see above for details). While that mod works great for vanilla settlements I suggest trying another. Please save BEFORE you install the scrap mod; I can't promise these settlements will work properly when other mods are added. I have tried installing Scrap Everything, using it to clear, and then removing it from the load order to see if the settlements still work OK. The settlements work fine, all as normal like before I used SE, but unfortunately all the scrapped items were also returned so it turned out to be a waste of time.

TESTED

I have tested this collection with a whole bunch of mods added, extra build stuff, extra followers, Sim Settlements, it all works 100%. See above for comments on Scrap Everything. These settlements also work just fine if dropped into the middle of a game.

LOAD ORDER

I tested this with it at the very end of my load order and it worked fine. Haven't tested it out in other positions with any thoroughness.

SPAWN POINTS

Not sure why yet, but often settlers appear right next to the workbench instead of from the location of the spawn marker. This has no negative effects on the settlements, it's just a tad weird. I'll work on it.

Questions:
Q: Will you remove the re-spawning baddies?
A: No. They add a good little occasional surprise.

Q: Can you add another settlement at <add location>?
A: Maybe. I'd have to release a new version though.

MY OTHER SETTLEMENT MODS:

Gerrys Landing
Pilgrims Way
Weymouth Fore River
East Malden
Granite Valley
Natick Power Substation
Alford Street Bridge
Roadside Shack
South End Red Rocket

THANKS TO

Once again it's thanks to M0ds1984 and Neeher for their YouTube tutorials that allowed me to piece together an efficient robust method for building these new settlements.