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City Plans!

Tharatan

Active Member
City Planner (S3)
Banned
Messages
176
I'll be listing all the plans I'm uploading to Nexus here in one spot for ease of access. Feel free to add your own links in the replies!
Vanilla SS2 Settlements:
Red Rocket:
https://www.nexusmods.com/fallout4/mods/50511 (Red Rocket Foundry: production-oriented, focused on Machine Parts)

Croup Manor
https://www.nexusmods.com/fallout4/mods/50541 (Dugout Liquors: food-focused, includes alcohol production)

Murkwater Construction Site:
https://www.nexusmods.com/fallout4/mods/50619/ (Murkburgers: An organics production settlement intended to be run by Stodge and his crew of misfits. Includes a working food production line at higher levels.)

Sanctuary Hills:
https://www.nexusmods.com/fallout4/mods/50661/ (Simple Sanctuary: a lightweight build that caps at 16 settlers, to help xbox players and others avoid issues in the 'triangle of death')
https://www.nexusmods.com/fallout4/mods/52910 (New Quincy: A low-impact city plan for Sanctuary requiring only the Quincy 5 and Codsworth at the outset. Add Piper at level 2, and Nick Valentine at level 3. No recruiting beacon included in this plan!)

Starlight Drive-In:
https://www.nexusmods.com/fallout4/mods/50698/ (Starlight Hive: an all-round industrial settlement, self-sufficient at all levels. Caravan installed at level 0.)

Hangman's Alley:
https://www.nexusmods.com/fallout4/mods/50938 (The Hang'em Mall: One-stop shop for your commercial needs! Dependent on imported food and water, caravan from level 0.)

Somerville Place:
https://www.nexusmods.com/fallout4/mods/51086 (Fort Somerville: A fortified comm hub in the south-west Commonwealth themed for the Minutemen, perfect for keeping an eye on the local Gunners. Caravan from level 0, reliant on imported scrap.)

Jamaica Plains:
https://www.nexusmods.com/fallout4/mods/51336 (Cafe 88: a clean, secure cafe and trade hub to serve the south-east Commonwealth. Come get your first taste of a Murkburger in style!)

Tenpines Bluff:
https://www.nexusmods.com/fallout4/mods/51546 (Tenpines Hive: a highly fortified, trade-focused outpost for the northern Commonwealth.)

Sunshine Tidings Co-Op:
https://www.nexusmods.com/fallout4/mods/51684 (Sunshine Hive: a fortified industrial settlement containing several Production-type buildings at L3.)

Echo Lake Lumber:
https://www.nexusmods.com/fallout4/mods/52263 (Echo Lake Lumber Restoration: a balanced settlement that seeks to restore the site instead of wiping it out and starting from scratch.)

Experimental Farm 06 (Coastal Cottage):
https://www.nexusmods.com/fallout4/mods/53508 (A heavily food-focused plan supporting 20 settlers at L3. Minimal industry, but has caravan and communications to support discovery activities.)

Slog Tarberry & Fitness (The Slog):
https://www.nexusmods.com/fallout4/mods/53758 (A blend of agriculture, commercial and physical-stat training, supports 15 settlers at L3. Expansive player home at L3, and supports discovery operations throughout the plan.)

Bunker Hill Skymall:
https://www.nexusmods.com/fallout4/mods/54224 (Trade and entertainment hub, employs up to 24 settlers at L3, with beds for up to 30 to accommodate NPC caravan workers. Caravan from L0,will need power/food/water imports at higher levels)

Mod-added Settlements:
Boston Commons:
https://www.nexusmods.com/fallout4/mods/50588 (Swan's Bar And Pitstop: fortified caravan layover stop. Requires VFX's "Swan's Pond - Settlement", found here: https://www.nexusmods.com/fallout4/mods/38025?tab=description)
 
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you have some excellent plans there ... have you considered packaging them in an all-in-one download ?
 
you have some excellent plans there ... have you considered packaging them in an all-in-one download ?
I've thought about it, but wasn't sure how much demand there would be. I suppose if I looked at the unique downloads on Nexus I could answer that pretty easily with "enough to make it worthwhile". I'll see about packaging things up in the next little while.
 
Thankyou...thankyou....THANKYOU! A lot of the city plans I've looked at require extra mods. No thanks. Been there, done that, caused too many issues with lag, crashing, incompatible mods (I could go on, but you get the idea).
 
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