Fallout 4

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About this mod

If you are looking for a Sim Settlements 2 Addon Pack including these plots, see here: https://www.nexusmods.com/fallout4/mods/47848

Some more houses for the original Sim Settlements plus a couple Martial Plots. Larger buildings for more of a "downtown" feel. No requirements besides Sim Settlements, randomized color, navigation.

Permissions and credits
New Addon Pack now Published for Sim Settlements 2:

Previews for more in the future


Requires Version 3.2.2 or Greater of Sim Settlements

Some more houses for Sim Settlements plus a couple Martial Plots. Larger buildings for more of a "downtown" feel, with some being like reclaimed buildings that you'd find in Concord or elsewhere in the Commonwealth. Houses are intended to work with Interior plots. Basic Apartment is the exception, it was my first plot and was created initially as a player home plot for an early player home.

I would like to get cool suggestions & ideas that way I can make buildings that I will like more and most likely others would like more.

I also have made a large(2x3 cells) blank slate style settlement at the south border in Nuka World:  It works fairly well for just freebuilding with Sim Settlements plots. I selected the area to create a mostly flat 6 cell settlement with not much else in the area,  to be a good location for Sim Settlements. I've only added this to description now as I've now fixed the borders with fully custom fit borders. I'm experiencing some PC issues limiting what I can do before performance drops but I've built 50+ plots on various saves and it's interesting to see how the result ends up each time since I have pretty much every SS addon installed.


New Homes: 3
New Martial: 2

Building Features

  • Martial plots include stronger turrets with increased HP & defense. Rather than always just 80hp they will have 180/300/400 with about +100 DR/ER. Might raise the Defense rating but increase costs for the plot.
  • Houses intended to work with Interior plots. Eventually I would like to include snap points for easier placement of Interior plots. Place Everywhere strongly recommended for placement of Interior plots inside the houses. The hotkeys on Place Everywhere are extremely useful.
  • I recommend aligning your plot's Z angle by using SetAngle Z 0 in order to allow for easier correction of position/angles. My habit is to do this when beginning at a new location with the first floorpiece I place then snap others to it then snap plots to those. Alternatively with an object's positional data saved with Place Everywhere, you can use (6) when highlighting the interior plot to have it match the angle of the saved object.

Settler Navigation: Yes(experimental)
Construction Stages: Level 0 can serve as a "placeholder"
Randomized Clutter: No, I use them with Interior plots inside
Performance Settings: No(but L0/L1 easier on performance)
Xbox One Version: https://bethesda.net/en/mods/fallout4/mod-detail/4081697

Plot Details:
Defense Structure : 2 Stages with L2 & 3 identical for now. This way it won't make it harder to upgrade City Plan by staying at L2. 2 or 5 turrets. Benefits: Turrets have higher HP & DR. L1 = 2 Mk5 with 180HP also vantage points for sniping & NPC guard posts, L2/3: 5 Mk7 with 400HP, most of the DPS potential will be outwards from the one corner. 
VFX Heavy Turret Tower: 4 turrets at each level. Stronger turrets but the turrets on higher levels will get reduced line of sight. Benefits: Standard Defense boost. Turrets have higher HP & DR. L1 = Mk3 cart with 180HP, L2: MkV with 300HP, L3: MkVII with 400HP.
Basic Apartment: Simple lower class 3 story brick building. Was made as a player(+companion) home plot.
Basic 4-Story : Minimal furnishings but there's the potential for others to move in with Interior Plots!
High End Test House : Minimal furnishings but there's the potential for others to move in with Interior Plots! Other plots use a 0.9 scale but this one currently does not. The idea is to better fit Interior Plots that may have clipping issues if the house was scaled to 0.9 such as those with ceiling objects included.
The Poor House: New plot, not entirely done but did update now to solve some bugs & test some other stuff too. Decorations on L1 & L2 so far.

I'll add that I like experimenting with the settlement raiding idea added in NW so the turrets share the same faction as settlers. Meaning if Settlers become hostile to the player the turrets will as well plus the MkV/VII can deal a lot more damage due to Explosive/Incendiary property which bypasses DR, plus their buffed HP/DR means they can potentially survive a rocket or grenade and can even be a little bit challenging to deal with for a low level player on Survival or Very Hard. I'm looking into "Settlement Raiding concept to see what might be possible. I really liked Metal Gear Solid V and wish that Fallout 4 could have challenging bases to attack. So what I would like ideally is mod with placeable customized NPCs including Settlers, guards  & Turrets with a special faction whose relation to the player can be altered in a holotape. With this kind of system you could design a settlement to be an enemy base for the player to raid in Home Sweet Home or on their own. I found it really disappointing playing HSH only to find 5 level 1 "Militiamen" at the settlement who get oneshot by pretty much anything.

- Sim Settlements - The mod that renewed my interest in Fallout 4! I use the 3 in 1.

• I use the BiRaitBec Modlist and highly recommend it for use alongside this. It can allow you to be able to build more while still maintaining performance.

• Sim Settlements Conqueror

- Workshop Framework / Workshop Plus : Two more new essentials mods from Kinggath including an overhaul of the workshop code.

- Relay Tower Alpha(shown in some screenshots) - Works well for just building using Sim Settlements plots

Sim Settlements Addons : There are a ton of awesome addons available. I use nearly all of them: 

Better Console - F4SE : Can quickly reference an object's position/angle as well as a lot of other cool stuff.

Snappy Build

- I use everything under •Mods using Master Plan•

- Basically everything by Niero :
CROSS_Blades - my favorite melee weapons. Throwing knives too!

CROSS_Cryolance - my favorite weapon mod right now

CROSS_Institute Expeditionary Suit -my favorite outfit right now

- I quite like these 2 brand new additions on the Nexus:
Service Rifle by Deadpool 2099

FACTOR - Modular Rifle by VigVam33

• Difficulty in placing interior plots inside the houses. I have my own method using SetPos/SetAngle plus aligning everything to Z angle 0/90/180/270 but it might be time consuming.
• Some minor instances of clipping due to the method I used in applying a 0.9 scale to the total static in order to allow for them to better fit within a row of plots. High End does not use this as it's an early version and I'm thinking I want a somewhat larger option for Interior Plots that might have clipping issues in the 0.9 scale houses.
• High End Test Plot is a bit larger in terms of height & width, it will cause clipping if placed adjacent to another plot. I have set it to Player Select Only so it will not come up in random rotation.
• I have limited free time so I cannot guarantee speedy updates.
• I only test on the latest Sim Settlements and typically always install updates the day they're out.

♦ Kinggath for the Amazing Sim Settlements
♦ Uituit for lots of help
♦ roboten for Snappy Build
♦ Ethreon for Master Plan
F4SE devs for helping to expand what modders can create, which in turn helps to keep the modding community going strong for longer
♦ Everyone who makes awesome content on Nexus for free
♦ Nexus for being the best modding website
♦ Bethesda for Fallout 4

My other Mods: