May 07, 2018 Thanks to a question from a poster, BeechMasters, I realized I had never tested Supply Lines PLUS with mods that allowed for the creation of settlements outside of the ones in the base game.So I did. By and large, Supply Lines PLUS worked just fine. The popular mod Conquest which allows you to build a campsite or full settlement almost anywhere in the Commonwealth, worked just fine. Enabling Mods for FALLOUT 4- FALLOUT 4: Installing Mods on PC (MANUALLY) After installing the mod you will receive a holotape to your inventory called Settings Transfer Settlements which you will often find under the submenu 'Setting Holotapes' without the holotape itself having the Settings prefix if you’re using item sorting mods.
This will allow you to create a brand new settlement at a location that does not have one. This is done through the Creation Kit for Fallout 4
Workshop Boundary Start off by going to the location in the Creation Kit where you would like to add your Workshop. Load it into your Render Window. You can turn on Cell Boundaries by pressing Ctrl+B. Once we've found our location we need to add a handful of objects to this Cell. Under your objects window. Go to Filter and type in 'EmptyTrigger' you need a 'DefaultEmptyTrigger' which can be found under the 'WorldObjects' branch.
Drag that into your Render window, press '2' to scale it and make it as large as your settlement.nHere's how mine looks:
MapMarker Under your objects window. Go to Filter and type in 'MapMarker' you need a 'MapMarker' which can be found under the 'WorldObjects' branch.
Drag / drop that sucker in and edit the properties. Do the following to the properties:
Fallout 4 More Settlements Mod
Workshop Border This one isn't super important, because it will never show up properly. What you can do is grab any of the pre-made borders from the Object window. Under your objects window. Go to Filter and type in 'WorkshopBorder' you need any 'WorkshopBorder' which can be found under the 'WorldObjects' branch.
The Airport one is pretty square, so I'll use that. Drag / drop it in. Here's how our render window looks:
Workshop Resource Container Under your objects window. Go to Filter and type in 'WorkshopResourceContainerSettlement' you need the 'WorkshopResourceContainerSettlement' which can be found under the 'WorldObjects' branch. Drag / Drop that into your render window. Here's how it looks:
Workshop Set Owned Trigger Under your objects window. Go to Filter and type in 'WorkshopSetOwnedTrigger' you need the 'WorkshopSetOwnedTrigger' which can be found under the 'WorldObjects' branch. Drag / Drop that into your render window. Make it about as big as the DefaultEmptyTrigger border we made earlier on.
XMarker Heading Center Now we're going to add the xMarker Heading. This is going to go in the center of your settlement. Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch. You're going to edit the XMarker and add the following: Add the reference name of 'XMarkerHeadingMySettlementNameCenter'
If done properly:
XMarker Heading for Settlement Name Now we're going to add the xMarker Heading. This is going to go in the center of your settlement. Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch. Edit it and name it something similar to our Settlementname.
XMarker Heading for Out Of Sight Now we're going to add an out of sight marker. This is going to go elsewhere in your cell or out of your cell. Just make sure it's not inside your triggers. Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch.
Then we're going to edit it. Simply add a reference name to it. 'XMarkerHeadingOutOfSight'
XMarker Heading for Spawns Under your objects window. Go to Filter and type in 'XMarkerHeading' you need the 'xMarkerHeading' which can be found under the 'WorldObjects' branch. Drag / Drop somewhere in the center of your cell.
Edit it and add a reference name of 'XMarkerHeadingWorkshopLinkSpawn'
Adding the Workbench At this point of the tutorial we hook everything up. We're going to have lines going everywhere so try to follow this exactly. Under your objects window. Go to Filter and type in 'WorkshopWorkbench' you need the 'WorkshopWorkbench' which can be found under the 'WorldObjects' branch.
Drop the bench wherever you'd like it placed. Edit it. Navigate to the LinkedRef tab. We're going to add a lot of stuff so add each individual reference based on the images below: Center XMarker:
Spawn XMarker:
Container Marker:
DefaultEmptyTrigger:
Here's how our LinkedRef tab should look: Pftrack 2017 crack.
Go ahead and press okay. Now select the border you placed earlier. This is the one that really doesn't matter too much but we need to add a reference to it. Edit it, and add a reference to the WorkshopWorkbench And add the keyword of 'WorkshopLinkBuildAreaEdge'
Press okay and then go to the WorkshopSetOwnedTrigger we made earlier.
If you forget which one it is, it's the one that's nearly the size of our actual building area. Select that and add a blank reference to the WorkshopWorkbench.
Now we're going to select our map marker. We're going to add a reference to the 'XMarkerHeadingMySettlementName'
Go to our 'DefaultEmptyTrigger' we're going to add a reference to the WorkshopWorkbench. This is the object that covers our entire settlement. Edit it and add the following:
Now go to our OutOfSight marker we added. We're going to link it to our MarkerHeadingCenter. We're going to add the keyword 'WorkshopLinkAttackMarker'.
Now select our XMarkerHeadingWorkshopLinkSpawn marker. We're going to add a reference to the workbench.
So we just setup a ton of confusing references, let's go back to the workbench and add some properties to the script.
This is how your script properties should look:
Object Window Creations Location
Add all the following to your location setting:
Encounter Zone
Make a new one then add the following to the settings:
Quest Creation
Make a new quest. Add the following to the first panel:
Then navigate to Quest Stages: In the left-hand side add an index of 10. Then go to the right-hand side and add a new log entry.
Type 'MySettlementName Quest'
In the left-hand side add an index of 20. Then go to the right-hand side and add a new log entry.
Navigate to the 'Quest Aliases Tab' Add a new reference collection alias. Right-Click -> New Inside the Reference Alias Window. Name it Workshops.
Then go down to 'Match Conditions'
Add 'HasKeyword' to 'WorkshopKeyword'
Add 'LocationHasKeyword' to 'LocTypeWorkshopSettlement'
Add 'GetInCurrentLocation' to 'MySettlementNameLocation'
Now press Okay and go to the scripts tab.
We're going to add the 'WorkshopAddLocationScript' Fill in the Property like the image below:
Press Okay and save your plugin. We're going to make another quest. This time we're going to duplicate the 'WorkshopInitializeLocation' quest.
Going to go over to the 'Quest Data' tab. Should be default open. Check 'Run Once'. Set your Settlement Location to 'MySettlementNameLocation'
CellEdit We're going to edit the cell we're currently in. As you can see the 'Wilderness' shows a Asterisk or a * next to it showing that we currently have it selected. Edit it.
Add your Settlement Location to its location.
That's it! You're done. Test it out in-game and hope you didn't miss a step. :)
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Table of Contents
Adds or extends features
Fallout 4 Settlement Inventory Mode
Patches existing systems or extends other mods
Tweaks game settings
Descriptions
Advanced Mobile Turret Set Extended Go to Top of Page ›
An overhaul of Advanced Mobile Turret Set by ccmads (Pre-CK mod; Needs work)
Aqua Perk Remade Go to Top of Page ›
Moves water radiation immunity effect from the first perk to a new third perk
Also includes water radiation immunity fixes for companions
Armored Vertibirds Go to Top of Page ›
Doubles vertibird health to alleviate the consequences of pilot error
Auto Lockpick Go to Top of Page ›
Auto Lockpick automatically uses Bobby Pins to unlock nearby containers and doors you could normally unlock, and rewards XP as you would normally receive based on lock difficulty. Auto Lockpick can also loot containers when they are unlocked (optional). Ultimately, Auto Lockpick allows you to skip the minigame!
With the holotape, you can:
Turn on/off the auto loot feature.
Configure Auto Lockpick to work only while you're sneaking.
Tweak the distance at which Auto Lockpick works.
The holotape named '> Auto Lockpick Program' is added to your inventory when you first pick up the Pip-Boy or any time after then. You can find the holotape under Misc. If you transfer, drop, or lose the holotape, the holotape will be added to your inventory again. Keep it!
NOTES:
Novice locks can be unlocked by anyone. Anything higher requires Locksmith perks.
All vanilla locked containers and doors are supported.
Auto Lockpick does not require Automatron or Far Harbor.
Auto Lockpick is a standalone port of Auto Loot's auto unlocking feature. For a more exhaustive and configurable auto loot system, download Auto Loot.
Auto Lockpick and Auto Loot can be used together; however, Auto Loot's Containers filter should not be enabled. Auto Lockpick will take care of containers and doors for you.
Auto Loot Go to Top of Page ›
Auto Loot is the most configurable auto loot, auto harvest, and auto steal mod for Fallout 4.
With Auto Loot, you can automatically loot Ammo, Bodies, Containers, Drinks, Flora, Food, Junk, Medicine, and Valuables.
You can automatically send that loot to any settlement, your inventory, or mix and match.
Plus, you can configure all aspects of Auto Loot while in the game using a Pip-Boy holotape.
With the in-game menu, you can:
Enable all or any auto loot filters at will
Set the distance for all or any auto loot filters
Configure all or any auto loot filters to send loot to any settlement or your inventory
Control whether you take everything from bodies and containers, or just some things
Exclude auto loot filters from sending loot to settlements
Disable auto loot from working while you are in a settlement
Set auto loot to ignore ownership
Determine whether auto steal triggers combat when you are detected
Control whether auto steal loots only owned items, or owned and unowned items
Force the Bodies filter to automatically disable/delete empty bodies
Set the Container filter to automatically unlock locked containers
Tune the rates at which all or any filters process loot
Requirements:
Auto Loot - Main.ba2
Automatron DLC
Far Harbor DLC
Better Vanilla Perks - Night Person Go to Top of Page ›
Removed night vision from the third perk
The third perk now allows you to see nearby hostiles through walls while sneaking
Classic Survival Mode Restored Go to Top of Page ›
Turns the Very Hard difficulty into the original Survival difficulty
Easy Hacking Go to Top of Page ›
Reduces the number of word possibilities to a single word
Easy Minigames and Faster Terminals Go to Top of Page ›
Easy Hacking (one word only)
Easy Lockpicking (success at any angle)
Faster Terminals (super fast)
Expanded Buildable Area Go to Top of Page ›
Increases the buildable area around all settlements from the center of each settlement
Extra Loot for Locksmiths Go to Top of Page ›
The Locksmith perk should add more extra loot to locked containers depending on your skill, but the script that attaches the leveled loot list affected only some locked containers. This fix adds the script to the remaining locked containers.
Faster Terminals Go to Top of Page ›
Increases the terminal display rate to instantaneous
GMST Tweaks Go to Top of Page ›
Cheats: Easy Hacking, Easy Lockpicking, Faster Terminals, and Infinite Jetpack Use
General: Increased grab weight, increased jump height from 90 to 140, and increased settler limit
Combat: Disabled auto aim from any distance, and reduced dismemberment chance to 5% from 20%
Stealth: Sound, armor weight, movement speed, and lighting has a greater impact on sneak detection
Stealth: Detection times have been significantly increased
Stealth: NPC cone of vision narrowed to 165 degrees
Stealth: Crime reporting distance has been reduced
Pickpocketing: Item value and weight have a greater impact on pickpocketing success
Handy Bowler Hat for Automatron Go to Top of Page ›
Allows Mr. Handy robots, including Codsworth, to wear bowler hats once again
Untested
Interactive Clutter Go to Top of Page ›
Interactive Clutter replaces 25,000+ static objects with their miscellaneous item equivalents to help the world feel more interactive. Every item can be picked up, moved, shot, scrapped, and thrown. Every item is named and has weight, value, components, pick-up and drop sounds, and previews.
Master of Disguise Go to Top of Page ›
Master of Disguise for Skyrim was featured by GameSpot, Kotaku, Brodual, MxR Mods, and the Skyrim G.E.M.S. Hall of Fame, the #1 Stealth mod on the Steam Workshop and the Skyrim Nexus, and has more than 1 million views on YouTube.
Not available yet. Currently porting Master of Disguise for Skyrim to Fallout 4.
More Legendary Items Go to Top of Page ›
Allows more items to receive and spawn with a Legendary mod
No Picket Fences - Sanctuary Hills Go to Top of Page ›
Removes all picket fences in Sanctuary Hills because some refused to be scrappable. Never deny me, Picket Fences.
Well.. one picket fence gate remains *for some reason*. Fortunately, that gate can be scrapped.
Optimized Containers and Leveled Lists Go to Top of Page ›
Removes duplicate list item entries from Leveled List, Leveled NPC, and Container records
Subtly reduces overall loot
Pro Landscaping Kit Go to Top of Page ›
Allows previously unscrappable plants to be scrapped into Compost and eventually converted into Fertilizer
Realistic Gravity Go to Top of Page ›
Zeroes out two game settings that control the effect of gravity on falling objects.
fGrenadeLinearDamping = 0.0
fGrenadeAngularDamping = 0.0
Grenades, or just objects really, will now fall at a realistic velocity, rather than float.
Sanctuary Hills Vine Fix Go to Top of Page ›
The ruins of a home nearest the Sanctuary Hills bridge out of town is next to an ugly 2D vine. When you scrap the rubble, the vine is not removed. This patch fixes that so that the vine is removed when the ruins are scrapped.
Settlers Without Borders Go to Top of Page ›
Removes the cosmetic buildable area borders around settlements
Silent Loot Go to Top of Page ›
Removes all item pickup and drop sounds at the plugin level
Removes all harvest sounds at the plugin level
Overrides the 'I need to assign someone to this' voice file with silence
Track Everything Go to Top of Page ›
Adds 29 tracking quests for bobbleheads, magazines, and DLC collectibles, as well as boss chests, caps stashes, and overdue books
Adds a holotape from which tracking quests can be enabled and disabled (removed from the quest log) at will
Increases the maximum number of quest objectives and the distance at which floating quest markers will appear
Unleveled Power Armor Go to Top of Page ›
Allows all power armor models to spawn at any level
Untested
Unlimited Bounties Go to Top of Page ›
Allows you to take on three bounties simultaneously
Resets the Diamond City bounty board every 24 hours
Unlimited Settlements Go to Top of Page ›
Increases the settlement object limit to more than 8 billion
Supports DLC settlements and thus requires Automatron and Far Harbor
Increases the maximum number of settlers to 999 Removed due to engine bug. Learn more ›
Unofficial Lone Wanderer Patch Go to Top of Page ›
Fixes a popular early-game exploit that allows you to benefit from the Lone Wanderer perk and Dogmeat's companionship.
For a ridiculously detailed justification, refer to this Reddit thread.
Unofficial Scrap Patch Go to Top of Page ›
Fixes more than 300 objects that did not award the correct amounts or types of scrap
Supports and requires Automatron, Far Harbor, and the Vault-Tec Workshop DLC
Fixes Only version available for players who do not want to use F4SE to circumvent the engine bug described below
Known Issue: Fallout 4 has a bug that prevents scrappable objects from being selected in Workshop Mode. To circumvent the issue, you will need to install the Place Anywhere plugin for F4SE. Unfortunately, this means that this mod will remain exclusive to PC until Bethesda fixes the bug.
Unscrappable Workbenches Go to Top of Page ›
Adds the unscrappable object keyword to all workbenches, which makes using the 'scrapall' console command actually convenient