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Villa settlement (custom player home) FO4
Guest posted a topic in Downloads - Fallout 4 Non Adult Mods
View File Vlla is a new settlement / player home in the commonwealth not far away from Spectacle island.. ;;;;;;;;;;;;;;;;;;;;;;;;; V1.5: fixed not been able to send NPC to the Villa settlement (it should work as a normal settlement) V2: added the villa mesh ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; --------------------------------------------------------------------------------- the workshop workbench are not linked with the basement one --------------------------------------------------------------------------- ------------------------------------------------------------ Download and extract to fallout 4 directory (in data folder) ----------------------------------------------------------------------------- ------------------------------------------------------------------------ https://youtu.be/qZAwVAZ1_Ps https://youtu.be/1BDVvA-JCu0 ------------------------------------------ Credits: Base mesh by Giimann --------------------------------- Tutorials: Lukrin HeartImpaled Red Rocket TV speedynl ------------------------------------------------------- =================================== do not redistribute on other sites,forums etc. ======================================= Submitter Gamoholik Submitted 08/14/2017 Category Other Requires fallout 4- 11 replies
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Beastiality Standalone Paintings View File Back by popular demand! I constantly get asked where this mod went so, here it is. This is a standalone painting pack for your Fallout 4 Settlements. Enjoy. You dirty sloot. Submitter Sickotik Mods Submitted 05/24/2018 Category Models & Textures Requires
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View File Welcome all slave trainers to your own slave training and housing settlement!It is surrounded by a big wall with a closable gate,to keep out unwanted guests.Note some creatures may spawn within the walls but I haven't had it happen yet.The settlement includes a house for house slaves,aka maids and such;a house for fully trained and trusted slaves;a jail for punishing and keeping untrained slaves;a house just for training slaves full of all kinds of stuff like cages and zaz furniture;then you have the Master's Manor,plenty of safe storage,your own throne and a room upstairs for a follower.It has all your crafting needs except a kitchen,because why should the master/mistress cook for him/herself.The alchemy and enchanter table are in the side room across from the master bedroom,it has bookcases and two chests to store things,the trap door leads down to the basement it has everything from a forge to a wood chopping block.Also in the basement you have your own private cell that can hold four of your most valued slaves or followers you want to lock up.I recommend using paradise hills with the sl extension,and eff.There are no npc's or followers included in this so you can put who you want here.You will have to fast travel there the first time to open the gate because it only opens from the inside,this was done to keep bandits and guards from entering the property.This will be my last holding cell and house mod as I want to work on some of my other homes that I have made.If you have any problems let me know and as always if you want any followers or npc's added feel free to let me know what you want.I hope you enjoy it it is fully navmeshed and follower friendly. Submitter drlove33 Submitted 10/17/2015 Category Other Requires skyrim,update dragonborn,dawnguard,and zaz animation pack ver.6 or higher Special Edition Compatible
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FO4 Starlight Drive In Blueprint View File Here is the Blueprint for my Starlight Drive in settlement for Fallout 4. Mod required to import the settlement is Transfer Settlements which can be found here. https://www.nexusmods.com/fallout4/mods/22442 That is the only hard requirement of course, however I used assets from the following mods. The plugins listed are not hard requirements, if you do not have them installed it will skip adding the items. I believe the option to skip mod items exists in the Import menu for Transfer Settlements. To better explain if you want/need each of them, here is what each added. ArmorKeywords - Added the Armorsmith Crafting table, used to avoid using the Chemical crafting station for various downloadable Armor. Homemaker - Added various new lights, trees, hedge fence, and stairs. (Highly recommend) BetterStores - Adds the Neon Signs shown in the picture as well as various objects in the settlement (Highly Recommend) Eli_Crafting Shiz (Can be found listed as Crafting Fury 9000 on Nexus) - Adds various objects to the settlement Colored Workshop Lights - Adds the colored lights like above. Installation Very easy, Unzip the folder and paste it into -> Fallout 4 -> Data -> F4SE -> Plugins -> TransferSettlements -> Blueprints In Game craft the Transfer Settlements tape in the Chemical Crafting station, go to Starlight Drive in after its been cleared of Mole Rats and claimed as a settlement. You will want to scrap all the cars, the radioactive barrels in the water, the speaker poles, and perhaps all the skeletons. You will also need to go into the Screen building and scrap all the shelves in the locked backroom as well as the fridge, grill, and crib in the side room, otherwise Crafting tables will be clipping thru them. Use the Transfers Settlement tape and chose Import and pick file 12, should be labeled Octavia Starlight etc (basically the name of the character who built that settlement). Shouldn't need to touch any of the options and import it as is, but like I said, if any of the addons are not present, might be able to click an option to not attempt to import them. The mod will import the settlement in a rather flashy way. Best thing to do once its imported is Fast Travel away, stay a night, and Fast Travel back and things should be situated. Highly recommend the mod Scrap Everything. It allows for things that normally cannot be scrapped, like those pesky Mole Rat holes. Just be careful as you can scrap the entire building and projector and even the roads in any settlement. There might be a safer version out there but this is what I have been using for years to clear unwanted clutter from settlements. Many objects were placed into walls or the floor using a mod called Place, allows for actions such as the Water purifier that is currently buried into the water and Wood/Concrete foundation placed over it. (originally was open beneath it but settlers would phase thru the floors and roam around in the water beneath the floor). The blueprints take up the courtyard between the Projector and the Screen and doesn't add anything to the buildings themselves. The crafting Tables are located in the back 2 rooms of the Screen itself. The center of the settlement has 9 planters with the various food needed to make the Adhesive item in the cooking station plus a few extra types. Should provide a total of 24 food if fully staffed. Side building has 3 stores, level 3 Trader, Level 2 Weapon, Level 3 Armor. Main building lower level has the Bar on the right side as well as a Medic station, assuming you have Homemaker (Medic's station is the rug in the left corner) and Better Stores for the Bar. Left side of the bar is the players house, tried to make something like a interlocking door system. Lock the outer door when you are home to keep people out of your place, and lock the inner door when you leave (mostly for Roleplaying, I've come home to Settlers sleeping in my bed). On either side of the lower level and the upper level are settler homes, I left the far right room on the lower level with a open wall to the bar so the bartender could walk into their own room, just need to assign it to the bartender. Should be beds suitable for 14. Turrets are set in the most common attack spots, the hedge fence behind the Settlement tables shed keeps most enemies at bay long enough for the turrets and defenders to clear them while the turrets on the opposite side and the guard stations to defend the other side. In my game I have 2 guards, one set for the 2 larger guard towers on either side and the one closer to the gate and they patrol between them and one loan guard in the middle. There is a turret at the very top of the Screen, for those curious why the hell thats there, well I use a mod True Storms and for the Rad Storms option I enabled Ghoul Swarms, 30% during a Rad Storm that packs of ghouls will begin spawning, they tend to spawn up there so that turret clears them out. The Settlement is as current "finished" tho I have been tweaking it here and there in my play thru, its what has been my players home in my current play thru and is the state of it when I exported it (hence the lvl 2 weapon seller). If people just want a bare bones version of the settlement without decorations, crafting stations, trader posts etc, I could upload one, but its easier if you did it yourself. Just make a save, import it, scrap what you don't want, export it to a new file, reload the save and import the clean location. Credits go to the various modders who made the plugins. Feel free to change and alter the design, just don't upload it on the Nexus or here claiming it as your own. Any questions feel free to make a post or message me. Submitter Neodarkside Submitted 03/13/2021 Category Other Requires Transfer Settlements
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View File You're sitting at Red Rocket or Abernathy Farm and see the Concord Water Tower. You think to yourself..."Something interesting is there. I'm sure of it!" You make the trek there only to find nothing. Just a few cans of water. Well, no more! Now you can build your own settlement at the Water Tower. And did I mention you can build to the top? You might be thinking, "Why would I need to build that high?" I have no clue. But now you can. Please let me know what you think of this. I've played with it and it all seems to be in order. I'd love to see you settlement builds. NOTE: Due to several factors, it appears I can't make a full settlement at this location. However, you can still use the area as a build space. And during my testing I realized you can build a defensive base (long range guns), disable the esp, and the structure you built will still be there and functioning. You just wont have any workshop ability there. v1.0 This settlement features a generous area around the base of the tower, a rigged connection to the tower so you can get water for your settlement, and the height will assist in giving Abernathy Farm and Red Rocket a bit of fire support. v1.1 I cleared some dead bushes from around the tower. I really hate when they clip into my build. Also added a terminal with a bit of story on it. Tried to keep it lore friendly. If anyone has something they'd like me to add, I'd consider it. v1.2 Adjusted Build box Known bugs: The green build lines appear very high up in some places. This does not effect building at all. Notes: The Rigged Connection is not meant to be scrapped. You shouldn't be able to but I'm not sure about the Scrap Everything mod. Submitter xenic Submitted 08/18/2016 Category Other Requires
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View File Welcome to Reginald's PreFab ShackFest! A completely script free way to quickly build an entire city or settlement in minutes! No DLC required, No scripting (no Script Extender Required), works with ALL versions of Fallout 4! This mod works well with all known existing mods, including Sim Settlements. 70 Shack Prefabs that work well on both flat and sloped areas! This mod offers a whole new menu in the workshop menu offering 4 new categories. It is meant as a very, extremely, light alternative to the awesome Sim Settlements mod. (These numbers below have been updated to reflect v1.0.3) 70 Buildable Prefabs: 13 Wooden Living Shacks 17 Metal Living Shacks 6 Outdoor Vendor Shacks 7 Indoor Vendor Shacks 8 Crafting stations 2 Scavenger Stations 4 Sim Settlements Compatible Shacks designed for Interior Plots (NOTE: SIM SETTLEMENTS IS NOT REQUIRED FOR THIS MOD) 2 Dog House Shacks (Furniture items) 6 Beds 1 Wooden Generic Platform for Brahmin Feed Troughs or Garden Plots 1 Craftable Security Marker (6 Defense) to be placed on the balcony of a SecuriShack Door snap points so players can snap doors All shacks are fully navmeshed by hand to make sure they are absolutely easy to navigate for settlers (This mod does not compensate for existing game bugs though!) Lore Friendly Balanced Building Recipes CHECK OUT THE SCREENSHOTS FOR ALL SHACKS. Simply drag and drop the 7zip file into your Mod Manager and activate the mod. Or alternatively unzip the mod into your Fallout 4 directory and enable the mod manually. This mod was made with love, dedication and care over the course of 5 intense days of modding that caused me a migraine and some late nights. I loved making it though and primarily targeted myself as audience, the main goal being; I didn't want to use a large mod like Sim Settlements which seemed over kill for game performance and I didn't want to spend a long time building settlements either, but I do want to have nice looking settlements. So I ended up with prefabs and it works pretty well for me. Special thanks to @Flashy (JoeR) for kicking me off on this adventure with his help on creating statics/furniture. If you enjoy this mod, or if you find anything interesting to share, don't hesitate to leave a comment. I am particularly interested in screenshots of your settlements! Enjoy this mod! Submitter Reginald_001 Submitted 02/23/2019 Category Models & Textures Requires Fallout 4 View File
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The Paradise - New Worldspace (FO4) - WIP
Guest posted a topic in Downloads - Fallout 4 Non Adult Mods
View File About: -The Paradise (WIP/Beta) ============================================================= -New Worldspace with a nice beach, clean water, clear weather, friendly animals. sounds effects (like grasshopper at night and birds in the morning) etc. -Has navmesh for NPC -Custom houses -Works as a settlement (Food 200, Watter 200, Power 2000) -Interior cell (night club) -Two teleport points, one from Fort Strong with a Yacht, and one from Sanctuary thru a cave. -Added a separate workshop worbench in the club -NOT decorated (everyone has a different taste in anything) ========================================================= Plans: -Maybe some quest, decorate some interiors and exteriors, fun stuffs like new and working ferris wheel, playground equipment etc. add actors, animals, new npc idles etc. (but not a priority now,and maybe i will never do it) ================================================================ Known "Bugs": -The main workshop worbench seems to work only in the middle of the island area.(but still a large area) -Some LOD generated are not how supposed to look like it should i guess. -pip-boy map is ugly. and maybe more, but all "bugs" are from my part because of the lack of knowledge about how to create a new worldspace. ================================================== ------------------------------------------------------------------------ The files are splitted in Two rar files TheParadise1 and TheParadise2 Download Both Files and extract the archive to Fallout 4 directory. TheParadiseOptional file is optional. TheParadiseUpdate file is for update. --------------------------------------------------------------------------- Quick Preview Video - Enjoy - ------------------------- ================= Credits: Base Meshes From: 3dwarehouse.sketchup.com turbosquid.com Authors: Luis/Soulja/Subray 3D/Giimann/Tarcios_DD/DALEXD/DEEGOLA/Ismayil/magzito/killst4r Andres/Lip1996/ACE_POLY/NikosD/Alfrebilbao/lioni510/StiffMe1steR/Krasotkin =============================================== ------------------------------------------------------------ Do Not Redistribute on other sites , forums etc. ------------------------------------------------------------ Submitter Gamoholik Submitted 03/04/2018 Category WIP / Beta Requires FO4- 72 replies
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from what i have read on the internet most people seem to think the way to handle Covenant is to kill the Compound and Covenant then turn it into a settlement. usual options are: 1 - side with Honest Dan (Human Error quest) and kill Compound and Covenant, thereby getting Covenant as a settlement. the problem with this route is that you wind up killing some npcs you might prefer to have alive (a doctor and a trader) as well as having a bunch of buildings and other stuff you cannot scrap (without extra mods) 2 - side with Dr. Chambers (Human Error quest) thereby getting Covenant as a settlement. the problem with this route is that you are letting Dr. Chambers continue to torture and kill people (who may or may not be synths). so i chose a different approach (which i am sure others have done or tried) 3 - side with Dr. Chambers, during the Human Error quest and thereby gaining Covenant as a settlement that keeps the NPCs living in Covenant alive, but also stopping Dr. Chambers torturing people. the only downside (for me) to do this is that i lose Covenant's pre-placed machine gun turrets. i did this by completing Human Error peacefully (siding with Dr. Chambers for now) then going back to Covenant and making it a self sustaining settlement. i went around and put 2 heavy machine gun turrets in easy range of each of Covenant's turrets (so when they go hostile i do not lose any defense killing them), adding a settler, some water purifiers, some beds (inside the already built houses) and enough carrots to bring food production up enough to support the people living there. i then went back to the Compound and started in Dr. Chambers room and killed my way out. this gave me more loot and no more innocents being tortured. end results were Covenant as a self sufficient settlement with all of the original inhabitants still alive and not mad at me and i got to keep the trader and doctor. the original turrets did not count as defense for the settlement anyway so all i really lost was the "extra defense" that they originally provided, which for me was not enough of a loss to prevent me killing Dr. Chambers to stop the torturing. if you want to see what Covenant looks like as a self sufficient settlement i have some pics below. (taken just before i went and killed Dr. Chambers) and the best part of doing this was it needed no mods at all to do. A = small generator and 3 atmospheric water purifiers (science 3 needed) B = Restaurant (bonus settler happiness) C = scrapping station D = stairway to platform built directly over Covenant walls for placing my own machine gun turrets Red Lines = area i planted carrots in (you can add enough carrots in this area to get to 30 food) i did mount a bell to the big tree that grows in the middle of Covenant i posted this mainly because i got tired of any time i looked up Covenant the only options i ever saw were 1 = wipe out Covenant to stop the torturing (and lose the traders of which FO4 does not have enough in vanilla anyway) 2 = let the torturing continue (to keep the traders) just my personal opinion on a "better" way to make use of Covenant (without mods).
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Fallout 4: Forgotten Art View File The mod's idea and art: killer905. New Sole Survivor hobby – nude photography. Find Eliza Crowe in the centre of Diamond City to get a working camera. Travel around the Commonwealth and take naughty photos of pretty people (or those who are pretty inside) in exchange for various favours. Skyrim version. After obtaining a working camera, you must equip it (in the weapons category) to activate the dialogues from the mod. - Images can be placed on a shelf or magazine rack. - You can obtain a list of potential models from Eliza Crowe. - If for some reason you are unable to obtain an image from a specific NPC or they are dead, you can type ‘coc AAAF4ForgottenArtCheatRoom’ and take only what you need. Update (Only if you upgrade after 1.2+): 1) Create an item in Chemistry station -> Utility -> Forgotten Art Uninstaller 2) Use the Forgotten Art Uninstaller item 3) Save the game 4) Install new version the mod in Vortex/NMM/MO2 5) PROFIT! Uninstallation: 1) Remove all paintings from the settlement added by this mod. 2) Create an item in Chemistry station -> Utility -> Forgotten Art Uninstaller 3) Use the Forgotten Art Uninstaller item 4) Save the game 5) Deinstall the mod in Vortex/NMM/MO2 6) PROFIT! Paintings and Posters in Workshop: Once you have all the photos of the same theme (E.g. Diamond City), talk to Piper to unlock the ability to create their paintings and posters in settlements. Note: You need photos in your inventory! Find new category in Workshop -> Decorations -> Forgotten Art. Models: Diamond City Goodneighbor Factions Settlements Vaults Other Male Followers DLCs Quests: Forgotten Art: Talk to Eliza Crowe to begin your adventure with the mod. Publick Nudity: Talk to Piper Wright to start her special quest (After Forgotten Art). Bare Knuckles and Bare Soul: Talk to Cait to start her special quest (After Forgotten Art). What a Sight!: Highly anticipated and demanded quest, with excellent game design! Talk to Mama Murphy to start her special quest (After Forgotten Art). Curious Exposure: Talk to Curie to start her special quest (After Forgotten Art). Faded Positive: Talk to Eliza Crowe to start her special quest (After Publick Nudity, Bare Knuckles and Bare Soul and Curious Exposure). Meaningless Beach Quest: The courier will find you himself (After Faded Positive). Gunner Troubles at Dunmore Homestead: Talk to Monique Dunmore to start this quest. Perks: Submitter DSHV Submitted 08/19/2025 Category Quest Requirements
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Whistling Mine Comfy
xtrange988 posted a topic in Downloads - Skyrim: Special Edition Non Adult Mods
View File Whistling Mine Comfy Little location overhaul There are other few mods that add more building to this settlement but I didn't like any of them. One too barebones and the other overdone in my opinion. Now each miner has a bed and they share small houses completely furnished and very very comfy. They work hard in shifts and go to bed. There's an additional guard that mans the tower and a guardhouse. The interior of the mine has been changed a little, nothing fancy. If you have other mods like Simply Knock SE they will answer their doors. There's sexy stuff in it? No, for now. I'm really useless at making good quests and dialogue. LE Version? Cathedral Asset Converter should suffice. Credits: Morrowind Nord Houses Pack by Tesak1243 Submitter xtrange988 Submitted 09/13/2023 Category Regular Mods Requires Regular Edition Compatible -
Sickotik's Settlement Expansion
Sickotik Mods posted a topic in Downloads - Fallout 4 Non Adult Mods
Sickotik's Settlement Expansion View File Sickotik's Settlement Expansion Mod Description: Welcome to Sickotik's Settlement Expansion Mod, a comprehensive expansion for Fallout 4's settlement system! Take control of your settlements like never before and turn them into thriving communities across the Commonwealth. This mod expands the size and potential of various settlements, allowing you to create larger and more immersive player-built towns. Features: 10-20% Larger Settlements: Unlock the true potential of Fallout 4's settlements by expanding their boundaries. Build bigger and more elaborate structures, develop flourishing communities, and customize your settlements to your heart's content. Creative Freedom: With the expanded settlement bounds, unleash your creativity and build grandiose structures, intricate defenses, and beautiful gardens. Let your imagination run wild and craft unique settlements that reflect your vision. Compatibility: Sickotik's Settlement Expansion Mod is designed to be compatible with other settlement-focused mods, ensuring that you can enjoy a seamless experience while using your favorite settlement-enhancing addons. Important Notes: Some settlements may have slight issues with the settlement bounds highlighter, but this does not restrict your ability to build outside those boundaries. Embrace the creative freedom and construct beyond the highlighted edges for truly expansive settlements. Not all objects within the expanded settlement bounds are currently marked as "Scrapable." However, future updates will address this issue, providing a more immersive and streamlined building experience. Settlements Included: Abernathy Farm County Crossing Egret Tours Marina Finch Farm Greentop Nursery Greygarden Hangman's Alley Oberland Station Somerville Place Taffington Boathouse Tenpines Bluff The Slog Settlements Not Included in Initial Release (yet): Due to complex border shapes, these locations will be released in a future update. Boston Airport Coastal Cottage Croup Manor Jamaica Plain Kingsport Lighthouse Nordhagen Beach Outpost Zimonja Sunshine Tidings Co-op NOTICE: These locations WILL NOT be expanded due to their current size being PLENTY. Sanctuary Hills Vault 88 Warwick Homestead Spectacle Island Future Updates: In upcoming updates, Sickotik's Settlement Expansion Mod will include: Integration of DLC settlements, expanding your building opportunities to include Far Harbor, Nuka-World, Automatron, and more. Further enhancements to settlement bounds, ensuring accurate highlighting and improved alignment. Additional scrapable objects within the expanded settlement bounds, allowing for a more comprehensive settlement management experience. Experience the Power of Settlement Expansion! Unleash your creativity, reshape the Commonwealth, and build thriving communities with Sickotik's Settlement Expansion Mod. Embark on a journey of boundless possibilities as you transform settlements into sprawling hubs of civilization. Note: DLC settlements and additional settlements mentioned will be included in future updates. Stay tuned for exciting improvements and expansions. Submitter Sickotik Mods Submitted 07/04/2023 Category WIP / Beta Requires -
First things first. Immediately after I took over, I arranged for interior accomodations, energy, water, food, and assigned a caravan to get the settlement hooked up on my logistics network. I'll show the interiors later. Next thing: I started with the breach in the northern wall and reconstructed it to be a guarded gate. I call that the "North Building". 1st floor: guard room 2nd floor: SS2 interior security office plot 3rd floor: don't know, yet On the roof: will add turrets and searchlights That orange container in the yard is SS2 scrap storage and the streetlight in front of me will become a SS2 sanitary plot, once the settlement grows. The power cable to the left leads up to a SS2 windpower plot directly behind me and above the southern gate.
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Time for my shabby Homeplate I didn't do much for now with it. (See https://www.loverslab.com/blogs/entry/15242-entrails-my-settlements/ for my other settlements) I got myself a better bed and kept the vanilla one for a guest Kitchen area on the left, bath to the right Flashy's Advanced Needs got me a coffeemaker on the left Toilet from the same mod, the shower is from BYOP (I think) Under the stair a critter cage. Don't know from what mod and don't know if it works (I guess it doesn't) Plants on the left are from Flashy's advanced Needs, too. But they are buggy and rarely work. workshop area Don't know yet, what to do with this space. Basically that damp mouldy fog annoys me in Homeplate. But I haven't figured out yet, how to get rid of it. I would prefer an immersive way, e.g. a mod that supplies a heating source or somesuch
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Let's start with a few from the eastern gate. On the left is a guard tower with a turret an a SS2 1x1 martial plot on top. On the right is the main commerce building. For now, it is just a SS2 internal bar plot and a SS2 general store. Once I get enough ressources, more will be added. Behind the walls is the farming area, mostly vanilla for now. If I ever feel the need to cover more area, the settlement will extend into this direction.
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My settlement at sunrise, 5:50 in the morning. It's still in an early phase and only done as part of the SimSettlements2 questline Southern entrance, a SS2 military plot and concrete walls View from the south , I'll put the western part of the settlement on a raised concrete foundation North western corner, concrete wall, the northern gate, SS2 plots for building materials and a power station. The building in the corner is going to be a guard post. Northern wall, SS2 plots for agriculture and a graveyard Not much done at the lake, yet
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I am using xedit. I went to Furniture > Conditions and in my object added a condition PlayerRef.GetInCurrentLoc(ThatSettlementLoc) = 1 but i still can build that thing in every settlement, not only in that specific one; why? Or there are other ways?
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Transfer Settlements - Highrise Living at Hangman's Alley View File Hangman's Alley is a challenging settlement to build with. This Transfer Settlements blueprint uses highrise Settlement Objects Expansion Pack elements that maximises space and enhances overall aesthetics. The overall effect is a compact, clean, and defensible settlement. Details of the Build High-rise pieces used to integrate the structure into the existing alleyway. First deck features a space for shops, booths, workshops and bunks. Second deck is composed of a gym, and additional bunk spaces. Third deck is reserved mostly for mutfruit planters. The third entry space at the top of a wooden set of stairs has been further sealed using Homemaker brick pieces. Heavy turret presence at both entry points, and additional turrets hidden in dead spaces to defend against opponents spawned within the settlement. Key details 22 bunks 90+ food 600+ defence 240+ power 35+ water All Tier-3 stores (Medical, Restaurant, Clothing, General) Dedicated gym area Vault-Tec drink dispensers, and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Cat, dog, and child included Minimal visual glitches observed from this build. Settlers appear to have little trouble moving around the build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Note. Any references to left or right are based on coming down the concrete steps. Clear out the area of trash, shrubs, and visible sidewalks within the area below the concrete stairs. Remove any makeshift walls and buildings. The sole exception is the chained door at the top of the refuse pile. Keep that one intact, as it prevents opponents from attacking from there. Remove the workbenches, fridge, and fire barrel. Remove the supports located by the fridge on the right. Remove the overhang located by the weapons workbench on the left, including the thin matching fringe that goes along that wall. Two elements of that fringe will require MarkForDelete to remove. There are two rusted trunkings visible in the alley. Remove the one furthest away from the weapons workbench. This will likely require you to select the object and MarkForDelete from the console. Remove the lowest level of window outcroppings on the left wall, including those around the corner. The blueprint will add build elements to prevent visual glitches. To remove an explosion hazard, mark the truck in the console and MoveTo Player the vehicle to within the settlement. This allows you to scrap it. Alternatively, blow it up ahead of time. A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., fringes, trunking). Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence. Build a Transfer Settlements console from Power > Miscellaneous at the top of the concrete steps to import this blueprint. Note. Import should be done with Workshop Mode enabled. Tasks After Import Confirm that all power has been restored as expected. Notes on Imports Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game. The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save. I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall. Note. This blueprint was tested with Transfer Settlements working under Stable. Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs. Notes on Power and Performance These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids. Warning for Dynamic Lighting Users If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing. Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. The steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement. Note. I cannot guarantee the above will work. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.2 Adjusted turret positions to ensure they have no effect on player and NPC movement. Slight power tweaks to ease import. Switched to Immersive Laundry. Version 1.0.1 Dog, and cat can now be imported. Submitter msmfoster Submitted 09/18/25 Category Sexual Content Requirements Transfer Settlements, Scrap Everything, Settlement Objects Expansion Pack, and Homemaker.
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- transfer settlements
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Version 4.0
47515 downloads
Fallout 4 2021.03.01 - 03.23.24.02.mp4 Fallout 4 2021.03.01 - 03.23.24.02.mp4 About This File This mod transforms Egret Tours Marina into a raider themed slaver settlement. Features a strip club with exotic dance idle markers. Slave Auction Stage with several areas to keep slaves. Lots of jail cells and cages! Because you can never have enough cages! improved performance over my last version. ------ Required Mod ------------------------------------ Fallout 4 Game of the Year Edition --------------------------------------------------------------- 93173216_Fallout42021_03.01-03_23_24_02.mp4-
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- player slaver
- slavery
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Version 1.0.0
5891 downloads
Embark on a monumental journey as the ancient statues of Skyrim make their triumphant entrance into the desolate world of Fallout 4, courtesy of "TRX_Trixter Statues Collection Conversion". This ambitious mod transforms every iconic statue from TRX_Trixter's Skyrim collection into fully constructible objects within your settlements, offering a fusion of two legendary worlds in one awe-inspiring package. Features: Complete Conversion: Experience the full breadth of TRX_Trixter's Skyrim statue collection, meticulously converted for Fallout 4, allowing you to recreate the grandeur of Tamriel in the heart of the Commonwealth. Variety of Sizes: From standard to small, big, and even GIGA sizes, tailor your settlements with statues that suit your desired scale and aesthetic preferences, ensuring every corner of your domain reflects the magnificence of ancient lore. Seamless Integration: Utilize the settlement builder to seamlessly construct these legendary monuments, infusing your survivor communities with the enduring legacy of Skyrim's forgotten history. High-Quality Textures and Meshes: Immerse yourself in unparalleled detail with expertly generated textures and meshes, ensuring every statue radiates with the authenticity and grandeur of its Skyrim origins. Custom Collision: Hand generated collisions to allow NPC pathing and player hit detection! Flexible Download Options: Choose between loose file and archived versions for your preferred installation method, providing convenience and flexibility to suit your modding preferences. NEXT-GEN VERSION INCLUDED Thanks to TRX_Trixter for permission to take on this heavy project -
Version 1.6
5789 downloads
The mod's idea and art: killer905. New Sole Survivor hobby – nude photography. Find Eliza Crowe in the centre of Diamond City to get a working camera. Travel around the Commonwealth and take naughty photos of pretty people (or those who are pretty inside) in exchange for various favours. Skyrim version. After obtaining a working camera, you must equip it (in the weapons category) to activate the dialogues from the mod. - Images can be placed on a shelf or magazine rack. - You can obtain a list of potential models from Eliza Crowe. - If for some reason you are unable to obtain an image from a specific NPC or they are dead, you can type ‘coc AAAF4ForgottenArtCheatRoom’ and take only what you need. Update (Only if you upgrade after 1.2+): 1) Create an item in Chemistry station -> Utility -> Forgotten Art Uninstaller 2) Use the Forgotten Art Uninstaller item 3) Save the game 4) Install new version the mod in Vortex/NMM/MO2 5) PROFIT! Uninstallation: 1) Remove all paintings from the settlement added by this mod. 2) Create an item in Chemistry station -> Utility -> Forgotten Art Uninstaller 3) Use the Forgotten Art Uninstaller item 4) Save the game 5) Deinstall the mod in Vortex/NMM/MO2 6) PROFIT! Paintings and Posters in Workshop: Once you have all the photos of the same theme (E.g. Diamond City), talk to Piper to unlock the ability to create their paintings and posters in settlements. Note: You need photos in your inventory! Find new category in Workshop -> Decorations -> Forgotten Art. Models: Diamond City Goodneighbor Railroad HQ Settlements Male Followers Quests: Forgotten Art: Talk to Eliza Crowe to begin your adventure with a mod. Publick Nudity: Talk to Piper Wright to start her special quest (After Forgotten Art). Bare Knuckles and Bare Soul: Talk to Cait to start her special quest (After Forgotten Art). What a Sight!: Highly anticipated and demanded quest, with excellent game design! Talk to Mama Murphy to start her special quest (After Forgotten Art).-
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- quest
- collecting
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Version 1.0.0
177 downloads
Little location overhaul There are other few mods that add more building to this settlement but I didn't like any of them. One too barebones and the other overdone in my opinion. Now each miner has a bed and they share small houses completely furnished and very very comfy. They work hard in shifts and go to bed. There's an additional guard that mans the tower and a guardhouse. The interior of the mine has been changed a little, nothing fancy. If you have other mods like Simply Knock SE they will answer their doors. There's sexy stuff in it? No, for now. I'm really useless at making good quests and dialogue. LE Version? Cathedral Asset Converter should suffice. Credits: Morrowind Nord Houses Pack by Tesak1243 -
Version 1.0
19503 downloads
Welcome all slave trainers to your own slave training and housing settlement!It is surrounded by a big wall with a closable gate,to keep out unwanted guests.Note some creatures may spawn within the walls but I haven't had it happen yet.The settlement includes a house for house slaves,aka maids and such;a house for fully trained and trusted slaves;a jail for punishing and keeping untrained slaves;a house just for training slaves full of all kinds of stuff like cages and zaz furniture;then you have the Master's Manor,plenty of safe storage,your own throne and a room upstairs for a follower.It has all your crafting needs except a kitchen,because why should the master/mistress cook for him/herself.The alchemy and enchanter table are in the side room across from the master bedroom,it has bookcases and two chests to store things,the trap door leads down to the basement it has everything from a forge to a wood chopping block.Also in the basement you have your own private cell that can hold four of your most valued slaves or followers you want to lock up.I recommend using paradise hills with the sl extension,and eff.There are no npc's or followers included in this so you can put who you want here.You will have to fast travel there the first time to open the gate because it only opens from the inside,this was done to keep bandits and guards from entering the property.This will be my last holding cell and house mod as I want to work on some of my other homes that I have made.If you have any problems let me know and as always if you want any followers or npc's added feel free to let me know what you want.I hope you enjoy it it is fully navmeshed and follower friendly.-
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- house
- settlement
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Version 1.0.2
324 downloads
Hangman's Alley is a challenging settlement to build with. This Transfer Settlements blueprint uses highrise Settlement Objects Expansion elements that maximises space and enhances overall aesthetics. The overall effect is a compact, clean, and defensible settlement. Some of the features of this build are: 22 bunk spaces, with space to build more. 90+ food generation. 600+ defence units. 35 water generation. 3 usable levels with the third used for food production. 4 Scavenger stations. Tier 3 Medical, Restaurant, Clothing, and General Store. Gym and lounge area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers are able to travel freely throughout with minimal conflict. Power mostly runs through conduits along the floors to minimise visible wires. No visual glitches observed from this build. Note. There are dead spaces in this blueprint to build around elements that cannot be removed. Because enemies are known to spawn within the settlement, Bubble Turrets are added in those spaces to handle such situations. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Hard Requirements Transfer Settlements. To import this Blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Main building elements needed to make this possible. Homemaker. Concrete floor pieces, decorations, furniture, and miscellaneous objects. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks, and showers. Advanced Bubble Turret Set. Unobtrusive defensive elements. Erotic Art and Erotic Art Expanded. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to have Videos of the Wasteland. Working televisions. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Gruffydd's Signs and Posters. Billboards and signs. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Bonus is that her radio channel will remind you that you are nearby. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Note. Any references to left or right are based on coming down the concrete steps. Clear out the area of trash, shrubs, and visible sidewalks within the area below the concrete stairs. Remove any makeshift walls and buildings. The sole exception is the chained door at the top of the refuse pile. Keep that one intact, as it reduces a direction for the enemy to attack from. Remove the workbenches, fridge, and fire barrel. Remove the supports located by the fridge on the right. Remove the overhang located by the weapons workbench on the left, including the thin matching fringe that goes along that wall. Two elements of that fringe will require `markfordelete`to remove. There are two rusted trunkings visible in the alley. Remove the one furthest away from the weapons workbench. This will likely require you to select the object and `markfordelete` from the console. Remove the lowest level of window outcroppings on the left wall, including those around the corner. The blueprint will add build elements to prevent visual glitches. To remove an explosion hazard, mark the truck in the console and `moveto player` the vehicle to within the settlement. This will allow you to scrap it. Alternatively, blow it up ahead of time. Build a Transfer Settlements console from Power > Miscellaneous at the top of the concrete steps to import this blueprint. Note. Import should be done with Workshop Mode enabled. Potential Issues Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing `coc Vault111Ext` from the console is the easiest way to get away and save. As an additional precaution, head down into the vault. I recommend that you import/export Blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population. Note. While Settlement Objects Expansion elements and Homemaker are stable, this is not always the case. A Special Thanks To Thank you to Caladon for creating the template that makes Blueprints installable. Thank you PiCSeL for the magazine and painting retextures seen in the screenshots.-
3
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- transfer settlements
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Version 1.0.5
5633 downloads
Welcome to Reginald's PreFab ShackFest! A completely script free way to quickly build an entire city or settlement in minutes! No DLC required, No scripting (no Script Extender Required), works with ALL versions of Fallout 4! This mod works well with all known existing mods, including Sim Settlements. 70 Shack Prefabs that work well on both flat and sloped areas! This mod offers a whole new menu in the workshop menu offering 4 new categories. It is meant as a very, extremely, light alternative to the awesome Sim Settlements mod. (These numbers below have been updated to reflect v1.0.3) 70 Buildable Prefabs: 13 Wooden Living Shacks 17 Metal Living Shacks 6 Outdoor Vendor Shacks 7 Indoor Vendor Shacks 8 Crafting stations 2 Scavenger Stations 4 Sim Settlements Compatible Shacks designed for Interior Plots (NOTE: SIM SETTLEMENTS IS NOT REQUIRED FOR THIS MOD) 2 Dog House Shacks (Furniture items) 6 Beds 1 Wooden Generic Platform for Brahmin Feed Troughs or Garden Plots 1 Craftable Security Marker (6 Defense) to be placed on the balcony of a SecuriShack Door snap points so players can snap doors All shacks are fully navmeshed by hand to make sure they are absolutely easy to navigate for settlers (This mod does not compensate for existing game bugs though!) Lore Friendly Balanced Building Recipes CHECK OUT THE SCREENSHOTS FOR ALL SHACKS. Simply drag and drop the 7zip file into your Mod Manager and activate the mod. Or alternatively unzip the mod into your Fallout 4 directory and enable the mod manually. This mod was made with love, dedication and care over the course of 5 intense days of modding that caused me a migraine and some late nights. I loved making it though and primarily targeted myself as audience, the main goal being; I didn't want to use a large mod like Sim Settlements which seemed over kill for game performance and I didn't want to spend a long time building settlements either, but I do want to have nice looking settlements. So I ended up with prefabs and it works pretty well for me. Special thanks to @Flashy (JoeR) for kicking me off on this adventure with his help on creating statics/furniture. If you enjoy this mod, or if you find anything interesting to share, don't hesitate to leave a comment. I am particularly interested in screenshots of your settlements! Enjoy this mod!