Fallout 4

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About this mod

A Scavver faction owns and operates 4 new workshops at the fullsize Red Rockets (not the Dogmeat one), with patrols and outposts at the smaller RR locations.

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A Scavver faction owns and operates 4 new workshops at the fullsize Red Rockets (not the Dogmeat one), with patrols and outposts at the smaller RR locations.

This offers a new experience to figure out how to aquire a faction's resources, which happens to include new workshops. It is not a new workshop settlement build area solution for clean 'n tidy OCD perfectionists who want to build to the sky. If you already have that then stick with 'em.

If you enjoy exploring and figuring stuff out, skip the next bit which describes the faction, actors and workshops ...


Bonus Workshop Items

All new assets are scrappable so no new crap high quality content like posters will persist in the build areas. Some of the new stuff can also be crafted under Decorations/Scavver. Use console settings to hide the Scavver crafting menu if your adverse to more clutter. 

Idle marker furnitures: Hand warming fire barrel, Stand reading newspaper, Stand drinking coffee, Stand Welding, Stand Hammering (get that Sturges at Sanctuary feeling wherever you go). For a make do and mend scavver vibe without 'lectricity,  oil lamps that cast proper ye olde-worlde flickering light. A display rack to show off your awesome Scavver Magazine collection to non scavver NPCs.

Known Issues

(1) Armor worn with Scavver Underalls clips and merges which is totally intended as it suits the scruffy scavvers. If such messyness affects your 'mershun or other conditions then hack the SKK_RRScavver* level lists to dwess em up in ways that make you less anxious.

(2) Scavvers as ally/settlers can not be workshop vendors as their scav chatter will always over-ride vendor dialog. Use normal recruited/relocated WorkshopNPCs.

(3) Workshop build areas all contain unscrappable precombined objects. This is a faction experience, not Lego.

(4) If you are still doing base game quests, when you chat with Ricky in Tradecraft, the Lexington scavver outpost turret may engage in a shootout with an institute turret in the diner. No harm, just extra ambiance.

Compatibility Considerations

The mod has no dependencies on extenders or DLCs, but it does make some changes to base game material which could conflict:


(A) This is fully compatible with any and all SKK mods (for example, but not limited to) Fallout 4-76 (SKK_476NoDisable),  Commonwelth of Decay ( SKK_476NoInfestation), COVID in the Commonwealth, Combat Stalkers/Settlers/Attacks/Whatever. Remember that forcing ownership even with super high quality SKK solutions *will* be detected and responded to as scavvers have been specifically coded to offer no free lunches. 

(B) Any workshop will conflict with any other workshop if workshop tagged locations or build areas overlap. No, not just this mod but ANY workshop mod at all ever and there is no such thing as patching for those core platform mechanics. A cell can only belong to one location and a location can only be assigned to one workshop else you will corrupt the WorkshopParentScript arrays. Use Workshop Ownership Utilities to validate the integrity of your WorkshopParentScript arrays before and after installing new workshops.

(C) What (b) means is that if you already have workshops at any of these Red Rocket locations you can not use this solution.
There are no patching or xEdit hacking solution so don't bother asking. You would be better off asking whoever made your chosen Red Rocket workshop soluton to add their own faction content or something.

(D) As this is published after November 2019 it depends on Fallout4.exe (or later).

Nexus PC manual installation & disable

This can be installed at any time in any game as long as: no other workshops overlap the cell locations and you have not already corrupted the WorkshopParentScript arrays with bad workshop installs/removes.

Copy SKKRedRocketWorkshopsFaction.esp, SKKRedRocketWorkshopsFaction – Main.BA2, SKKRedRocketWorkshopsFaction - Textures.BA2 to your...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. 

This solution registers new workshops with the WorkshopParentScript arrays. REMOVING ANY DLC or MOD THAT REGISTERS WORKSHOPS FROM A SAVEGAME WILL CORRUPT YOUR WORKSHOP SYSTEM. You know this, so no tears or whining.

Nexus FAQ

(1) Does this have anything to do with Sim Settlements ? No, this is totally standalone.

(2) Why is there no ESL version ? Because life already contains sufficient hassle maintaining 50 scripted ESP solutions. 

(3) Will you make the workshop idles available standalone ? Possibly with a solution that manages base game invisible idles similar to Move Workshop Markers.

(4) If I cant be arsed to read all of this stuff, will you be sarcastic or rude when I post questions that are already answered in the comprehensive description ? Lets get in early with the observation that I saw your name on a loaf of bread recently. It was "thick cut".

Console Settings 

set SKK_RRScavverWorkshopItemCraftingEnable to 1
;[0|1] Enable or disable the Scavver workshop crafting menu and recipes.

set SKK_RRBaseGameScrapListEnable to 1
;[0|1] Enable or disable the additional scrap item list.

set SKK_RRRespawnEnable to 1
;[0|1] Enable or disable respawning of non Workshop location outpost Scavvers.

set SKK_RRRespawnGameHours to 0
;[0:65535] 0 uses iHoursTorespawnCell (168 default) checks and updates every game load.

set SKK_RRPatrolsEnable to 1
;[0|1] Enable or disable scavenging patrols.

SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8

If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com http://skkmods.com

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