Fallout 4

About this mod

Transfer Settlement Blueprints for 23 settlements using only vanilla and DLC items and an emphasis on little or no scrapping required. With one optional exception, there are no shops added, but room for farmers, a guard, and a provisioner. This is intended to provide settlers with the basics while improving their circumstance.

Requirements
Permissions and credits
This is a package of 24 vanilla (including DLC items) blueprints for those wanting minimal fuss and fanfare in their Minutemen playthrough.  Or if you've done a quest for a settlement and just want to provide them with some improvements after they've given you the keys to the place.  There is minimal to no scrapping involved.  The settlements provide defense, lodging for a guard and provisioner, a relaxation area for the farmer(s).  Several have private General's quarters or an extra bed for the artillery guy later if you choose.  No shops or magically teaching settlers how to be a doctor.  Majority of settlements have no power or power lines.  There are, however, lamps and other light sources inside some of the structures.  If you want them lit up, you will need to add your own power source or a mod such as Workshop Power Pack by Spiffyskytrooper (this is what I use).

Due to the large number of blueprints, the main file is a manual download.  However, for those that might want it, the optional file is mod manager-friendly and uses Blueprint Slots 30 through 53.  If you have blueprints in these slots already, please use the main manual download.  Check images for an idea of what's been done.  Settlement images are listed alphabetically.   When in doubt, just don't scrap anything.  You can always tidy things up a few days after import.   Here are the settlements covered:

ABERNATHY - Nothing to scrap.  Defenses and sleeping area for guard and provisioner.

THE CASTLE - Most everything is left intact, including the clinic, just a few random items to scrap.  I suggest you leave everything  and when you return a couple days after import, you'll see what to scrap.  Will need a power supply. Nine beds, including General's room.

COASTAL COTTAGE - This is a slight modification to the optional version of my previous Coastal Cottage. Floor is sealed, vendors are removed and existing windmill power supply remains. Scrap the truck in the hole, any junk on the house floor.

COUNTY CROSSING - To make room for a building, this required the crops to be moved, so more scrapping than the others.   Scrap the fence, the crops, the two mattresses, and the cars. 

CROUP MANOR - I'd imagine realistically it would be easier to build new rather than attempt to fix this dilapidated mess, so that's what we do here.  You can leave all the junk in the house.  Clear out the trees and bushes west of the home. Room for General.

FINCH FARM - Abraham will have to clean up his mess himself.  Nothing at all to scrap here!

GRAYGARDEN - No scrapping required. 

GREENTOP NURSERY - Just scrap chairs around the firepit and the mattresses so they can have proper beds.  Whatever nonsense these two are cooking up that leaves pots all over their house, you can just leave there.  There's a wall placed blocking the entrance to the original house.  I typically have an oddity at this settlement where settlers, instead of going to their assigned station, go into the house and sit there.  I remove the door once they cooperate.  This happens also with the chairs around the fire so may need to store those initially if anyone else runs into this.

HANGMAN'S ALLEY - Keep all existing structures.  Scrap the wood crates in one of the shacks and both mattresses.  

JAMAICA PLAIN - Scrap cars, the back-to-back benches.  Scrap the single mattress so the settlers use the comfy beds we've provided.

KINGSPORT LIGHTHOUSE - Keep all the furnishings in the house. Nothing to scrap unless you want to clean up some junk outside, the vehicles, and the trap in the house upstairs.

MURKWATER CONSTRUCTION SITE - No scrapping unless you want to remove the car eyesores.  Room for General.

NORDHAGEN BEACH - No scrapping required.  Room for General.

OBERLAND STATION - Nothing to scrap.  Hang-out room for the farmers.

OUTPOST ZIMONJA - Delete the guard post to the left of the power pylon.  Or you can leave it there if you want; you'll end up with an extra guard post (four). Keep all structures and furniture.

SANCTUARY - Scrap the interiors of the sole survivor home (except for the laundry room with Codsworth's box--saved for nostalgia), the home across from it and the home to the right.   See screenshots.

THE SLOG - Slight variation to my existing blueprint from my Quick Start mod.  There is an existing power generator for the water, so left that as is.  I typically assign one of the existing farmers to the guard station and bring in one more as provisioner.

SOMERVILLE PLACE - If you use any greenery mods, may need to scrap any brush and trees on the southeast border, but nothing else.  Room for General.

STARLIGHT DRIVE-IN - There are two versions of this blueprint. One has the basic minimum as the others, with an added room for the General.  The second version is the same as the first with a vendor building added by the water to provide a place to send Tier 4 merchants as you come across them.  If using the minimal version, you only need to remove about three cars SE of the diner and the fencing at the eastern border.  If using the merchant version, scrap all the cars. 

SUNSHINE TIDINGS - Leave the cottages as they are, unlock that one particular cottage.  There are already seven beds here by default. Scrap the three picnic tables in the warehouse building and that's it. Gathering space created there.

TAFFINGTON BOATHOUSE - Scrap two sleeping bags so we can give them proper beds. Scrap empty painting frames. Scrap cooking pot on the first floor and the low table nearby.  Leave the rest of the furniture.

WARWICK HOMESTEAD - Scrap cars at the entrance, cooking station, and a couple broken chairs nearby.  This is essentially the same as the blueprint from my Quick Start mod, with a couple additions, so it does have windmill power.

Settlements not included are Boston Airport, Bunker Hill, and Covenant.  I have never built these areas and leave them as is.  Also not included is Egret Tours Marina.  The Minutemen do not send me there and I use my previous blueprint if I go there.  Spectacle Island...just no.  Red Rocket is not included as I always keep this for myself and typically use mods.

If you've used blueprints before, you know the drill.  Don't touch anything or assign anyone after import.  For a stable settlement, please read this Article.


Environmental mod used in images:  Commonwealth Reclamation Project from Shadowofthewind's Discord channel.
ENB - Faded Glory by Pat Mahoney

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