Fallout 4

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This is not a mod itself - only layouts (blueprints), compatible with the vanilla game(+DLC), thus safe to use with anything.
To apply them in your settlements you will only need the Workshop Framework mod.

MAIN CONCEPT: COMPATIBILITY & FUNCTIONALITY!
The balance between weird game mechanics, usefulness and realism.
All assets are vanilla Fallout 4 + 6 main DLCs. - Don`t be bothered to install anything else - just take it and use!
All settlements are well tested in the game. And happyness is alright!
All objects are well alligned to each other, to the surface and to other inital location objects.
All resources are accesible and working fine. - Settlers will always find their ways to the jobs.
All defences are in the right places and effectively repel attacks.
All NPC vanilla animations are not blocked! - Even traveling traders was taken into account.*

INSTALLATION:
Use a mod manager.
OR
Extract file from the archive to your Fallout 4 Data folder.
Enable ESP or ESL file using a mod manager or manually (edit loadorder and plugin lists).

Ensure these lines appear in your ../Documents/My Games/Fallout4/Fallout4Custom.ini:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

Optional: you may use the .zip archive availible in the "optional files" section to create your own .esp(.esl) file for WSFW or to create a blueprint for Transfer Settlements mod (use convert to TS function).
For all this options you will need the online layout creator provided by kinggath
https://www.simsettlements.com/tools/layoutcreator.php

RECOMMENDED MODS:
- Workshop Framework - MAIN mod, where all layouts (blueprints) were made
- Raze My Settlement - OPTIONAL to make it faster and cleaner
- Scrap Everything - OPTIONAL to make it even more cleaner and necessary for a few layouts
- Place Everywhere - OPTIONAL may be used instead of the Scrap Everything to adjust and remove some objects
- Transfer Settlements - ALTERNATIVE: WSFW log files (in the archive) may be converted into TS blueprints, so...

HOW TO USE:
1. Install Workshop Framework and main file of this mod
2. Go to the settlement, save your game, make a full cleanup of the settlement from all items and trash in workshop mode - you will not be able to reach some of this objects after applying a layout, make second save to have 2 points of return - before and after cleanup. Now better reload your 2nd cleaned settlement - rare CTD may occure due to the Fallout 4 engine overload, especially on heavy modded game.
3. Open "WSFW controls" holotape and choose:
- tools - manage settlement menu - settlement layout - build/manage layout. Choose layout if there is more than one. Layout name is selfexplanatory (read details further)
4. Tap "use this layout" - and optional but very recommended - "scrap everything here and then build it". Dinna fash lads! This will scrap only vanilla scrappable objects as well everything, that was built in workshop, not related to any quests and NPC actions. Thus it is safe to use. If you are sure about your own cleaning, then use "Build it, but skip any scrapping"
5. Wait a minute... or two. Until you will get a message that building is finished. If you don`t like the result - go to step 3 and choose another layout. If you don`t like it either, load your save and go on with your Expoitition...
6. Check your settlement for object intersections and remove or replace them in workshop mode if any. Also you may remove anything you don`t like as well.
To get a proper powered wires you will need a Fallout 4 Script Extender...or not. I am not sure - I haven`t run Fallout4.exe for ages. And WSFW mod says it is optional.
7. Find and assign settlers to desired jobs if you wish. Or just use a workbenches here. If crops don`t work - reattach them to the ground manually. If powered objects are not working then reattch the wires. I have only one issue with wires - power logic modules from workshop DLC.


PS. (IF) You decided to build the settlement by your own design - open WSFW holotape and scrap the settlement - it is safe function, that removes only what you have built.

LIST OF SETTLEMTNTS:
Abernathy.15p_Replacer_Teo
Abernathy.20p_Replacer_Julia
Castle.30p_Vanilla_Julia
County.30p_Fortress_Julia
CroupManor_Replacer_Base_Teo
ETMarina_Replacer_Base_Julia
FH.Dalton.15p_Vanilla_Julia
FH.Dalton.15p_Vanilla_Teo
FH.EchoLake.10p_Replacer_Julia
FH.EchoLake.20p_Replacer_Teo
FH.Longfellow.V1.20P_Vanilla_Teo
FH.Longfellow.V2.20P_Vanilla-ish_Teo
FH.NPVC.12p_Replacer_Teo
FinchFarm.10p_Replacer_Teo
FinchFarm.15p_Vanilla_Julia
GreenTop.20p_Fort_Julia
GreenTop.20p_Vanilla_Teo
Greygarden.10p_Vanilla_Julia
Greygarden.20p_Fort_Teo_NewCrops
Hangman.10p_Outpost_Julia
Hangman.10p_Vanilla_Julia
Hangman.20p_Vanilla_NEO
Jamaica.10p_Vanilla_Teo
Jamaica.30p_Fortress_Julia
NordHagen.15p_Vanilla_Teo
NordHagen.20p_Vanilla_Julia
Oberland.10p_Vanilla_Julia
Oberland.15p_Fort_Teo
RedRocket_Vanilla_Base_Julia
Sanctuary.15p_Vanilla_Julia
Sanctuary.20p_Fort_Teo
Slog.15p_Vanilla_Julia_2Floors
Slog.20p_Vanilla_Teo_1Floor
Somerville.10p_Vanilla_Teo
Starlite_Vanilla_Base_Julia
Sunshine.20p_Vanilla_Julia
Taffington_Vanilla_Base_Julia
TenPines.10p_Fort_Julia
TenPines.15p_Vanilla_Teo
Warwick.10p_Vanilla_Julia
Zimonja.10p_Outpost_Julia

NAMING KEYWORDS are selfexplanatory:

"VANILLA" (20) - 99.99% compatible with vanilla game. In some cases one or two objects will be needed to be moved. Mostly crops. all objects are built OUTSIDE unscrappable vanilla objects.

"FORT" (5) - 90% compatible with the vanilla game - intersects with some vanilla objects. some work needed to adjust buildings. Or use the Scrap Everything to remove obstacles, thus you may have it as intended by my plan. And I always trying to think well on my plans.

"REPLACER" (8) - replaces vanilla "damaged" buildings. objects are built "inside" vanilla objects, mostly with the same coordinates (x,y,z), if possible, because some objects used in the vanilla game are not the same scale as given in the workshop.
Replacer`s Moto: "The door is a door". Thus replacers may be used in vanilla game to "repair" or "fix" vanilla buildings - just remove everything that blocks the way in workshop mode.

"FORTRESS" (2) - a huge structure that covers most of the building area. Definetly meant to use with Scrap Everything. Jamaica and County.
"BASE" (5) - just a small base with all workbenches, a bed and a waterpump. no resources.
"OUTPOST" (2) - settlement build and used as a raiders outpost. Nuka-world objects may be presented.

".10p", ".15p", ".20p" - target population, or rather aproximate scale of the settlement

"Julia", "Teo" and "Bruno" (coming soon) - just a naming prefix used to make a unique names of the different blueprints for the one settlement. Though they vary on styles a little (or not). You will understand it easily when you check the resulting outcome in details.
Julia is more fundamental and recourcefull and she is laserturrets fan with industrial point of view. Her settlements has more power, higher buildings,
Teo is more practical and experimental and he is a gunturrets fan. less stuff in the settlement, less dependency form the power shortages, more water. Has tendency to preserve initial buildings, but likes experiments. Though, it is often just continuation of the "Julia" ideas and patterns.
Bruno is an old-school-vanilla-style farmer and hoarder and he is a settlers fun. more decorations, beds, crops and maximum various defences too. But he is not with us yet.

DETAILED EXPLANATION:
Some settlements were built after removing some vanilla precombined objects with the Scrap Everything mod!
For those who don`t have the Scrap Everything mod - there is actually a few things that won`t work - A fortress and a few replacers. Most of other layouts are good to go. So, there will be some obstacles in the vanilla game. But that may be easily fixed - store or move a few objects in a workshop mode.
Anyway it is recommended, but not necessary, to cleanup a settlement in vanilla workshop mode from everything possible to remove.
Or use the second way - cleanup a settelment from any undesired obstacles AFTER importing a Layout (blueprint).
I use Raze My Settlement to clean up a settlement before building - "gather all items" function or
"raze everything (with trees)" function, which will scrap all objects and trees, scrapable in vanilla workshop, except those wich important for quests. But it will scrap some objects related to NPC animations (like guard post in hangman`s alley).
With this combination my old rig needs a 2-3 IRL minutes to build a big ready-to-use fort at any location and I don`t have to bother for any cleaning procedures!
Non-Vanilla (Fort) layout usually needs of scrapping only a few objects with the "Scrap everything" or removing a small bunch of objects from layout.
For example: "Teo" for sanctuary - only two: a blue house and a bush. so a few seconds more... or: do not touch that bush, just endure its uggliness, move intersected crops, then remove a few sections from the main fort building and use them to surround that blue house, and use this house as expansion for your settlement! Well that is even profitable somehow, but you will lose my "quadratish" style and for that I am very sad!

UNINSTALATION: Uninstall mod at any time through mod manager or delete esp(esl) in data folder. it`s not an actual mod, just a collection of templates, right? Actually you don`t need this mod after using all layouts that you needed. More over - you may install the mod every time when you need a blueprint and uninstall after using it, if you like to keep your data folder free of all unneccessary files.
You may "uninstall" layouts as well - go to location. open WSFW holotape - tool - tools - manage settlement menu - scrap settlement - it will remove all objects built with layout also may restore some old initial objects on this location due to them being included in the scrap profile..
Then you will have your cleaned location ready for using another layout or your own building job.

PERFORMANCE:
I use Scrap Everything and "precombines" turned "ON". I have a small hit to FPS in my settlements after full cleaning.
"Fortress" is most demandable: about 20FPS. "Replacer" almost not noticable. "Vanilla" and other "Forts" cost about 10FPS.

NOTE:
This is a work in progress . The target objective is 50+ blueprints in total and all settlements covered.

FOOTNOTE:
*Graygarden initial robots animations is a haywire, but this is more a vanilla game issue. I`d say - do not remove their old crops, use "Julia" Vanilla layout, remove concrete foundations in the main building and you`re good.