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25 great mods to use alongside Sim Settlements

SimonPDX

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52
I wrote this for reddit if anything sounds funny being on the Sim Settlements forums, that's why.

Sim Settlements is a great mod that changes the way we play and approach Fallout 4. It's made in a way where you could easily enjoy it with it being your only mod, or popped in last as your 254th mod. But here's my recommendations on how best to utilize Sim Settlements in your next playthrough.

When I learned about Sim Settlements I looked for a guide like the one I am about to write, and couldn't find anything. (This is everything I've learned from the Sim Settlements community between when I found out about the mod, and now.) I couldn't find anything about the mods that best supplement Sim Settlements, smooth over cracks in the engine, or similarly follow Sim Settlement's mission statement of giving you a reason to use, and keep coming back to the Settlement System in Fallout 4.

So here's ~25 mods to make your next Sim Settlements game better. This guide is targeted at players unfamiliar with Sim Settlements, but hopefully Sim-Set vets can learn a thing or two as well. I'll be going over each mod a little, talk about the install process and why I chose them specifically and why I use them over other similar mods.

This set of mods will also include semi-related mods like the Unofficial Patch, so that someone new to modding could use these and only these mods and have an optimal time, but I'll try to keep tangential mods to a minimum.

This guide will be for PC only (although I'd be more than happy someone adapt this for Xbox1 many, but not all, of these mods are also available there) and I'll be using Mod Organizer 2 to set up my mods and include steps specific to MO2, but, NMM would work 100% fine for this guide, and I'll be going over them in the correct install order, with Load Order for both NMM and MO2 last.

Useful links for this guide:

Correct Mod Organizer Version for FO4

Correct Version of LOOT for FO4 -- Use LOOT only for mods not included in this guide. I'll be going over load order for these mods at the end.

Latest Version of F4SE -- Install this now if you haven't it will be required for some mods in the list.

And without further delay, let's go over some mods!~

1.) Unofficial Patch
Everyone should always use the Unofficial Patch for all Bethesda games, include Fallout 4, the team behind these mods do great work making these games work as intended. Simple as that. Installs easily and simply.

2.) AWKCR - Armor and Weapon Keywords Community Resource
This mod doesn't do much on it's own, but is core for most Fallout 4 setups and is required for some of the mods below. Installs easily and simply.

3.) Armorsmith Extended
One of Fallout 4's biggest and best mods, works wonders with the previous mod, and some of the ones below. You could technically go without this one, but I don't see why you would. This guide isn't really about these first 3 mods, so I kind of glossed over them, but we're about to get into more detail below. Installs easily and simply.

4.) MCM - Mod Configuration Menu
A relatively new mod at the time of writing this guide, coming from FNV and then Skyrim, MCM changes the way mods are configured in game using F4SE, unlocking new possibilities, and is required for some of the mods below. A little trickier to install with Mod Organizer, I'll copy the fix from the mod's comments page below. No extra steps needed for NMM users.

The trouble with Mod Organizer 2 is that it stops mods generating new files. This is what is stopping settings being saved once people get the mods recognized by MCM.

Step 1:
Move the MCM folder from ModOrg 2\Fallout 4\Mods\<MCM based mod>
to
Fallout 4\ Data

Step 2:
Copy the name of the mods ESP file e.g. MCM_Demo.esp or QuickTrade.esp
Go to Fallout 4\ Data\MCM and generate a folder labeled "Settings" if needed.
Inside the Settings folder right click and make a new txt file.
Rename file to the name of the ESP file and change file extension to "ini" e.g. MCM_Demo.ini or QuickTrade.ini

That's it. The mod will now appear in the MCM menu and settings will be persistent.​

5.) Homemaker
When I was first setting up Sim Settlements I didn't think I was going to still use Homemaker, I was excited and thought I was going to use Sim Settlements for EVERYTHING, all the building was going to be done my settlers and my settlers alone. I was just going to be the Mayor, and zone out the city. In gameplay that's not the case and you'll still end up using settlement objects to decorate around town. It's nice to have more options. Also plays nice with Settlement Menu Manager below. Installs easily and simply. I don't use any extra options from the FOMOD installer, but you're welcome to.

6.) Place Everywhere
Probably the number 1 most important mod for me on PC, uses F4SE to let you place things where you otherwise couldn't. Has many hotkeys and other options for interacting with objects you otherwise couldn't or placing things with finer detail than available in the base game. The power of this mod (when combined with Clean and Simple below) is one of the reasons I don't use, want to use, or recommend Scrap Everything or Spring Cleaning in this guide.

Scrap Everything/Spring Cleaning are troublesome when it comes to settler AI, navmeshing and performance, not because they're bad mods, but because they have to mess with those systems to get what they set out to do, done. But, that makes them not play very nice alongside Sim Settlements, especially over long playthroughs.

Installs easily and simply. Not even an ESP in sight.

7.) Ponytail Hairstyles
Simple mod, you don't have to use this, but you do if you plan on using Better Settlers "Community Clothing and Armor Pack" below. Which is highly recommended for a more diverse pool of Settlers in your game. This mod is really just some well made immersive hairs for you and your settlers (mostly female.) Installs easily and simply.

8.) Eli's Armor Compendium and the Armorsmith Extended Patch (if you need it)
Like the mod above this is mostly for Better Settlers CCAP, but is just a pack of well made, immersive armors for you and your settlers. If you're more familiar with Skyrim, this is basically "Immersive Armors" for FO4, but FO4 needed the verity even more imo. Installs easily and simply.

9.) Better Settlers
And here's the aforementioned "Better Settlers", a great mod that adds a bit more variety to Bethesda's pool of vanilla settlers. With the CCAP you probably won't see 2 similar looking people in the same Settlement ever again. With some of the next mods, giving names, more voice lines and Sim Settlement giving them some personality via Clutter and the VIP system, it'll be a lot easier/more fun to spend time around them. This mod has a pretty elaborate FOMOD installer. Here are the options I recommend, although you could use any combination of them pretty easily.

  • No Lollygagging -- makes Settlers run to the bell, I still use the Bell in Sim Settlements although with the "Town Meeting" tool in the holotape you might not, and then could skip this module.
  • Clean Face Pack -- I feel like they look better clean, especially with the CCAP adding cleaner/more modern hair and clothing. Your call.
  • "Community Clothing and Armor Pack" or CCAP -- add more hair and clothing to the system, I like it. Still very immersive.
  • Mortal Settlers -- makes your Settlers be able to die, from anything, but mainly in attacks. There are some upcoming mods in this guide about improving Settlement attacks, and I really like having this mod with them, although it's not for everyone. If you find your Settlers are dying too often, you can also try Mortal Soldiers instead. (in the Better Settlers installer.)
I really like how Mortal Settlers effects Sim Settlements system, if a farmer dies, they'll be a food shortage, if a soldier (martial plot employee) dies, they'll be less defense. I do wish there was a mod that made, when a Settler died, their home exploded and re-picked a new plot type, so that the city would change as the citizen live and die, instead of just putting the same house for rent. But I'll look into the possibility of that later myself.

Fallout's world is supposed to be cruel and unforgiving but in the base game, nothing bad can happen to the settlers, unless you do it yourself (protected npcs.)

10.) What's Your Name?
There are a few mods that handle renaming settlers after the death of Don't Call Me Settler. This one is my current favorite, and I'd say hands down best, unless you use Quick Trade, which this mod isn't compatible with at all, which in that case, I recommend Immersive Settlers, a mod kinggath himself had a hand in. I like What's Your Name better because Immersive Settlers has some lag before naming people, due to how the scripts work (working as intended to keep a lite load on your game) and this mod gets around that by having an activation button.

This mod installs simply, but, has an MCM menu, so if you're using MO2 follow the steps above for this mod.

Post too long, continued in comments.
 
Continued...

11.) Quieter Settlements
This mod is only a little related to Sim Settlements, but you'll still be using a lot of generators and turrets so I'd say it's definitely still recommended. You're probably going to be spending even more time in your Settlements so the noises have a higher chance of getting to you without this mod as well. I use the 10% all recommended merged option in the installer, but you're welcome to choose whatever.

12.) Icebreaker Settlements
This mod gets the award for most underknown/underused mod on my list I believe. I only just barely found out about this one when setting up Sim Settlements for the first time and I'm so glad I did. It does as much as Better Settlers does for the visual variety for the audio variety. Very noticeable, and very important. Anyone who spends any time in settlements needs this mod. Installs easily and simply.

13.) Settler Sandbox Expansion
I avoided this mod when I first set up Sim Settlements because one of the things Sim-Set does is makes Settlers spend time at work during the day and home at night, and I thought that was enough/was afraid this mod would conflict with that. But really since Sim Settlements doesn't change and vanilla records (and this mod does) they don't conflict. And actually with some of the biggest settlements and especially with All Settlements Extended below, this mod is practically required if you ever want your settlers to go to work, or go home at night and not just pile up by the workshop idle.

Very glad when I went back to install this one. Whole city got more immersive right away.

Installs simply, but do note, on lower end computers this can actually compact the settler pile-up issue, giving Settlers too many options, and not enough script time to pick one. On the lowest end PCs, maybe skip this one. On mid-range, pick the latest version for 3x range. And high end builds (like mine) use the older 10x range file.

14.) Multiple Floors Sandboxing
Basically a companion mod for the one above, fixes some of the vanilla issues with settlers not wanting to go up or down stairs when choosing what to do. Installs easily and simply.

15.) HUDFramework
Another amazing mods, that is required to get that beautiful Sim Settlements HUD element16.) Settlement Menu Manager
Great mod that both Sim Settlements and Homemaker use to categorize their added Settlement Menus, instead of Sim Settlements plots showing up as "Special" they show up as "Sim Settlements" with beautiful spinning icon and everything.

17.) Increased Build Limit - Enhanced 4K
Simple mod, lets you build more, and you'll want to with Sim Settlements. There are many mods that do this, but this one does it the best. Installs easily and simply. Touch your Workshop to apply.

18.) Clean and Simple
This is the most recent mod I added to my personal game. I actually restarted for it so I could remove and get rid of any trace of Scrap Everything (again, scrap everything is NOT a bad mod, it's great mod, just doesn't play super nice with Sim Settlements or Settler AI all of the time. You can use it. I just don't want to.) but it's quickly becoming a new favorite. This mod cleans up 20 of the commonwealth settlements and redoes their Navmeshes. This, similar to Settler Sandbox Expansion, but in a totally different way, smooths over settler AI and makes it easier for them to get where they're going correctly.

Also saves people who restart often (like myself) a LOT of time cleaning up every Settlement before building. All the items auto-scrapped are placed into a container near the Workshop for your use.

Installs simply, but also make sure if you're following this guide to grab "Clean and Simple - Replacement Sanctuary Bridge" optional file, because we'll need it later as All Settlements Extended overwrites the bridge without it.

19.) Uncapped Settlement Surplus and Nuka World file (if you have it)
Uncaps the vanilla cap on supplies settlers can create from farming and water pumps/purifiers create. Not even OP because this can be avoided in vanilla, making just as large a stockpile by just moving the items in the Workshop to another container. Just cuts out busy work. Also changes the algorithm that decides when settlement attacks happen. All configurable in a holotape. Installs easily and simply.

20.) Better Settlement Defense
Changes the way settlement attacks you're not involved in choose a winner and are resolved. Just makes the whole thing a little more immersive. Not much else to say than that, works well with "More Attackers - Get Off My Buildzone" below, with a compatibility patch included in that mod's installer.

21.) Better Warnings for Settlement Attacks
Makes warnings of settlement attacks produce a pop-up instead of a 2s passive notification that can very easily be missed. Tells you where and what. And gives you time to get there, if you choose to help. Installs simply, but needs to be in a specific spot of the load order to work with "More Attackers - Get Off My Buildzone" below.

22.) All Settlements Extended and Far Harbor file (if you have it) Makes all the Settlements larger, giving room to place more Sim Settlements plots in smaller ones, and giving you more choice in others. Works really well with every mod here, specifically made to work well with Sim Settlements and patched to work with "More Attackers - Get Off My Buildzone" next. Installs simply. Make sure you grab Far Harbor if you have it.

23.) More Attackers - Get Off My Buildzone
Newer mod taking full advantage of MCM to customize your settlement attacks. Moving spawning markers outside the borders of the Settlement (even with All Settlements Extended) for immersion and to make walls actually do something. Vanilla MCM settings for this mod make attacks about 3 times more intense and allows DLC monsters to spawn (if you want.)

But as I said Fallout is supposed to be set in a cruel and unforgiving world, and this mod helps realize that. Installs via a semi-elaborate FOMOD, make sure it correctly detects and install patches for everything you're using. And then see the load order guide on the mod page, or at the end of my guide for assistance on esp placement. (matters a lot here!)

This mod also has an MCM menu, so if you're using MO2 follow the steps above for this mod as well.

24.) Sim Settlements
THE MOD ITSELF!!1!

24.5.) Sim Settlements - Industrial Revolution
THE EXPANSION!

Doesn't actually matter where you install these as they don't alter any vanilla records, I just happen to install it now in the process, only 1 other mod to go.

25.) Recruitable Settlers and Far Harbor file (if you have it)
Last but not least I use Recruitable Settlers to tie Fallout 4's intrinsic exploration loop back into the Settlement system. Also adds some much needed quests to the game (as it was a little lite on quests that matter imo) and can give even more personality to your little cities. Works well with Beantown Interiors and Tales of the Commonwealth, two more great mods, not covered in this guide. Installs simply, configured via holotape if needed.

Post still too long, one more comment to go.
 
Wow that was tiring, I don't even think anyone will read this at this point, but lastly, let's go over Load Order, if you're using these mods only, it'd look like this:

Fallout4.esm
DLCRobot.esm
DLCWorkshop01.esm
DLCCoast.esm
DLCWorkshop02.esm
DLCWorkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
Homemaker.esm
HUDFramework.esm
SimSettlements.esm
Armorsmith Extended.esp
Armorsmith All DLCs Patch.esp
AzarPonytailHairstyles.esp
Eli_Armour_Compendium.esp
Eli Armor Compendium AE Patch.esp
BetterSettlers.esp
BetterSettlersCCAPack2.0.esp
BetterSettlersNoLollygagging.esp
BetterSettlersCleanFacePack.esp
BetterSettlersMortalPack.esp ; <--- This has to be after anything that changes vanilla settlers records, if you have more faces, more hairs, other Better Settlers .esps, anything! This HAS to be last.
WhatsYourName.esp
DD_Khassar_De_Templari_Increased_build.esp
Quieter Settlements - Recommended Settings.esp
IcebreakerCDO-Settlements.esp
Settler Sandbox Overhaul.esp
Multiple Floors Sandboxing.esp
SettlementMenuManager.esp
Clean and Simple - Settlement Startup.esp
UncappedSettlementSurplus.esp
Better Settlement Defence.esp
SkjAlert_All_DLC.esp ; <--- This should always be placed right before MoreAGOMBz.esp if you want both to work.
MoreAGOMBz.esp
AllSetsExtended.esp
ASEFarHarbor.esp
MoreAGOMBz_CP_ASE_ASEFH.esp
Replacement Sanctuary Bridge.esp ; <--- From Clean and Simple, this needs to be here if you want the repaired bridge.
RecruitableSettlers.esp
RecruitableSettlersFH.esp
SimSettlements_XPAC_IndustrialRevolution.esp​

Ok that's that. I hope you enjoyed. I hope it helped. I know I would have loved something like this when I was starting Sim Settlements. Next up in the comments I'll talk about AddOn packs, which to use, which to avoid (bugs/abandoned), spoiler alert, I use 90% of them. Sim Settlements Community is one of the best parts.

Thanks for reading, let's get some good discussion going in the comments. Talk to you later.

  • Simon
As I said in the first line, this was created for reddit, the new Sim Settlements reddit actually (@ /r/SimSettlements) feel free to check it out there as well, linked here:

https://www.reddit.com/r/SimSettlements/comments/79j817/setup_guide_for_a_sim_settlements_themed_load/
 
A word of caution on Settler Sandbox Expansion, I've seen lots of people have problems with that mod doing strange things with their settlers. I've heard stories of settlers ending up on the far side of the map from their home settlement, endlessly chasing enemy NPCs around the map, and just all sorts of oddness. To my knowledge no one has been able to determine if it due to a mod conflict or some other factor contributes since it doesn't happen to everyone, but definitely does strange things for a minority of users. I've seen so many odd stories on it that I won't use it. You especially shouldn't use it with older mods (mods other than Neeher's) that expand the settlement borders, that seems to make it even more likely to cause problems. But you may also be one of the lucky ones that never has an issue with it. I just wouldn't recommend it for everyone.

Edited to add that Multiple Floors Sandboxing doesn't have the same problems, it has a long track record in both Fallout 4 and Skyrim and is a safe mod to use.
 
A word of caution on Settler Sandbox Expansion, I've seen lots of people have problems with that mod doing strange things with their settlers. I've heard stories of settlers ending up on the far side of the map from their home settlement, endlessly chasing enemy NPCs around the map, and just all sorts of oddness. To my knowledge no one has been able to determine if it due to a mod conflict or some other factor contributes since it doesn't happen to everyone, but definitely does strange things for a minority of users. I've seen so many odd stories on it that I won't use it. You especially shouldn't use it with older mods (mods other than Neeher's) that expand the settlement borders, that seems to make it even more likely to cause problems. But you may also be one of the lucky ones that never has an issue with it. I just wouldn't recommend it for everyone.

Edited to add that Multiple Floors Sandboxing doesn't have the same problems, it has a long track record in both Fallout 4 and Skyrim and is a safe mod to use.

Good to know, I'll keep an eye on it and remove it if I do see any of those things for myself.

But so far with my mods (barely anymore than are listed here) it's been working wonders.
 
Good to know, I'll keep an eye on it and remove it if I do see any of those things for myself.

But so far with my mods (barely anymore than are listed here) it's been working wonders.

The only odd thing I've confirmed it does for me, so far, is because settlements expanded increases build area so much that sanctuary and red rocket nearly touches - only a small thin border between the after-bridge point to entering red rocket area - Codsworth will sandbox using this mod from red rocket to sanctuary.

E.g. You sent Codsworth to reside in red rocket. All workshop info counts Codsworth as part of red rocket, etc. But after being pulled in somehow into sanctuary space, he reverts to his old parking space in perma never move mode by the player house bushes where you first met.

You can talk to him there, and viewed in workshop mode fine - e.g. Can command to move somewhere else and correctly see that he is still as far as game is conferenced assigned to red rocket

The only minor downside is that because he now parks in sanctuary, you can't be in workshop mode at red rocket to try and command Codsworth to do anything (e.g, assign him to a work object). If you send Codsworth somewhere else, then it's fine.

I believe only sanctuary and red rocket has this unique mixup because of how close their borders get if using both settlements extended + sandbox increasing mod
 
The only odd thing I've confirmed it does for me, so far, is because settlements expanded increases build area so much that sanctuary and red rocket nearly touches - only a small thin border between the after-bridge point to entering red rocket area - Codsworth will sandbox using this mod from red rocket to sanctuary.

E.g. You sent Codsworth to reside in red rocket. All workshop info counts Codsworth as part of red rocket, etc. But after being pulled in somehow into sanctuary space, he reverts to his old parking space in perma never move mode by the player house bushes where you first met.

You can talk to him there, and viewed in workshop mode fine - e.g. Can command to move somewhere else and correctly see that he is still as far as game is conferenced assigned to red rocket

The only minor downside is that because he now parks in sanctuary, you can't be in workshop mode at red rocket to try and command Codsworth to do anything (e.g, assign him to a work object). If you send Codsworth somewhere else, then it's fine.

I believe only sanctuary and red rocket has this unique mixup because of how close their borders get if using both settlements extended + sandbox increasing mod

That's really interesting! I actually have Codsworth at Red Rocket, and use both those mods (they're both in this very guide!) and have not seen that. But totally understand how it could happen.

Do you use the newer 3x range version or older 10x range version?

But yeah thanks guys I will def keep a very close eye on that mod for now on, but for the moment it's doing a lot more good than harm.
 
Great list - I already use every single one except for 3.

I prefer batch file console command to increase build cap, but the two I was missing look really nice (the better settler dialogue and recruitable settlers.

Note - if you use a number of vanilla armor replacer mods, I would personally recommend not using the Eli armor + Zara hair that is required with the optional CCAP with Better Settlers. While CCAP gives more clothing choices for Better Settlers, the Eli armor part of it conflicts with other vanilla clothing replacers.

Also note - the more attacks get off my build zone mod desc says there are no attacks water side of sanctuary but I believe English isn't the primary mod author language so what he probably meant is his mod adds no additional attack markers on water side, but vanilla markers still exist. So you still need decent turrets pointed at bridge spawn as well as across the water
 
I would highly recommend 1 other mod type of you go with this full 25 list - specifically if you use the more attacks GOMBZ mod - although even with vanilla game it can be an issue.

Specifically - high level attacks can occur anywhere, and in survival mode they can be very high hp.

But the vanilla system limits the level of turrets you can build on a per settlement basis. If you didn't know about this, too long to explain in short comment but Tldr is further south east on map equal higher max level turrets possible. Mark 1 basic turret is super weak, goes up to Mark 7 which for heavy machine gun also adds explosive radius rounds,

You can not build anything higher than weakest Mark 1 type in sanctuary,,red rocket, and other north/northwest settlements. A mod that fixes that allows you to avoid this vanilla issue. I sue 2 mods actually - one that removes the settlement limitation and allows mark 7 to be built anywhere and one that adds a good number of great new turrets (forgot exact but of you search for Advanced Turrets the same mod author made both - he has lots of other turret mods but only two I found really must have are these two - if you're into settlement attacks that is)
 
That's really interesting! I actually have Codsworth at Red Rocket, and use both those mods (they're both in this very guide!) and have not seen that. But totally understand how it could happen.

Do you use the newer 3x range version or older 10x range version?

But yeah thanks guys I will def keep a very close eye on that mod for now on, but for the moment it's doing a lot more good than harm.

It doesn't happen every new game restart so it depends on chance a bit.

And not confirmed but it may also need you opening sanctuary workshop while Codsworth just happens to stray near RR-SH borders. It's one of those minor impacts you can basically ignore unless you just have to or want to assign Codsworth work.

I use the safer 3x range. I have a machine that can handle more but personally I find the 3x range preferable. I don't know why and as always caveat that other mods combos can do weird things so it may not just be the sandbox mod alone - but I have sometimes weird patting issues if using the 10x
 
Great list - I already use every single one except for 3.

I prefer batch file console command to increase build cap, but the two I was missing look really nice (the better settler dialogue and recruitable settlers.

Note - if you use a number of vanilla armor replacer mods, I would personally recommend not using the Eli armor + Zara hair that is required with the optional CCAP with Better Settlers. While CCAP gives more clothing choices for Better Settlers, the Eli armor part of it conflicts with other vanilla clothing replacers.

Also note - the more attacks get off my build zone mod desc says there are no attacks water side of sanctuary but I believe English isn't the primary mod author language so what he probably meant is his mod adds no additional attack markers on water side, but vanilla markers still exist. So you still need decent turrets pointed at bridge spawn as well as across the water
I barely use any mods that aren't on this list, no more armors in my entire load order. But I'm curious what conflicts? I don't understand what you mean fully.

I do know the "MA - GOMBZ" guy is mainly a Russian language speaker. I spoke with them over Google Translate on their mod page about the MCM options, and actually got them to add better descriptions of the options on the main page. That's how I know the stuff I said about it in the guide. I do believe your right about the sanctuary markers.

I would highly recommend 1 other mod type of you go with this full 25 list - specifically if you use the more attacks GOMBZ mod - although even with vanilla game it can be an issue.

Specifically - high level attacks can occur anywhere, and in survival mode they can be very high hp.

But the vanilla system limits the level of turrets you can build on a per settlement basis. If you didn't know about this, too long to explain in short comment but Tldr is further south east on map equal higher max level turrets possible. Mark 1 basic turret is super weak, goes up to Mark 7 which for heavy machine gun also adds explosive radius rounds,

You can not build anything higher than weakest Mark 1 type in sanctuary,,red rocket, and other north/northwest settlements. A mod that fixes that allows you to avoid this vanilla issue. I sue 2 mods actually - one that removes the settlement limitation and allows mark 7 to be built anywhere and one that adds a good number of great new turrets (forgot exact but of you search for Advanced Turrets the same mod author made both - he has lots of other turret mods but only two I found really must have are these two - if you're into settlement attacks that is)
Double post! Edit next time.

Can you please link to the mod you use to fix turret levels. That does sound good.
 
I barely use any mods that aren't on this list, no more armors in my entire load order. But I'm curious what conflicts? I don't understand what you mean fully.

I do know the "MA - GOMBZ" guy is mainly a Russian language speaker. I spoke with them over Google Translate on their mod page about the MCM options, and actually got them to add better descriptions of the options on the main page. That's how I know the stuff I said about it in the guide. I do believe your right about the sanctuary markers.


Double post! Edit next time.

Can you please link to the mod you use to fix turret levels. That does sound good.

1- Eli Armor - by the author's own desc and mission statement adds a lot more armor + clothing options via "These items are (mostly) made by mashing up and recolouring vanilla items"

So if you use vanilla armor/clothing replacer like I do - for example: 2pac4eva7's excellent skimpy clothing replacer mod (not nude, just skimpy)
https://www.nexusmods.com/fallout4/mods/7718/? -

The vanilla replacements by Eli conflicts with the vanilla replacers with 2pac. You could just overwrite and make sure you use the proper CBBE bodyslide files to remake the outfits you want from which version, but I just avoid the hassle by not using CCAP. Forgot which forum page it is on, but the Better Settlers mod author also recommends not using CCAP option if you want to maintain maximum vanilla clothing replacer mods compatibility.

2- Both turret mods (from his many - but only 2 really worth having) are:

Selectable Mark I-VII Machinegun Turret - https://www.nexusmods.com/fallout4/mods/9557/?
*using the easier Mark VII only option ESP (*makes less clutter and scrolling in turrets workshop list)

Advanced Settlement Turret Sst - https://www.nexusmods.com/fallout4/mods/8115/?
*don't use the non-default options unless you really read the author forum post re: how to rename BA2 file to match. If using default, all FOMOD is easy.
** I like this mod because for heavier/more numerous settlement attacks, the extra types and far more powerful turrets - esp the completely wireless laser turrets are pretty awesome to use

3- one more not on my above comments but really makes using turrets much easier is this simple yet awesome Craftable Turret Stands
https://www.nexusmods.com/fallout4/mods/21342/?
With Place Anywhere, you can snap or attach these turret stands to the side of anything - homes, walls, etc. With Advanced Settlement Turret wireless turrets, I can defensively place turrets anywhere without having to build extra placement towers, etc.
 
Codsworth parking in Sanctuary --> think on further digging it may be related to me never rescuing Preston.

Can't test it because I have zero desire to ever play with Preston in game again, but recently I started not rescuing Preston on my new restarts. Codsworth is still obtainable as companion as long as you goto Concord, don't need to talk or even meet Preston and his not so merry band.

But I think it leaves Codsworth kinda in a still-waiting-in-Sanctuary mode. Thought it was when I added the additional sandbox mod which was last added in awhile, but now I recall I changed my playstyle to never rescue Preston too. Maybe that has something to do with Codsworth cruising back to Sanctuary all the time.
 
A word of caution on Settler Sandbox Expansion, I've seen lots of people have problems with that mod doing strange things with their settlers. I've heard stories of settlers ending up on the far side of the map from their home settlement, endlessly chasing enemy NPCs around the map, and just all sorts of oddness. To my knowledge no one has been able to determine if it due to a mod conflict or some other factor contributes since it doesn't happen to everyone, but definitely does strange things for a minority of users. I've seen so many odd stories on it that I won't use it. You especially shouldn't use it with older mods (mods other than Neeher's) that expand the settlement borders, that seems to make it even more likely to cause problems. But you may also be one of the lucky ones that never has an issue with it. I just wouldn't recommend it for everyone.

Edited to add that Multiple Floors Sandboxing doesn't have the same problems, it has a long track record in both Fallout 4 and Skyrim and is a safe mod to use.

I play on xbox and i have occasional issues with my settlers running off into the ether, and i have never had the sandbox expansion. (no idea if its even on xbox honestly)

Edit: i build primarily at starlight and have found SS settlers from there as far away as "the slog" and Red Rocket in the glowing sea.
 
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@SimonPDX
I've just started a new playthrough and used your list as base :dance2, then I added a few more mods... (96 at last count.. :suicide2). Anyhow, thanks for sharing. :drinks
 
For SS I need to use version 1.1 of All settlements extended, yes?

The latest version of ASEis 1.5.1 (from like Aug so it's been at that version awhile).

I'd recommend not using the All version but the w/out Bunker Hill and Hangman's Alley version.
BH with ASE has both performance craters and quest blockage with Liberty Prime. HA no quests issue but all the nearby firefights + ASE makes it somewhat performance issue as well.
 
Thanks. Just started up with clean and simple, nice job, though in Sanc I'm not seeing a 'contained with things auto-scrapped beside the workbench'. Is there not one here? I haven't done workshop budget yet. I would like to clear the houses to make more room, will I need to reinstall scrap everything to do so?

Also, it looks like place anywhere can help with snapping, I've been using snappable junk fences, would the latter possibly not be needed?
 
Thanks. Just started up with clean and simple, nice job, though in Sanc I'm not seeing a 'contained with things auto-scrapped beside the workbench'. Is there not one here? I haven't done workshop budget yet. I would like to clear the houses to make more room, will I need to reinstall scrap everything to do so?

Also, it looks like place anywhere can help with snapping, I've been using snappable junk fences, would the latter possibly not be needed?

Each CAS settlement has a slightly different location and type of container where Jencave stored all the scrapped mats. It's kinda cool really, little bit of difference in each settlement.

For sanctuary, it is a small container right on top of the workbench. Looking at the bench in front of you, look up just slightly - right on top of the bench itself is a little ammo box - all your mats are in there.

You can use Scrap Everything if you like, but you can clear/scrap almost everything CAS leaves behind + the objects you find in your expanded build zone if you use All Settlements Extended using just Place Anywhere with default and/or extra object selection mode (insert key by default).

I've had successful playthroughs with Scrap Everything, so not knocking it. But it's one of those 'you never know' if in a long playthrough you start getting issues whether it might be part of the problem.
 
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