Archon459 Posted June 7, 2025 Posted June 7, 2025 (edited) So while playing around with Human Resources I ran into a problem: I was mostly experimenting with playing in Sanctuary, and it's huge. Too huge and open to be an efficient brothel, although you can certainly do that there. But you can do a LOT there given how big it is, and that's the point of why that place is so big: you can make it a safe, impregnable fortress to produce a ton of food and water for all of your settlements while having a buttload of space to build. But what if you're running a settlement that literally doesn't need all of that? What if you just want to have guns, beds, and babes getting plowed? And what if you prefer to have a mod that makes a settlement either out of an existing space or an underground/interior-only space, so the end result has minimal impact on changing the overall worldspace which will then make it compatible with a very mod-heavy load order? With that windy-worded question in mind, you have this list. These are mostly interior settlements that utilize existing buildings to change them in subtle ways to make them into workshoppable, settler-settlable spaces where you can build literally anything you want as though you were building at Sanctuary. This means you can also run Human Resources in it. You may have to get creative with where to put the beacon and power supply (although some of these mods include a fuse box as a power supply). Also, some of these settlements are underground-only, which means their total interaction with the exterior worldspace consists of little more than a hatch or a door. A few of these settlements also require the Creation Club. I haven't had the opportunity yet to personally test every one of these settlements and report the results. Also, some of these mods might still conflict with others (see the thread link below), but the ones that are interior-only or underground are unlikely to (thinking specifically of Concord Underground Hideout which just add a sewer hatch and a door, respectively. Big thanks to egonm68 and LarryJD822 for getting me started with this list that they put up in the Human Resources thread: Things to consider before installing: Spoiler LarryJD822: You can't generally say that these mods are needed or mandatory. Every vanilla settlement can be used, and raiding is completely normal in the lore. I would find it better that as soon as a slave is assigned, all attackers are peaceful and use slaves, many caps... There were also conflicts with other mods in some of these settlements, Lexington Apartments VS Darlene Companion, West Everet Estate VS Milking Human Kindness and SS2( one House is moved and blocks the entry to the frendly mutants , but you can scrap it) And what's important for your settlers to go where they're supposed to is a correctly set navmesh. Fenswaystation had an update recently because I pointed out to the mod author that his navmech is garbage. Also, you won't be able to use a large part of this settlement if you have Tunnel Sankes CC installed. I sent a patch for it to Pra but he didn't upload it. a Note i use the preNG version 1.10.163 i will never go to NG i also have Crime and punishment , and gun vor Hire , there is also an functional settlement right next to DC, if you search for good setlements go to tenhats profile on nexus some of LaranKiar s mods brake some other mods Currently I'm playing with SS2, the first time, I will never install it again, too many conflicts with my favorite mods I can only recommend using xedit to resolve conflicts and the Creation Kit to see if the navmesch is good Spoiler Posted Monday at 12:53 PM On 5/30/2025 at 3:56 PM, Archon459 said: ... Does anyone know of any good workbench interiors outside of existing settlements that are good places to set up brothels at? ...asking for a friend >.> On 6/1/2025 at 5:26 AM, LarryJD8822 said: omg thats so many, and some may only be activated after certain quests, and some are no longer available at nexus clean switchbord, Drumlin Bunker, Bunker1A, AshlandStation, fensway station, BunkerHillUtilityBasemant, Castle basement ,SchroudManor CC, NoirPenthaus CC, NucafeOla CC, Neonflats CC, also another CC but all CC need patches from Nexus, Depravity (has 6 interior settlements but no nav-precuts i'm working on a navmesh fix) welcome to GN has one settlement, i enlarged it for myself, Bobbis New place , westerveret estate has 2 litle bunker , also with patches fron nexus Homeplate and Mechanistlair and many more But you can quickly find out if customers are coming, build the terminal the save the recruit radio beam assign a slave and start the action with the terminal and wait a few minutes, I think you can also leave the celle for a short time and go back in, sometimes customers spawn right in front of me Expand adding some more nexus settlements to the list - Concord Underground Hideout (a nice little dungeon space - check "mods using this" to find some customization options)) - Riverside Apartment (same author - near Hangmans, but a bit cramped for a brothel) - Lexington apartments (replacer!) - Home Manor (contains 3 settlements - huge interior, a courtyard, and a cellar (I always have some navmesh problems with the doorways in the cellar) - Vault 57 (a cave for a buildable Vault near Concord) - Compact - Croup Manor Basement - Settlement Workshop (decent basement space, larger than original. btwe, the author has a few more settlements in their profile) - The Castle Fully functional Tunnel Settlement (my pick for that one - not a replacer, and has a pool. just..... slaves can't swin when they do the naughty and don't have the waterbreathing perk.... so I left it drained for now. got tired of dragging bodies out XD) - Project HQ (another Concord one) - Sebos Loft (large, 3 story buildspace - Concord) - Lechmere Station (near Monsig.Plaza) already listed were Fensway station, Ashland, Bunker Hill Utility.... but they're worth a second mention 😉 But, always mind the storyline when using 'replacers' (switchboard, Bunker Hill, etc) Home Manor often has problems registering the courtyard after installing - but sometimes it works. Instead of always going there to check whether I need to try again (=reload), I discovered a little verification procedure to check whether a settlement is 'properly working' after installing it. posted it there, actually. copy-pasta: using Workshop Framework after installing the settlement mod, 1) load your savegame (one where you are far away, ofc) 2) go to MCM - Workshop framework - Tools 3) and start the 'remote settlement recovery menu' 4) exit MCM, you get a popup 5) select the manor courtyard IF you do not get a popup - you will run into the 'unclaimable' problem repeat from step 1) (reload the save, etc) IF, however, you do get the popup/recovery menu: it will work. exit the recovery menu without doing anything, and repeat from step 2) to verify the interior and the basement (just to be save) Then SAVE (!) Go there, claim them - and enjoy. PS: yes, you can also simply use Workshop Framework to claim it. But if you do that, some settlement functions, or other mods requiring a 'properly integrated settlement' might not work at that location guess which mod that last sentence if referring to 😉 But: that method can also be used to check other mod-settlements, as to whether they'll work with HR. you get a pop-up after step 5: HR will work. if you don't - the brothel terminal will fail to register HR there. (At least, that's held true for me so far.) See the thread I linked to above for additional info/tips. Pictures for the settlements below are pending when this site decides it wants to allow me to upload them. List starts here: Ashland Station (above ground, below ground, comes with its own questline): https://www.nexusmods.com/fallout4/mods/78033 Note that because it includes above-ground elements it might not be compatible with other mods that change exteriors. I'm doing the Enclave expansion mod and I haven't played through it yet, so this mod might conflict with that. Bunker 1 Alpha (appears to be unavailable on PC): https://mods.bethesda.net/en/fallout4/mod-detail/2579735 Bunker Hill Utility Basement https://www.nexusmods.com/fallout4/mods/74156 Has a patch here: https://www.nexusmods.com/fallout4/mods/9987 What's neat about this is that Bunker Hill does indeed become a settlement as part of the game. This mod, and its associated patch, adds the basement. Just build the beacon in the basement for a safe brothel. NOTE: That second link, for the Utility Basement Fix, does NOT require this settlement mod to work! Entrance: It's already inside of the existing building. Charlestown Condo https://www.nexusmods.com/fallout4/mods/46107 Requires the CC Charlestown Condo (300 CC credits) Concord Underground Hideout https://www.nexusmods.com/fallout4/mods/2736 Tested: works great. There's even a secret NPC idle spot where they'll huff Jet, and there's a small room adjacent to that space with drugs in it. Croup Manor Basement https://www.nexusmods.com/fallout4/mods/36614 And it has a third party patch that adjusts the basement (removes a light, removes the flooding) https://www.nexusmods.com/fallout4/mods/90626 Drumlin Bunker https://www.nexusmods.com/fallout4/mods/88326 Easy City Downs-Settlement and Player Home https://www.nexusmods.com/fallout4/mods/45939 There are several mods that interact with this area, but this is the only one that doesn't have any bugs listed. Also includes an interior area, and according to the patch notes the races continue unabated. That latter point is significant because one of the earlier mods (this one https://www.nexusmods.com/fallout4/mods/11571 )listed great difficulty overcoming this in development. Also, I did not select that latter mod both because it is quite old (2016 vs 2022). The only change to this cell is that instead of putting in an actual workshop they made a random object (I think a toolbox?) the "workshop". Interact with it and you'll claim ownership. Also, don't go upstairs and bother Ernie or he'll stop announcing the races. Expect some hijinks when raiders show up... Fens Way Station (it's actually an unofficial update of another mod) https://www.nexusmods.com/fallout4/mods/35486 Tested: It's freaking huge. I haven't actually put anyone in it yet, but it's goddamn gigantic. MASSIVE. Holy hell, the shenanigans you can get up to in this place. Entrance: It looks almost identical to the Revere Beach station, and as such represents a fairly substantial change to the worldspace (basically a small building, about 15x30x12) with a staircase going down. You decide if this is compatible with your load order. Lechmere Station https://www.nexusmods.com/fallout4/mods/35571 Has an optional patch for Subway Runner. I didn't know Subway Runner even existed, but after reading the description I Love It. It links all of the subways together. The ONLY issue you might run into is Fusion City Rising, which adds a couple of subway entrances of its own. Subway Runner compatibility patch here: https://www.nexusmods.com/fallout4/mods/62174 Lexington Apartments https://www.nexusmods.com/fallout4/mods/61049 This mod also removes raider encounters (the ones that are in it by default), making it kind of a blank slate. The ONLY bug with this Redux mod is that, sometimes, the raider with the key doesn't spawn. The person who reported this bug said you can resolve this by loading an earlier save. Lexington Apartments Settlement REDUX https://www.nexusmods.com/fallout4/mods/82049 This gives you two options for the Lexington Apartments. My suggestion? Save, install one, warp to the apartments and take a look. Repeat this for both mods, and decide which ones you want. Interior lighting changes dynamically to match the time of day. Dirt piles can be cleaned up, optional patch to enable raider attacks (otherwise they're off by default, which is something you'd want if you're running a brothel). For that latter reason, I chose this mod to be the one I use. Tested: *Fantastic* player home. You can clean up almost all of the debris (only a small spot at the top floor remains). Delete the ice machine in the stairwell and you will have zero NPC pathing issues. Entrance: the same as always Neon Flats https://mods.bethesda.net/en/fallout4 Downloadable through the Creation Club. Has a patch for Welcome to Goodneighbor. Patch here: https://www.nexusmods.com/fallout4/mods/54158 Welcome to Goodneighbor here: https://www.nexusmods.com/fallout4/mods/15702 . If you're using Neon Flats, and Welcome to Goodneighbor Noir Penthaus https://www.nexusmods.com/fallout4/mods/46110 Requires the Noir Penthaus CC content. 600 CC points. After accessing it for the first time, I determined that it needs this patch (mandatory!) in order to work properly. https://www.nexusmods.com/fallout4/mods/88015 NuCafe Ola https://www.nexusmods.com/fallout4/mods/46103 Requires the Nuka Collector Workshop CC content (400 CC points). Tested: EXCELLENT player home! This place is goddamn awesome. Two floors. It's a tad tight as far as walkways, but it's supposed to be a restaurant on the bottom floor and a 1/1 apartment on the top floor. You're gonna have to get real creative with where you put the settlement beacon, but there is conveniently already a computer terminal and a safe here you can scrap and replace with the Human Resources ones. Two problems: I Claimed the settlement just fine and was able to build the beacon, and then set up the terminal. HR seemed to be working fine. But my resources weren't liked (I'm using SKK's global stash mod, so this should have automatically), and when I assigned my slave to be a breeding slave she did not automatically remove her handcuffs. I have a suspicion the two things are related, but aside from that I haven't seen any issues lately. Entrance: The door is added to an already-existing skyscraper which is a stone's throw from Hubris Comics. There's a few discarded items on a little table outside the door, including a note that starts the quest. Project HQ https://www.nexusmods.com/fallout4/mods/68847 The Resting Place https://www.nexusmods.com/fallout4/mods/23408 Tested: The spot right where it goes from a narrow opening to a huge, open space - about 10 feet in front of the door - has a navmesh problem whereby followers will NOT walk through that space. You can use "moveto player" after clicking on them to move them to the other side of that space, and then it works fine. The problem will come when you realize your customers and creatures might not be able to enter. I haven't tested it to see how well it works when warp out and then back in, but I imagine it works fine when you're literally not there. Entrance: They changed the non-interactable door on one of the mausoleums to one you can interact with. It's pretty slick. Riverside Apartment https://www.nexusmods.com/fallout4/mods/28440 PS4 Version here: https://mods.bethesda.net/en/fallout4/mod-detail/4045207 Sebos Loft https://www.nexusmods.com/fallout4/mods/37842 Great reviews from users on this one. Huge, open interior. Very minor visual complaints about the exterior (and the mod author acknowledged a LOD issue). Tested: great mod. Tons of interior space. It's wide open. Three floors, toggleable lighting. The only change to the exterior worldspace is the addition of an openable door on the front of the house that leads to the interior space. Compatibility: if you're running America Rising 2 (the "side with the Enclave" mod), it does add a large hatch in the back of this house to the Fairfax Family Bunker. However, that hatch does not interfere or do anything with the interior of this mod Sebos Loft, so I don't see any cause for concern. Shroud Manor https://www.nexusmods.com/fallout4/mods/46108 Wasn't sure if ESL or ESP version would be best, so I chose ESP. Requires the Shroud Manor Creation Club content (400 CC points). See my picture at the end of this list. The Castle - Fully Functional Settlement https://www.nexusmods.com/fallout4/mods/60619 LarryJD8822, above, mentioned "castle basement" as one of his interior settlement mods. There were two that I found through google; the other one has three bug reports listed. Vault 57 https://www.nexusmods.com/fallout4/mods/75370 5 bugs listed, but 4 were patched and fixed, meaning the mod author is definitely paying attention to this. Bug #5 is pending as of December. Tested: I started my HR Brothel before I unlocked the Vault-Tech construction items, so I wasn't able to build much at first. I went to the end of the pre-built tunnels and set up my generator and beacon. I then went way back up into the control room and set up my terminal and safe. However, the terminal would not register the beacon, and scolded me for trying to build another one. Luckily, I quicksaved. This time, I built the terminal and the safe within a few feet of where I built the beacon, and it registered the beacon fine. Then, I moved the terminal back up to the control room, built the safe next to it, transferred a slave to the settlement (with shackles close by), turned on the advertisement, and left. Later, I came back and saw that the slave was shackled and there were two customers waiting to use her. So it looks like this settlement should work fine as long as you're careful where exactly you set up the terminal and beacon at. Note that the beacon was initially set up over 100 yards from where the terminal was, so the lack of proximity might have hindered its activation. West Everett Estates https://www.nexusmods.com/fallout4/mods/21373 Includes two interior bunker settlements Incidentally, mod author LarannKiar has several mods that were featured on this page. Go give 'em some love. https://next.nexusmods.com/profile/LarannKiar?gameId=1151 If you have more to add to this list please feel free to do so. And be sure to upvote the mods and post a comment if you enjoyed them! I also strongly recommend the Settlement Ambush Kit CC content. This will let you funnel enemies into specific locations at your settlements so they don't bother your brothel patrons or working girls. It even adds a Closed Circuit TV system so you can watch them get slaughtered. Drop a comment if you have a mod suggestion! Edited June 14, 2025 by Archon459 Added info for Noir Penthouse
Archon459 Posted June 13, 2025 Author Posted June 13, 2025 I've added some updates since I first made this thread. The latest one? The Noir Penthouse Settlement mod requires this patch in order to function properly; otherwise, the walls are not just invisible but even not present at all. https://www.nexusmods.com/fallout4/mods/88015
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