Fallout 4

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mrBun

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Settlement Pack 5 (Nora the Explorer) - five in one pack
A while back I was asked if I had bundled some of my settlement blueprints. I didn’t at the time and have not played Fallout 4 for a while.
Then I received notification that CASS had been updated again. I decided that this time I would start a new game and adjust the settlements as I came across them. I’ll release these in small packs before drawing a line under this game and moving on.
This is the fifth pack and my journey began at Outpost Zimonja.
After taking out the mirelurks and raiders, I placed Coastal Cottage first, and then wandered across to Kingsport Lighthouse, placing my second settlement after some Atomic extermination.
Next stop was Covenant, placing my third settlement after completing the relevant quests.
After some bug removal, I placed the fourth settlement at Taffington Boathouse.
Finally, I went to Bunker Hill and placed my fifth settlement.
1. Coastal Cottage; Should load into slot 19
2. Kingsport Lighthouse; Should load into slot 31
3. Covenant; Should load into slot 41
4. Taffington Boathouse; Should load into slot 32
5. Bunker Hill; Should load into slot 44
Method
Coastal Cottage; I usually clear the junk on the roadway and the rocks on the cliff face first, but have had equal success by clearing any rocks or trees that intersect the building after placement. You will need to “disable” and “markfordelete” the telegraph pole and relevant wires. (The wires can be tricky, I found selecting them at the very tip, worked… you may need to hit “enable” if you miss the exact vertex)
Kingsport Lighthouse; Remove the boat, gangway and as many shrubs, rocks etc. as needed beforehand or do it after…you may need to “tcl” under the foundations in a few places to remove shrubs if doing it after placement.
Covenant; Remove the beds in the existing buildings. There will be a few trees and shrubs to clear after placement. . You may need to “tcl” under the foundations in a few places to remove shrubs if doing it after placement.
Taffington Boathouse; Remove the animal enclosure fence and deck first. Tree and rock clusters can be removed later.
Bunker Hill; Everything that blocks your path can be removed fairly easily after placement.
N.b; If you want access to any of these settlements and don’t want to bother or wait until the relevant quest requirements are met;
Open the console by hitting ~.
Click on workshop to select it.
Type:
setpv OwnedByPlayer True
Hit enter, close the console.
Leave the settlement cell and if entered correctly, the settlement will be allied to you on return.
Other ; "Disable" and "Markfordelete" anything that won't scrap using scrap everything.
The individual settlement pages have more screenshots, if you need a better idea of the layout.

I build these settlements for my own amusement. I'm not big on clutter, I just want to get my settlement as full as possible and make sure there are enough amenities.....If I have to go and help the settlement fend off the three raiders that they can't deal with, the defences pretty much ensure they are shredded by the time I get there. There is plenty of space to personalise the settlement to one's own taste.

I don't and won't do requests...I have placed these files here for anyone who might deem them useful.




My other settlement mods;

Finch Farm;

Greentop Nursery;

Graygarden;

Starlight Drive-in;

The Slog;

Spectacle Island;

Red Rocket;

Tenpines Bluff;

Coastal Cottage;

Abernathy Farm;

Home Plate;

Murkwater Construction Site;

Sanctuary Hills;

Nordhagen Beach;

Warwick Homestead;

County Crossing;

Outpost Zimonja;

Somerville Place;

Oberland Station;

Kingsport Lighthouse;

Taffington Boathouse;

Egret Tours Marina;

Red Rocket-Nuka World;

Echo Lake Lumber Mill;

Croup Manor;

Jamaica Plain;

Hangman’s Alley;

Old Longfellow’s Cabin;

Dalton Farm;

Covenant;

The Castle;

Sunshine Tidings Co-op2;

Bunker Hill;

Startup Settlement Pack – 5 in 1;

Settlement Pack 2- 5 in 1

Settlement Pack 3- 5 in 1