Fallout 4

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About this mod

Eight MODestly Settled SS2 City Plans that require an additional 20 mods.

Requirements
Permissions and credits
UPDATED FOR A BETTER EXPERIENCE
Now requires just 20 additional mods
&
One List of SS2 Add-Ons for All Plans
&
Two Files Option: One ESL (7 locations) and One ESP File for Vault 81
(Since Vault 81 is a modded settlement, it must be a proper esp file)

The Locations: Tenpines, Starlight Drive-In, Sunshine Co-Op, Oberland Station, County Crossing, Finch Farm, Spectacle Island and Vault 81 Exterior (modded settlement).

MODestly Settled City Plan Requirements 
Author’s Note: After playing with my own plans for a while, I realized that if I took a little time to update them all, the mod list could easily be reduced by five – and so here we are. The individual files are all updated to the new, 20 mod version.
See my notes on which mods I removed and why below.

I have now made just one Plot Add-On List of 19 for these plans. That said, when new ones come out, I may add them for new locations. I will alert you to these additions if need be.


Please, please don’t download these plans unless you have all the mods listed and are comfortable with multiple download locations. If you enjoy building and decorating, you likely have many of these already.

Why these plans are all level three: 
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Having over a dozen cities leveling while playing SS2 and (and soon, SS3), Diamond City Bleachers, (and soon, the Fens Sheriff Department), along with my 200+ mod list, can create script lag and stutter the game. I have found that by building some one-level plans, it can prevent some of the script lag. The downside is that a few of the plots just don’t build, even when I have the stats and the plans unlocked. Please see troubleshooting. (I’m currently playing with 8 leveled locations and these 8 level 3 locations, along with sanctuary blueprint and now, fully built location, with no issues in game. I have not yet built-up HQ, so we’ll see how that goes!)


The Vision of the builds:
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I like to build spaces I think my character would be proud of and attempt to be sort of nice-ish. It’s rare for my settlers to build houses out of cars and such. That said, I see the Wastelands as being fluid. Sometimes you get a high-end, pre-war apartment. Other times, it’s a sleeping bag under a wood roof. Most of the time, folks are striving for something in between. Scavvers are the backbone of the Wastelands. You never know what you’re going to get.


To maintain a balance of nice and wasteland funky (and not completely bog down the workshop menu system), this mod list is what I came up with:
 
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Nexus Requirements 
Advanced Settlement Turret Set Wireless turrets with a tiny bit of OP, but no wires. You’re welcome.
Alex’s Settlement Power Pylon Settlement-wide radiant power. No wires or poles. Less issues with the grid.
CvC Dead Wasteland My go-to, vanilla-style mod.
Immersive Fast Travel Motorcycle, Cars, Vertibird, etc. transport stations.
Looks Mirror An essential. Great companion to CWSS.
Lore Friendly Posters The game just needs them.
Settlement Activity Markers These provide more things for settlers to do (in addition to some important assets)
Snappy Housekit Sometimes I think I don’t need this mod. And then I realize I do.
Stained Glass Workshop Mod - Unicorn Farts and Godrays.
The Cozy Scavver This hidden gem has some neat furniture and clutter pieces that I depend on. 
Whisper’s Extra Pieces and Snaps great shack walls, windows, railings, and more.
Woody’s Wasteland Stuff Recommend alternate textures to get the same look (I went with new floors, cabinets and unbroken glass). There’s a pic in his download. Choose what you prefer.
Xnjguy Filled Mods All-in-One Filled shelves and stuff.

CC Content Requirements: Yes, I know. But it will make your settlements happy. Literally. (also used by Jampads 2 and SS2 Superstructures, so these are good to have in general)

  - Home Decorations Workshop Pack - Many pieces I consider essential. Happiness boosting too.
  - Nuka Collector Workshop - Just has neat items.
  - Slocum's Joe - No longer required, really. But I'm leaving it here because you should really have it! 2023 version will not have it.

Bethesda.net Requirements 
Creative Clutter 
Do it Yourshelf 

Off-Site Requirements
CWSS This is the ‘unofficial, official’ author’s dropbox download. I feel okay posting it here, since there is already a link on Nexus. 
V’s Stylish Decor The other essential clutter mod.


Mods I removed from the list:
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Nexus Requirements 
Barstool Games I realized I only used the related plot in one settlement
Choochoo1's Workshop Framework displays Love this mod, but wasn’t using it in enough of the plans.
Videos of the Wasteland I love to see a working TV in a settlement, but they don’t work in city plans without having to rebuild them anyway, so I make a space for it in the plan and add it in game. This gives you the choice of using this mod… or not, particularly since the add-on vid packs (even more mods) are what make it so cool. 

Bethesda.net Requirements (Essentials)
Modular Kitchens While I love this mod, I saw that the plans could live without it.

Off-Site Requirements
Creative Gardens and Spring Add-on from FrogPrincess (Discord Server. Be Nice. Follow Rules.) More interesting plants, pots, etc. Note: There are seasons and you can change them without ruining your save. As much as I love this mod, I wanted to make it easier on you. One less download location.


These settlements only have one level (L3), and you must have Designer’s Choice and Starting Plot Levels ON for them to build properly. In addition to the 20 mods, you’ll want to have the following 19 SS2 Plot Add-Ons installed if you want each plan to look the same:






DETAILS:
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Tenpines is designed for 18 Settlers (if you use ‘Little House in the Wastelands’ Agri plot by Tinuvia (comes with a bed). It’s usually the first settlement assigned to the player, and to be honest, I’ve never much liked building there. I took that as a challenge. I’ve played with it some and have made MODifications. Enjoy!

The following plot types are included at level 3: 
4 Agri, 4 Comm, 3 Indust, 3 Martial, 2 Muni, 2 Rec, 9 Res 
**Sorry. No diagram. 

You will need to increase the build limit by 100% at least once, before you build. 





DETAILS:
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This really is a city. There’s the Dregs (lower end) and the Heights (upper end). The backstory is that the location came with power and with some work, a wonderful waterfall. To honor the vision, you’ll want to take a look at the Plot List Article. It has a diagram.

The following plot types are included at level 3: 
2 Agri, 3 Comm, 2 Indust, 3 Martial, 3 Muni, 3 Rec, 11 Res 

**See Articles for a diagram and list of each plot
Starlight City is designed to hold 21+ human settlers, and your one robot. 

You will need to increase the build limit by 100% at least once, before you build. 
There’s a robot workbench (will not build unless Mechanical Menace quest has been completed - or… use a mod like Automatron Unlocked and cheat!).
 


DETAILS:
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This is one of my favorite settlements because it still feels spacious, but full. All the needs are there for a Survival playthrough (food, vanilla water, bed, crafting) This settlement is designed to accommodate 22 settlers, but there is an excess of jobs (multi-settler plots), with 27 (including the mayor’s desk). There are also 3 vanilla guard stations: the suggestion to build a robot and assign it to those. There’s a robot workbench (will not build unless Mechanical Menace quest has been completed - or… use a mod like Automatron Unlocked and cheat!). I’m a big fan of relying on a beefed-up robot to help protect the settlement!

*To place water in the waterfall pond by the player home: Use Settlement Markers (from the list) and go to menu/Garden/Clean Water. Because I use Place Everywhere, I just placed it and then made it bigger to fit. If you do not use PE, it still works, but you may need a few small ones instead. They're snappable, so it shouldn't be too hard. 

The following plot types are included at level 3: 
2 Agri, 2 Comm, 1 Indust, 3 Martial, 3 Muni, 3 Rec, 15 Res 
**See Articles for a diagram and list of each plot

I hope you enjoy this build.


DETAILS:
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This surprisingly complete settlement is designed for you to stopover and grab a sleep, check in on your peeps and move on. There is a bed for you - center top floor, with a wonderful view from your little bed. All the needs are there for a Survival playthrough (razorgrain, vanilla water, bed, crafting) This settlement is designed to accommodate 18 settlers and 19 jobs, with the suggestion to build a robot as a guard. There’s a robot workbench (will not build unless Mechanical Menace quest has been completed - or… use a mod like Automatron Unlocked and cheat!). I’m a big fan of relying on a beefed-up robot to help protect the settlement!

The following plot types are included at level 3: 
2 Agri, 2 Comm, 1 Indust, 1 Martial, 3 Muni, 3 Rec, 11 Res   

Note: The 2 residential interior plots inside the railway car and 3 of the residential interior plots in the upstairs dwelling should all be two-settler plots. Additionally, the 1x1 Crafeteria out front of the railway car and Madden’s Strength Training plot out back each allow for three settlers. 

You will need to increase the build limit one time by 100%

I hope you enjoy this little build.





DETAILS:
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I created the player home, and the waterfall first and then built a simple settlement around it. This small, but mighty crossroads town is designed for 16, including the mayor.

The following plot types are included at level 3: 
2 Agri, 1 Comm, 2 Indust, 2 Martial, 3 Muni, 4 Rec, 6 Res 
**No diagram. Use all four of Ohnno’s multiple settlers residentials, Foxel’s Far Harbor Apartments and one 1x1 house shack to make 16 beds total.
Enjoy!



DETAILS:
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This little farm is surprisingly adept at surviving under the strain of being surrounded by bad guys. Finch Farm is designed for 15, including the mayor. 

The following plot types are included at level 3: 
2 Agri, 1 Comm, 2 Indust, 1 Martial, 3 Muni, 3 Rec, 8 Res 
**No diagram. Use MsB’s military cot and bunk bed plots as well as 2 Bonks plot to total 15 beds. There’s also a soda machine.
Enjoy!



DETAILS:
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This sprawling settlement makes use of the island, but still seems cozy, with an emphasis on the player home. The settlement is designed for 24, including the mayor, but there are an excess of jobs (multi-settler plots).

There is also one set of 3 vanilla guard stations: the suggestion to build a robot and assign it to them. There’s a robot workbench (will not build unless Mechanical Menace quest has been completed - or… use a mod like Automatron Unlocked and cheat!). I’m a big fan of relying on a beefed-up robot to help protect the settlement! Also, can help with happiness by setting the base level of robot happiness to 80 in WSFW.

The following plot types are included at level 3: 
4 Agri, 0 Comm, 1 Indust, 4 Martial, 1 Muni, 1 Rec, 11Res 
**No diagram. I always use multi-settler plots (usually by Ohnno and Foxel) to ensure there are 20-24 beds total.
Enjoy!






Requires VFX Vault 81 Exterior Mod. *You MUST Ensure you choose 'regenerated precombines' in the installer as this mod is dependent upon this version and will not work otherwise.

DETAILS:
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No joke, this is my favorite player home I’ve shared to date. It’s just nice. This settlement is designed to accommodate 21 settlers, but there are an excess of jobs (multi-settler plots).

There are also 3 sets of 3 vanilla guard stations: the suggestion to build robots and assign them to the boring vanilla stations and use the other three with a settler who will idle between them (one is a nuka-cola machine) for fun. There’s a robot workbench (will not build unless Mechanical Menace quest has been completed - or… use a mod like Automatron Unlocked and cheat!). I’m a big fan of relying on a beefed-up robot to help protect the settlement! Also, can help with happiness by setting the base level of robot happiness to 80 in WSFW.

The following plot types are included at level 3: 
2 Agri, 2 Comm, 2 Indust, 3 Martial, 3 Muni, 2 Rec, 9 Res 
**No diagram. Use all four of Ohnno’s multiple settlers residentials, Foxel’s Far Harbor Apartments and one bed plot in the shack near the entrance. 21 beds total.
Enjoy!




Note: Inevitably, in all city plans, minor issues arise some of the time with no clear consistency. There are just so many scripts. It just happens. So let’s do a quick checklist: 
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Power is being handled mostly via Alex’s settlement pylon. You’ll find I always connect it to power alongside the beacon. If a plot isn’t showing power, start by grabbing any plot displaying the unpowered icon and then let it go -  to snap back into place. This resets the plot and usually forces it to find the radiant power. In testing, this worked 100% of the time with these settlements

If the wrong plot builds (as it sometimes does), and you don’t yet have the plot in question, I’m afraid the only way to fix it is to cheat and load all of the plot types. You can drop a desk and find it there in the console. tools/cheats/etc.
.
I Wish you, happy playing and happy building!




These are blueprints that I use and for me, make a better game start. They require all of the above plus what is listed below. 

Vault 111 Exterior - I’ve always imagined the player character taking some time to acclimate to this world, rather than rushing off into the wastelands the first ten minutes. I think they’d want a home base that is advantageous (high ground), familiar, and close to supplies. 

As for Sanctuary, I’ve always liked the idea of leveling it and starting anew. When you meet Jake, you’ve got to slap down a bunch of plots, right? Now you have the space to do so. It helps create a different settlement every playthrough built around a nice little foundation. 

Required for BOTH Blueprints: 

Transfer Settlements Remember to turn off the grid repair setting in MCM or tape, as WSFW already has this feature.
Easy Homebuilder and Double Working Beds While usually not in my released city plans, I love this mod and use it during gameplay - and therefore in my ‘Bout that Base Blueprints.


UNDRCVR MODestly ‘Bout that Base ‘Vault 111 Exterior’ Blueprint 


DETAILS:
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This Blueprint requires Your Very First Settlement - Vault 111 Exterior, a Nexus mod that creates a Vault 111 exterior settlement area. Please note that the pictures on the mod page are the author’s example of what could be built and is NOT what you’ll see. Watch my vid for more visuals. I play it alongside my Sanctuary ‘Bout that Base Blueprint and they go well together. 

This blueprint is merely a base for the player and if you like, one npc. This settlement is ready to be expanded to your liking, but… it already contains:

1 trailer with a single bed (player only) and a bed for 1 npc inside the guard house. Additionally, you’ll find:
  • A working CWSS bathroom
  • A fully equipped workshop
  • Water
  • Some crops
  • Protection in the form of some turrets
**Technically, there are no SS2 items in this blueprint, so it can be used in whatever way you wish. That said, do be aware of the Triangle of Death. Building this location up as settlement (beyond what is in my blueprint) could be detrimental to your playthrough.
 


UNDRCVR MODestly ‘Bout that Base ‘Sanctuary Lite’ Blueprint 


DETAILS:
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This Blueprint requires Sanctuary Lite, a Bethesda.Net mod that completely cleans Sanctuary, made by the talented TheRealJenn. It’s been navmeshed, but does technically break precombines. That said, the settlement is completely empty, so no harm, no foul. I’ve never had an issue using this one mod in game except - you will see a blurry house or two from Vault 111 (Bethesda LOD, can’t fix). They disappear as you get closer. Important: Be sure you move this mod toward the bottom or at bottom of your load order. If you arrive and see houses, that’s what the issue is. 

Also requires CvC Dead Wasteland DLC 3 Trailer Park Workshop Required for trailers at Sanctuary.

This blueprint is merely a base for the player and if you like, one npc. Be sure you pick up the magazine before you import the bp, as the beacon will build with it, triggering Jake (Advice from experience: Save just before in case the Jake tutorial goes wonky at some point). This settlement is ready to be expanded to your liking with plots, but… it already contains:

2 trailers with single beds (2 npcs) Note: I personally use my `Bout that Base Vault 111 Blueprint for my player character, but you could replace the ‘bed indicator’ in the yellow trailer with a player version if you like. I usually replace the chair by the fire with Mama Murphy’s. It’s nice to see her chillin’ in the trailer.
  • 2 working CWSS bathrooms, shower, tub, etc.
  • A fully equipped workshop (you can scrap the ones in the street)
  • Water
  • Some crops
  • Protection in the form of many mini turrets
  • Many walls. Some are mine and some are from Shiro’s Sanctuary Junk Wall, which is included within this mod with permission*** These walls are meant to provide your settlers with both protection and ability to create ‘sections’ if you like. 
  • A giant tower that reaches beyond allowed height limits. A npc may not make their way up there, but I’ve set it up to work that way if you happen to extend the height limit. Plus, it’s just fun to go stand up there.
  • A Trade Caravan Tent (highly recommend the mod, Unlock Trade Caravan Posts

Note: The tower requires SS2 Superstructures - A Sim Settlements 2 Addon Pack

***This Blueprint includes the awesome work of johnshirayuki, With his permission his mod, Shiro's Sanctuary Junk Wall is inside this Blueprint. Nexus Moderators, I do have permission given on 8/28/22 (see image). To be clear, it would not be okay to publish another mod with my blueprint included without both mine and johnshirayiki’s permission.