Fallout 4

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DMKI

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dmki

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About this mod

Arguably most useful settlement in entire Boston. After you apply this blueprint, anyway.

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Some people don't understand the strategic role the Hangman's Alley plays in a heavy modded environment of Boston. An artillery piece that covers nearly the whole centre of the city, provisioner route through the nasty neighbourhoods, secured stash of survival necessities, fast medic and trader support, and someone to discuss the latest crops with!

This is my favourite Hangman's Alley design. It's FPS friendly, has stairs to the roof (leads to green neighbours), provides radiation-free crops, water, has 5 Sim Settlements spots (2 martial, including the camp, 1 industrial for IDEK's logistic station, 1 for weapons dealer and one for medic), trader rug, artillery (useless until you get the Castle), dog house, beds, your favourite radio, turrets and whatnot.

There are 17 mods, including DLC, required to successfully import this blueprint, though you don't have to have all of them, it depends from what you don't need, because if you don't have a mod, an object will simply be skipped. Or, you can specifically remove it using the Transfer Settlements Blueprint Editor. Your choice.
Either way, here is the list of mods and their objects:

1. Fallout4.esm has 91 objects in blueprint (91 %), of them 15 connected to power grid.
Used in objects: Doghouse, Artillery Piece, Scavenging Station, Footlocker, Chemistry Station, Shack Roof, Armor Workbench, Shack Steps, Shack Stairs, Shack Floor, Minutemen Flag, sign, Industrial Wall Light, Heavy Machinegun Turret, Power Conduit, Heavy Laser Turret, Shack Balcony Railing, Shack Upper Floor, Power Armor Station, Shack Wall, Shack Stairwell, Shack Wall and Roof, Power Pylon - Large, Recruitment Radio Beacon, Shack Stairs - Half
2. Automatron (DLCRobot.esm) has 1 objects in blueprint (1 %), of them 1 connected to power grid.
Used in objects: Spotlight
3. Wasteland Workshop (DLCWorkshop01.esm) has 5 objects in blueprint (5 %), of them 2 connected to power grid.
Used in objects: Water Pump - Powered, Floor - Angled, floor, Generator - Fusion
4. Far Harbor (DLCCoast.esm) has 2 objects in blueprint (2 %), of them 0 connected to power grid.
Used in objects: floor
5. Contraptions (DLCworkshop02.esm) has 2 objects in blueprint (2 %), of them 0 connected to power grid.
Used in objects: floor
6. Vault-Tec Workshop (DLCWorkshop03.esm) has 8 objects in blueprint (8 %), of them 0 connected to power grid.
Used in objects: Bed
7. Homemaker - Expanded Settlements (Homemaker.esm) has 28 objects in blueprint (28 %), of them 0 connected to power grid.
Used in objects: Trading Store Rug (Tier III), Greenhouse Table, [HM] Fresh Corn Planter, Radio, [HM] Fresh Carrot Planter, Shack Wall, Shack Floor, Bed, Bar Light

8. Sim Settlements (SimSettlements.esm) has 6 objects in blueprint (6 %), of them 2 connected to power grid.
Used in objects: Full Tall Granite Stairs - Wide, Martial Plot - 1 x 1, Commercial Plot - Interior, Industrial Plot - Interior, Martial Plot - 2 x 2

9. Craftable Turret Stands (TurretStands.esp) has 3 objects in blueprint (3 %), of them 0 connected to power grid.
Used in objects: Turret Stand

10. Switchbox Generator (SwitchboxGenerator 30-AllRad.esp) has 2 objects in blueprint (2 %), of them 2 connected to power grid.
Used in objects: Switchbox Generator [1024]

11. Contraptions - Food Processor (ContraptionsFoodProcessorProvidesFood20BETA.esp) has 1 objects in blueprint (1 %), of them 1 connected to power grid.
Used in objects: Food Processor

12. Wall Oil Lamps (Wall Oil Lamps.esp) has 2 objects in blueprint (2 %), of them 0 connected to power grid.
Used in objects: Wall Oil Lamp

13. Scrap-O-Tron 2000 (X13_ScrapOTron.esp) has 1 objects in blueprint (1 %), of them 1 connected to power grid.
Used in objects: X13 Scrap-O-Tron 2000

14. IDEK's Logistics Station (SimSettlements_IDEKsLogisticsStation.esp) has 0 objects in blueprint (0 %), of them 0 connected to power grid.

15. Turret Control Panel (TurretControlPanel.esp) has 4 objects in blueprint (4 %), of them 0 connected to power grid.
Used in objects: Heavy Machinegun Turret Mk VII, Machinegun Turret Mk VII

16. Settlement Radar Station (WhirligigRadarStation.esp) has 1 objects in blueprint (1 %), of them 0 connected to power grid.
Used in objects: Large Radar Station

17. Settlement Tidy Bot (SettlementTidyBot.esp) has 1 objects in blueprint (1 %), of them 0 connected to power grid.
Used in objects: Mister Tidy Station Pad

I highly recommend all these mods, though you can safely ignore all of them but the Homemaker. Unless you want to build your floors yourself, of course.

The installation is simple - open your Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints and look for empty slot, they are from 1 to 50. Put the extracted .json file there. Use Transfer Settlements mod to automatically build the settlement for you. Don't nuke the settlement before, just delete the obvious junk. You will also have to scrap 2 roofs, but you can do it after the import. You can scrap the guard tower before the import, it will be replaced by Sim Settlements one.

Notes about two mods: the Sim Settlements offers a camp at the top floor. These guys will patrol the neighbourhood, and are highly effective at that. The tidy bot will scrap all dead bodies around the settlement and will make you rich and armed in no time.