Difference between revisions of "AddOns"

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'''''Overall change(s):'''''
 
'''''Overall change(s):'''''
 
* Five new Building Plans to '''[[Plots#Residential|Residential Plots]]'''
 
* Five new Building Plans to '''[[Plots#Residential|Residential Plots]]'''
** Left Hand Semi-Detached Home
+
** Left Hand Semi-Detached House
** Right Hand Semi-Detached Home
+
** Right Hand Semi-Detached House
 
** Train House  
 
** Train House  
 
** MonoRail House
 
** MonoRail House

Revision as of 23:56, 18 August 2018

Note: Please remember to endorse the add-ons you enjoy to show the authors that their work is appreciated.

Expansion Packs

Industrial Revolution

Author: kinggath and friends

Latest Update v3.0.3 - 11 January 2018 Released - 30 June 2017
First Official Expansion Pack

Description:

Adds new plot types and tons of new buildings to Sim Settlements. These buildings allow you to take control of your settlement and begin constructing the things you need to conquer the wasteland. Inside many of these buildings are secrets to discover to help you on your adventuring.

Continuing the goals of Sim Settlements, Industrial Revolution aims to greatly expand the number of jobs available to your settlers and lays the foundation for your settlements to have a massive impact on your gameplay outside. It also introduces more in-depth game-play for those who want to micro-manage, while maintaining the simplicity of the plot-based building.

This is an Expansion Pack - and will always require the latest version of Sim Settlements, whenever you update this, be sure to also update Sim Settlements.

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25213/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4025347

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025350

Rise of the Commonwealth

Author: kinggath and friends

Latest Update v3.0.3 - 11 January 2018 Released - 30 December 2017
Second Official Expansion Pack

Description:

Adds the ability to put others in charge of settlements, they will handle the construction, settlers will move in and place their own plots, beds, and other things.

Introduces Interior Plots which can be used inside existing building or snapped into your own structures.

Adds a dynamic soundscape that adjusts the ambient and background sound effects in your settlements based on the plots you and your settlers build.

Tons of new gameplay options.


Rise of the Commonwealth takes Sim Settlements to new heights by putting you in the role of the leader. Now you can command others to build your settlements while you get back to exploring the wasteland.

This is an Expansion Pack - and will always require the latest version of Sim Settlements, whenever you update this, be sure to also update Sim Settlements.

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/28599/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4047656

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4047659

AddOn Packs

Mega Pack - Year 1

Authors: kinggath and friends

Latest Update v1.0.3a - 08 April 2018 Released - 11 March 2018

Overall change(s):

  • Fifty-six new Building Plans to Residential Plots
    • [Standard] 54 Plots
    • [Interior] 2 Plots
  • Ten new Building Plans to Commercial Plots
    • [Standard] 9 Plots
    • [Interior] 1 Plots
  • Seven new Building Plans to Martial Plots
    • [Standard] 5 Plots
    • [Interior] 2 Plots

Description:
Over 100 building plans for Sim Settlements from add-on packs and community members created throughout the first year of Sim Settlements, as well as a handful of never before released building plans!

Mega Packs are a new type of Add-on for Sim Settlements that will work seamlessly with existing add-on packs. If an add-on pack that a building plan is from is detected, that add-on pack will be given control of the building plan. This allows us to create merged add-on packs without taking away control from the original author!


Includes all building plans from the following mods - note that uninstalling one of those add-ons will cause your plots that were using them to select a new building plan:

Brian84's Residentials
Jib's Residential Addon
Brae's Defences
Home Improvement AIO
Trailer Park Dreams
PCDugAddons

Also includes building plans donated by Altairp, Eldarth, and Uituit.

Bonus buildings are automatically unlocked depending on which combination of DLC and CC content you have installed from BtN and kinggath. Additional bonus buildings may be added in the future. Current bonus buildings include:

3 - Residential Buildings by BtN No unlocks required! Franchise Kit by kinggath  Unlock Requires Slocum Joe's CC pack Shooting Range by Brae  Unlock Requires Nukaworld DLC 7 - Residential Buildings by BtN Unlock Requires Nukaworld DLC, Far Harbor DLC, Automatron DLC, Contraptions Workshop DLC, and Wasteland Workshop DLC


Special Thanks

ohnno for putting in countless hours assembling and merging addons!


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/30396/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4056668

Bethesda.png Xbox (Full Version): https://bethesda.net/en/mods/fallout4/mod-detail/4057101

Bethesda.png Xbox (New Buildings): https://bethesda.net/en/mods/fallout4/mod-detail/4056694

Altairps Animal Farm

Author: Altairp

Latest Update v1.0.7a - 11 April 2018 Released - 12 April 2017

Overall change(s):
  • Ten new Building Plans to Agricultural Plots
    • [Standard] Molerat Pen (meat)
    • [Standard] Molerat Milking Pen
    • [Standard] Radroach Pen (meat)
    • [Standard] Brahmin Milking Pen
    • [Standard] Cat Farm (meat)
    • [Standard] Cat Milking Pen
    • [Standard] Rabbit Hutch (Requires Far Harbour to be selected, but Far Harbour itself is not a dependency)
    • [Standard] Chicken Trailer (Requires Far Harbour to be selected, but Far Harbour itself is not a dependency)
    • [Interior] Molerat Interior
    • [Interior] Radroach Interior (no critters)
  • Four new Building Plans to Commercial Plots
    • [Standard] Veterinary Clinic
    • [Standard] Joe's Mess Hall
    • [Standard] Food Caravan
    • [Standard] Farmer's B&B
  • One new Building Plan to Martial Plots
    • [Standard] Doghouse (with Wolves) (Requires Far Harbour to be selected, but Far Harbour itself is not a dependency)


Description:
This Add-On for Sim Settlements adds some new plots and items centered around a 'farm' theme. With this add-on you can enhance your settlers farming experience with the addition of Agricultural plots (and a couple other plot types) focused around animals, and the wonderful experiences of herding them in a pen, feeding them until they're fat, and slaughtering them all to feed your settlers. Each plot, present and future, should fit a particular theme based around the animal that inhabits the enclosure, with different resource inputs/outputs that should make your settlement feel more interesting and diverse. At last, all plots now produce some resources in the workbench!

Note: Not all experiences may be included.

Additionally, due to the dangerous nature of said animals (sans Brahmin), these pens reduce the level of Defense of the settlement but provide more food than typical plots as well as occasionally provide related items (e.g. Radroaches provide glowing blood etc., Molerats provide teeth etc).

Now includes level 4 Farms.

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23421/

Bethesda.png XBox https://bethesda.net/en/mods/fallout4/mod-detail/4026243

Another Brick in the Wall

Author: Sebbo86

Latest Update v1.1 - 29 September 2017 Released - 27 September 2017

Overall change(s):


Description:
It is not uncommon to build your Home out of Stone and Clay. The Romans did it, Medieval Lords did it, and now your Settlers can too. A new Advanced Factory Tech Tree based around Concrete and Ceramic Production is the cornerstone for your Settlement to start with real masonry. But one Question remains: What can you expect from Settlers who are not able to saw a wooden board straight?


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/27043/

Bethesda.png XBox: https://bethesda.net/en/mods/fallout4/mod-detail/4037187/

Always Free

Author: MrJoseCuervo

Latest Update v1.3.2 - 30 December 2017 Released - 31 March 2017

Overall change(s):


Description:
This is a Sim Settlements add-on that focuses on the sometimes negative aspects of living in a community. The thought behind the add-on was to balance out all of the positive aspects of mods to keep Sim Settlements from being too "Cheaty". Eventually, it will become a "Disaster Pack" of sorts for Sim Settlements.

Also included is the contents of the previously known 'Slum Lord'; described by the author as being able "to show the true power of Sim Settlements", the homes added by this add-on randomize their structure in order to create an almost excessive amount of varying houses (yet only use four plot types so as to not out-number the other settlements). Currently the homes don't have much in the way of clutter or coherence, however the author is continuously improving the scripts in order to improve the experience.


Mod Page / Download Links:
Nexus.png PC (Nexus):
Free Edition: https://www.nexusmods.com/fallout4/mods/25085/ ( Requires: Far Harbour )
Base game Edition: https://www.nexusmods.com/fallout4/mods/23160/

Bethesda.png PC (Bethesda):
DLC Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4020273/ ( Requires: Far Harbour )
Slum Lord: https://bethesda.net/en/mods/fallout4/mod-detail/4014225
Base game Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4014848/

Bethesda.png XBox:
Free Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4026050/ ( Requires: Far Harbour )
Slum Lord: https://bethesda.net/en/mods/fallout4/mod-detail/4014698/
Base game Edition: https://bethesda.net/en/mods/fallout4/mod-detail/4014227/

Awesometown

Author: Kytampe

Latest Update v1.0.2 - 03 December 2017 Released - 17 October 2017

Overall change(s):

  • 3 new Building Plans to Residential Plots
    • The busstop
    • The purple busstop
    • Yet another brick house
  • 1 new Building Plan to 1x1 & 2x2 Martial Plots each
    • Thou shalt not pass
    • MGF - Minutemen Guard Force
  • 7 new Flags
  • 2 new pieces of Furniture
    • Desks
  • 1 new set of Clothes/Armor
    • MGF Armor


Description:
This Add-On will mix old vanilla textures with the author's own new textures, trying to stay as lore friendly as possible whilst retexturing all that they can to make it look as they want it as well. After all, if everyone in the Commonwealth can make a mini nuke out of scraps, he should also be able to make new furniture, paint, or even wallpapers. Not ideal for those who dislike new textures in their Add-Ons.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/27384

B84s Themed Residentials

Author: Brian841

Latest Update v1.2.3.1 - 03 October 2017 Released - 30 July 2017

Overall change(s):


Description:
Brian84s themed residentials, aim to add themed redsidential buildings to sim settlements. These buildings represent the homes of residents with a special profession, like the home of a doctor or a mechanic. If you enter the buildings you should be able to guess which job or hobby the owner has, in some cases this will be more subtle, in others it will be pretty obvious.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25786/

Braes Defences

Author: Brae (Kraiklin on Bethesda.net)

Latest Update v0.5 - 03 July 2017 Released - 05 June 2017

Overall change(s):

  • Five new Building Plans to 2x2 Martial Plots
    • Basic Outpost
    • Basic Tower
    • Artillery Post
    • Artillery Station
    • Sandbag Fort


Description:
This pack adds a number of Martial Plots to the Sim Settlements mod. It is likely that further additions will be made, but the current list includes light and heavy guard posts as well as 2 kinds of Martial Plot which incorporates the Minutemen Artillery. These function with the Artillery Smoke grenades.

The current designs use 2x2 Martial and Recreational plots. These were introduced in the 2.0 update for Sim Settlements. If you currently don't see the 2x2 Martial Plot size/foundations in your workshop menu (or don't see any Martial Plot options), the Martial option(s) to build these Plots will be added (show up in your workshop menu) once this AddOn pack is installed.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24668/
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4027925

Classic Shacks

Author: ProfVerstrooid

Latest Update v1.2 - 14 August 2017 Released - 19 July 2017

Overall change(s):


Description:
The homes in this add-on are focused on looking classically Fallout.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25628/
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031363

Creations by Coots

Authors: Cpt_COOTS

Latest Update v2.4.1 - 28 April 2018 Released - 15 February 2018

Overall change(s):

  • Two new Building Plans to Residential Plots
    • [Standard] Bunker of the Deserter (5 Branches)
    • [Interior] Cozy Nook
  • Four new Building Plans to Commercial Plots
    • [Standard] Wicked Awesome Noodles
    • [Standard] Slocum's Joe Donut Shop (optional - requires Slocum's Joe CC content)
    • [Interior] Slocum's Joe Satellite (optional - requires Slocum's Joe CC content)
    • [Interior] Random Reclaimed Remains
  • Two new Building Plans to Recreational Plots
    • [Standard] Palace Gaming (optional - requires Arcade CC content)
    • [Interior] Closet Games
  • One new Building Plans to 1x1 Martial Plots
    • [Standard] The Checkpoint - Right
  • One new Building Plans to 2x2 Martial Plots
    • [Standard] The Checkpoint - Left
  • One new Building Plans Interior Martial Plots
    • [Interior] Prison Cell
  • Four new City Leaders
    • Deezer (Covenant Only) - Welcome; Lemonade Tycoon
    • Dogmeat - Roamer; Good Boy...
    • Goodfeels (Sunshine Tidings Co-Op only) - Chiiiil; Exterminate
    • Ronnie Shaw (Castle only) - United we Stand; On Your Feet Maggot!!
  • Nine new City Planner Desks
    • "Classy" - Yeah, it is fancy.
    • Compact Console - A narrow standing terminal that is thinner.
    • Dogmeat's - A "desk" I made special for Dogmeat as City Leader.
    • Dunwich Altar - Pray to the old gods and ask them to bestow favor on your settlement.
    • Lounge - Give the city leader the credit (and wine) they deserve for leading your city.
    • Redneck - Yeah, it isn't fancy.
    • Vault-Tec Themed - A wide city planner with a Vault-Tec theme.
    • Wooden - Slightly wider than vanilla SS but more rustic looking.
    • Workspace - A "desk" with all the functionality of city planner desks PLUS compact versions of several workbenchs: Armor, Chemlab, Cooking, and Weapon! (Thank to MsRae for the use of these objects)


Description:
Residential:
Bunker of the Deserter - A shelter for an ex- BOS, Institute, Gunner, Minuteman, or Railroader with decorations to hint at their past Variable bonuses corresponding to the type at Level 3.

Commercial:
Wicked Awesome Noodles - A damn noodle vendor in your settlement! Slocum's Joe Donut Shop - A custom vendor type that sells donuts, donut ingredients, and eventually coffee and tea. You need to complete the CC fetch quest to unlock this plan. Adds a little bit of incremental happiness. Slocum's Joe Satellite - An interior plot with an identical custom vendor type to Slocum's Joe Donut Shop. You need to complete the CC fetch quest to unlock this plan. Adds a little bit of incremental happiness.

Martial:
The Checkpoint - Plots that connect to one another and form a short wall and a guarded, arched entryway. Together fill more of a 2x3 space. Snap the 1x1 to the front, right corner of the 2x2. The plans work well together regardless of relative levels.

Recreational:
Palace Gaming - An interior plot that features occasionally randomized arcade cabinets.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/29250/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4056668

Bethesda.png Xbox (Full Version): https://bethesda.net/en/mods/fallout4/mod-detail/4057101

Bethesda.png Xbox (New Buildings): https://bethesda.net/en/mods/fallout4/mod-detail/4056694

Flotsam and Jetsam

Authors: Uituit

Latest Update v1.1 - 18 April 2018 Released - 18 April 2018

Overall change(s):

  • Ten new Building Plans to Residential Plots
    • [Standard] War Track (adds turrets)
    • [Water Only] Long Boat (Oversized)
    • [Water Only] Sea Cabin
    • [Water Only] Swan
    • [Standard] Barrel House
    • [Water Only] Broken Boat (Oversized)
    • [Water Only] Sunken Ship (VERY oversized and high)
    • [Water Only] Wreck Boat (Oversized)
    • [Interior] Boat Cabin
    • [Standard] Shack
  • Two new Building Plans to Commercial Plots
    • [Water Only] Floating Bar
    • [Water Only] Floating Market
  • Five new Building Plans to Industrial Plots
    • [Standard] Windmill
    • [Standard] Water Collector
    • [Water Only] Oil Boat (Oversized)
    • [Water Only] Floating Scrap Yard (Oversized)
    • [Standard] Geothermal power (Oversized, roughly 3x3)
  • Two new Building Plans to Agricultural Plots
    • [Water Only] Fish Farm (Oversized)
    • [Water Only] Fishing Boat (Oversized)
  • Two new Building Plans to Recreational Plots
    • [Standard] Floating Garden
    • [Water Only] Party Boat
  • One new Building Plan to 1x1 Martial Plots
    • [Standard] Small Beacon
  • Two new Building Plans to 2x2 Martial Plots
    • [Standard] AT-ATruck (Oversized)
    • [Interior] Large Beacon


Description:
ALL DLC NEEDED
Place anywhere/Everywhere is Needed as well for best results

Aquatic Themed plots, boats and floating plots mostly for water but same land based plots to All Plots player select only


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/31206/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4061629

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4061633

Home Improvements AIO

Author: kevbal

Latest Update v2.0.5 - 11 July 2017 Released - 30 April 2017


Overall change(s):

  • 15 new Building Plans to Residential Plots (Note: there are 2 houses that have "secret" mini-dungeons and 1 house with a new vendor - all available once upgraded to level 3):
    • AFrame
    • BSMTHouse (2 versions)
    • Brick House
    • Garage Home
    • Log Cabin
    • Modern
    • NewEden (2 versions)
    • Plank Cottage
    • Plank Cottage 2
    • Shingle Brick
    • Stone House
    • WorkatHome (2 versions)
  • 14 new Building Plans to Agricultural Plots (Note: CB means concrete base and WB means wooden base, GH means Greenhouse):
    • Carrot CB & Carrot WB
    • Corn Farm CB
    • GHRazor CB & GHRazor WB
    • GHherb CB & GHherb WB
    • Melon WB
    • Mutfruit CB & Mutfruit WB
    • Tarberry CB & Tarberry WB
    • Tato CB & Tato WB


Description:
This addon is called AIO (All-In-One) because it was originally 2 separate addons: Home Improvement and Better Gardens.

Home Improvement is a lore friendly addon for Sim Settlements adding a variety of intellectual homes to the apocalypse. Now I get it, how can clean /cleaner homes be lore friendly in the falloutvers? Because we are talking 210+ years after the bombs fell. Wastelanders have standards, some less than others. So it only makes sense that after crawling through the destruction and fighting their way to survival they would over time better their lives and living conditions. Home Improvement is the addon that allows your settlers to utilize their carpentry skills and above all pick up a darn broom! I don't know about you, but I've certainly seen brooms and shovels in my explorations. So realistic? YES, Lore friendly? Your call.

Better Gardens offers many new agriculture plots that are designed to be focal points of your settlement and not cast aside or hidden away. These plots are gardens, fountains, community inner city farming, and multiple variations of each with many more to come!

FYI - The new mini-dungeons and vendor access entrances/locations were added (built in) to select new residential plots. No previous plots are affected. These new mini-dungeons/vendor are in new games "cells" outside the open Fallout 4 game world and therefore do not interfere with existing settlement layouts or structures in any way (i.e. they don't add anything "new" to the settlement "cells" that could create conflicts)


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24530/
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4022507

Hunter-Gather

Author: Kana292

Latest Update v1.1 - 09 July 2017 Released - 09 July 2017

Overall change(s):


Description:
This building is meant to fill that initial gap when a settlement has 1-3 settlers. What I call the Hunter/ Gatherer stage of development before an Agricultural revolution. The plot provides just enough food/ water/ defense for one settler, and enough power for a Recruitment Beacon. I wanted to be able to start a settlement using no vanilla items from the beginning (Sim Settlement plots only), except for the recruitment Beacon.

The plot has no upgrade levels, and is meant to be scrapped when the settlement reaches 4 population. At that point, the settlers would Ideally start working 2 food, 1 water, 1 defense plot and begin their Agricultural Revolution!


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25403/

Bethesda.png Xbox: Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4027929

IDEK's Logistic Station

Author: IDontEvenKnow

Latest Update v1.2.1 - 18 April 2018 Released - 14 January 2018

Overall change(s):

  • Two new Building Plans to Industrial Plots
    • [Standard] Logistic Station
    • [Interior] Logistic Station


Description:
Settlement networking sucks. Supply lines are annoying to set up, and even more annoying to redefine as you unlock more settlements. The standard system that shares food and water between settlements is just as happy to feed your settlers corn as it is your cache of Mirelurk Queen steaks. Collecting the surplus food, water and tax money that your settlements produce is tedious. I could go on.

To alleviate this, I created this mod. With Sim Settlements, your settlers are happy to build their own towns - why shouldn't they manage their own logistical needs as well?

--- Usage ---
This mod works a little differently from most Sim Settlements addons. This mod only adds one building plan - the Logistics Station - under the standard Industrial plot type (interior and exterior versions are included).

To establish a logistics network, you are intended to designate exactly one Logistics Station in each of your settlements (only one station per settlement will be active at a time). To prevent your settlers from foolishly building useless duplicate stations, you must designate your Logistics Station plots manually. This is done by placing a standard industrial 2x2 or interior plot, then activating the ASAM sensor -> Choose Building Plan -> [ILS] Logististics Station. Note that this may take up to a few minutes to show up in the list if you've recently loaded a save.

Beyond defining them, you aren't strictly required to interact with Logistics Stations any more than that if you don't want to, however there are a number of additional features included should you choose to take advantage of them.


Please refer to download page for full details on mod


--- Future Plans ---
This mod will likely remain limited to only the one plot type. I have no plans to include any additional plot types at this time.

Ideas that I haven't gotten around to yet include:

  • Assigning additional guards to travel with provisioners as Logistics Station plot level increases
  • Additional decoration variants for both interior and exterior plot types.
  • Additional weapons or armor being issued to provisioners provided there are weapon shops or factories in your network
  • Distant future, perhaps some manner of wasteland patrol network being created out of a special martial plot type. That one might become its own mod if I ever get around to it, but it sounds like a neat idea that I could probably pull off.

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/28945/

Industrial City

Author: Mytigio

Latest Update v0.9.5 - 18 April 2018 Released - 12 May 2017


Overall change(s):

  • Twenty new Building Plans to Industrial Plots
    • [Standard] Steel Scrapyard (produces primarily steel, but also rarely aluminum, screws, copper and occasionally rubber)
    • [Interior] Sahara Steel (same as previous)
    • [Standard] Lumber Reclamation (produces primarily wood, but also rarely produces screws, steel and glass)
    • [Interior] Woody's Lumber (same as previous)
    • [Standard] Rubber Shredder (produces primarily rubber, but also rarely produces steel and plastic)
    • [Interior] Rita's Rubbers (same as previous)
    • [Standard] Aluminum Recycler (produces primarily aluminum, but also rarely steel and copper)
    • [Interior] Ronnie's Used Aluminum (same as previous)
    • [Standard] Ceramics Factory (produces ceramic and ceramic related scrap)
    • [Interior] Cleo's Custom Cups (same as previous)
    • [Standard] Terminal Service Center (produces circuitry and circuitry related scrap)
    • [Interior] Electronic Dreams (same as previous)
    • [Standard] Ammo Plant (produces ammo)
    • [Standard] Toy Factory (produces happiness)
    • [Standard] Municipal Water (produces water, for those without Industrial Revolution)
    • [Interior] A Pot to Piss In (same as previous)
    • [Standard] [Interior] Scav Team Dispatcher (adds defense, provides an alternative form of settler recruitment, increased maximum scrap yields for just Industrial City plots)
    • [Standard] Salvage Sorting Facility (increases the miminum salvage output of other Industrial Cities salvage plots)
    • [Standard] Scavver Shed (provides a basic increase to the settlement scavenger score)
    • [Interior] Support Shed (spawns instead of Dispatcher if already present)
  • Seven new Building Plans to Advanced Industrial Plots
    • Robotics Recyclers
      • Advanced Robotics Recyclers
        • Expert Robotics Recyclers
      • Robot Refitters
        • Robot Workers Guild
        • Armybot Surplus
      • Robotics Workshop
        • Defense Contractor
        • Junk Bot Garage
        • GAI (General Atomics) Domestic Robots (GAI-DR)
        • RobCo Civil Services (RC-CS)
  • Three new Building Plans to Agricultural Plots
    • [Standard] GAI Hydro-Farm (produces more food with less water, needs GAI-DR Adv. Ind. Plot)
    • [Standard] Hydroponics Research Farm (hydroponics themed)
    • [Interior] Garden Wall (hydroponics themed)
  • Two new Building Plans to 1x1 Martial Plots
    • Civil Defense Station (adds Police Protectrons, high defense/high power, needs RC-CS Adv. Ind. Plot)
    • Factory Security Station (will be built instead of previous if RC-CS not present, otherwise both available)
  • Two new City Leaders
    • Supervisor White
    • Civil Logistics Analytic Machine (C.L.A.M.)
  • 3 new Flags

Visit Forums For More Details on Building Plans


Description:
An add-on for Sim Settlements that adds new Industrial Plots to the rotation.

Instead of increasing the general scavenging score however, these plots provide specific resources based on the building and plot (metal scrap yard provides metal salvage, the lumber yard provides wood salvage, etc).

Also includes an optional file that adds a custom "Scav Team Dispatcher" Radio Station to the game, however this requires the Industrial Revolution expansion.

Please make sure you back up your save files before activating this mod, it is still in it's early stages. While Sim Settlement Add-ons in general are very stable, this one utilizes more scripting then average to handle daily updates. Testing has not shown any adverse behavior so far, but until I have a wider testing audience, probably best to be cautious.

Visit Forums For P.F.A.Q. (Predicted Frequently Asked Questions)


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23948/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4021108/

Optional File requirements:
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4044336/

Also Requires:
All Official DLC: Nuka-World, Vault-Tec Workshop, Contraptions Workshop, Far Harbor, Wasteland Workshop and Automatron.

Jib's Residential AddOn

Author: Jib

Latest Update v1.0.3 - 28 September 2017 Released - 29 June 2017

Overall change(s):


Description:
A collection of residential plots for Sim Settlements. The collection includes many small shacks and houses but also several multi story buildings. There are also several tree houses of varying size and complexity.

Many, but not all, plots do exceed the 2 x 2 plot size. Check the building plan confirmation screen to see which buildings exceed the plot size.

Changes and additions in progress.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25168/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031001

JtBryant's Foundations

Author: JtBryant (JtBryant96 on Nexus)

Latest Update v1.0.2 - 21 July 2017 Released - 21 June 2017

Overall change(s):

  • Adds new item to Sim Settlements menu called "Foundations Puzzel Pieces"
  • Adds 5 new foundation pieces in 8 different textures designed to work with Sim Settlement plots.


Description:
This addon to Sim Settlements will provide new foundation pieces you can use to build out your settlement with style. Especially useful for players who like to build using a grid layout method (all plots touching) or are inclined to want to "flatten" all of their build-able workshop area.

There are 5 shapes: 1x1 (vanilla sized foundation block great for paths and spacers), 2x2 (the exact size of most Sim Settlement plots - perfect for snapping the foundation-less versions of the plot types and the always foundation-less agricultural plot type), finally there are 3 sloped shapes so you can seamlessly connect foundation at different relative heights.

To complement the "look" you want for each of your settlements, these 5 shapes comes in 8 surface textures: concrete, road, soil, grass, old concrete, old road, dirt, and dead grass.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25010/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4023785

Also requires Settlement Menu Manager
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24204/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4018878

JtBryants Utilities

Author: JtBryant (JtBryant96 on Nexus)

Latest Update v1.0.2 - 10 July 2017 Released - 29 March 2017


Overall change(s):

  • 5 new Building Plans to Advanced Industrial Plots (Power Tree):
    • Level 1 Battery Bank - Provides 10 power
    • Solar Branch:
      • Level 2 Solar Farm - Provides 20 power and 15 happiness
      • Level 3 Solar Farm - Provides 40 power and 30 happiness
    • Wind Branch:
      • Level 2 Windmill - Provides 30 power
      • Level 3 Windmill - Provides 60 power
    • Methane Branch:
      • Level 2 Methane Power Plant - Provides 40 power Consumes 2 Food 2 Water and 15 Happiness (Spawns 1 Brahmin)
      • Level 3 Methane Power Plant - Provides 80 power Consumes 4 Food 4 Water and 30 Happiness (Spawns 2 Brahmin)
    • Oil Branch:
      • Level 2 Oil Power Plant - Provides 50 power Consumes 30 Happiness
      • Level 3 Oil Power Plant - Provides 100 power Consumes 60 Happiness
  • 5 new Building Plans to Martial Plots (2x2 Martial plot size, Barracks Tree):
    • Lvl1 Guard Tent - Provides 9 defense Consumes 2 Food, and 2 Water (Spawns 2 Mercenary Guards)
    • Minutemen Branch:
      • Level 2 Minutemen Quarters - Provides 25 base defense* and 10 happiness Consumes 6 Food and 6 Water. (Spawns 4 Minutemen Recruits)
      • Level 3 Minutemen Barracks - Provides 50 base defense* and 20 happiness Consumes 12 Food and 12 Water. (Spawns 4 Minutemen Privates, Spawns 1 Minutemen Corporal, Spawns 1 Minutemen Sergeant)
    • Railroad Branch:
      • Level 2 Railroad Safehouse - Provides 30 base defense* Consumes 6 Food and 6 Water. (Spawns 4 Tourists)
      • Level 3 Railroad Covert Operations Center - Provides 60 base defense* Consumes 12 Food and 12 Water. (Spawns 4 Railroad Operatives, Spawns 2 Railroad Heavies)
    • Brotherhood Branch:
      • Level 2 Brotherhood Recruitment Outpost - Provides 35 base defense* Consumes 6 Food, 6 Water and 10 happiness. (Spawns 4 Brotherhood Initiates)
      • Level 3 Brotherhood Stronghold - Provides 70 base defense* Consumes 12 Food, 12 Water and 20 happiness. (Spawns 4 Brotherhood Knights, Spawns 1 Brotherhood Knight-Captain, Spawns 1 Brotherhood Paladin)
    • Institute Branch:
      • Level 2 Institute Outreach Center - Provides 40 base defense* Consumes 10 power and 20 happiness. (Spawns 3 Synths (Gen1))
      • Level 3 Institute Relay Station- Provides 80 base defense* Consumes 20 power and 40 happiness. (Spawns 3 Synths (Gen2), Spawns 1 Institute Courser)


Description:
Adds 2 new building trees which lead to 10 separate building types: one set provides power and one set provides defense.

Power:

  • Don't place the windmills next to and thing higher that 3 stories, otherwise it will clip.
  • The Oil Power Plant requires you have at least 1 of Industrial Revolution's oil pumps in the settlement.

Defense:
This addon is the first to apply a branching upgrade system for the martial plot type. Part of the goal of this new barracks tree is to role-play each faction trying to take control of the commonwealth.

This is done in two main ways:

  1. The availability of each factions barracks is tied to your involvement with each factions quest line(s) in the main Fallout 4 game (i.e. locked until a certain point, level of interaction)
  2. Barracks give a variable amount of defense depending on how many barracks that faction controls (i.e. has been assigned by you) throughout all of your settlements in the commonwealth and beyond. More specifically, the defense values are affected by how many barracks a faction controls, how many it's allies control, and how many it's rivals control. So it can change as your relationship with the factions changes.

Defense Provided = baseDefense * ( ( NumFactionBarracks + (NumAlliedFactionBarracks/2) - (NumRivalFactionBarracks/2))^.25 )

Each Factions Barracks is Settlement-Unique in that you can only have 1 which provides actual defense. So you could have 5 Railroad barracks in one settlement but that will not increase your defense score (it would just be about visuals) because only 1 of those Railroad barracks will be counted for defense calculations. On the other hand, if you have 5 Railroad barracks in each of 5 different settlement locations, then all 5 will be counted in the defense calculation. FYI- it takes the script about 60 seconds to catch up so don't upgrade 2 of the same faction's barracks in the same settlement at the same time.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23125/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025889

Also Requires: (only if you want to use the Oil Power Plant building plan)

Industrial Revolution (Official Sim Settlements Expansion Pack):
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25213/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025350

Junk Town

Author: Uituit (Vintyri on Bethesda.net)

Latest Update v9 - 18 March 2018 Released - 13 August 2017

Overall change(s):

  • Sixteen new Building Plans to Residential Plots
    • [Standard] Crashed Bird (Vertibird home) [PSO]
    • [Standard] Pra's Bird (for rooftops) [PSO]
    • [Standard] Tire Cave (high poly)
    • [Standard] Pipe house
    • [Standard] Boat House (placement guide: https://youtu.be/I-PiknVQifc) [PSO]
    • [Standard] Bus Stop
    • [Standard] School Bus [PSO]
    • [Standard] UFO
    • [Standard] Doors
    • [Standard] Waves
    • [Standard] Repurposer
    • [Interior] Duct
    • [Interior] Mini Bedroom 1x1
    • [Box Car] Hobo Living
    • [Box Car] Upmarket Hobo
    • [Standard] War Truck/War Trailer (combination Residential/Martial)
  • Three new Building Plans to Commercial Plots
    • [Standard] Bus Bar
    • [Interior] Mini General Store 1x1
    • [Box Car] Hobo Bar
  • Seven new Building Plans to Industrial Plots
    • [Standard] Desalinator (water or land plots)
    • [Standard] Power Armor Garage (up to four suits)
    • [Standard] Shit House
    • [Standard] Diamond Power]
    • [Interior] Mini Shit House
    • [Interior] Mini Scavenger Bin 1x1
    • [Box Car] Hobo Workshop
  • Five new Building Plans to Agricultural Plots
    • [Standard] Car Farm
    • [Standard] Amazons Fishing Wharf [PSO]
    • [Interior] Fungus Farm
    • [Interior] Mini Farm 1x1
    • [Box Car] Hobo Farm
  • Twelve new Building Plans to Recreational Plots
    • [Standard] Stone Circle
    • [Standard] Games Room
    • [Standard] Chillshocks BBQ pit
    • [Standard] Crack House
    • [Standard] Garden
    • [Interior] Tinuvia's Laundry
    • [Interior] Kitchen
    • [Interior] Lounge
    • [Interior] Bathroom
    • [Interior] Mini Smoking Area 1x1
    • [Interior] Mini Bathroom 1x1
    • [Box Car] Hobo Soup Kitchen
  • One new Building Plan to 1x1 Martial Plots
    • [Standard] Fridge Defense
  • Seven new Building Plans to 2x2 Martial Plots
    • [Standard] Spider Gate
    • [Standard] Mutant
    • [Standard] Bloat Fly Hive
    • [Standard] Roach Den
    • [Interior] Roach Trash Pile
    • [Interior] Armory
    • [Standard] War Truck/War Trailer (combination Residential/Martial)
  • Eight new City Leaders
    • Blake Abernathy (Lifegiver. Ex-Farmer, Depressed)
    • Lucy Abernathy (Trainer, Emthusiastic, Naive)
    • Abraham Finch (Lifegiver, Scavenger, Inhospitable)
    • Jake Finch (Hunter, Shakedown, Raider at Heart)
    • Vault-Tec Rep (Experienced Mayor, Shakedown, Lonewolf)
    • Sheffield (Lifebringer, Party Animal, Self Doubt)
    • Marcy Long (Truthseeker, Animal Lover, Depressed)
    • Sturges (Investigator, Futurist, Pacifist)


Description:
With the Fallout of nuclear war devastating the commonwealth, one would think the inhabitants would learn to build out of the junk that remained. In this add-on pack for SimSettlements, your settlers will do just that, build from the junk that they've found laying around.

Now with Player-Select Only [PSO] plots to prevent oversized plots spawning


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/26107/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4031836

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031977

Junk Town-Extreme

Author: Uituit (Vintyri on Bethesda.net)

Latest Update v5 - 18 January 2018 Released - 27 November 2017

Overall change(s):

  • Five new Building Plans to Residential Plots
    • Yggdrasil L1 (giant tree, same size as power line tower)
    • Shipwreck L1
    • Rust City Stadium
    • Pyramid (useful for building Vaults)
    • High Rise (plenty of space for interior plots)

Description:
WARNING:IF YOU USE THIS ADDON ,USE CITY PLANNER DESK TO BAN FROM ROTATION.
Its Big and Its EXTREME. And Silly and fun I hope:) I will add over time

Now with Player-Select Only plots to prevent oversized plots spawning


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/28180/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4043767/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4043772/

Junk Town-Fences

Author: Uituit

Latest Update v6 - 18 February 2018 Released - 27 October 2017

Overall change(s):


Description:
The cool thing about Sim Settlements is the growth,watching your town start small and then grow into something cool. But I think there's something missing. Walls and fences tend to pop up instantly and that doesn't really fit into the growth. So I made a few fences from Homes for use in my own games. Everything here is over-sized but I think fits in well with the lore. Once your fence is built you can send your settler to another normal home plot. Min clutter and decorations but idle markers to keep your settlers busy.
Best used with Realistic Build Times
Now with Player-Select Only plots to prevent oversized plots spawning
Large file so probably won't be on XBox unless requested.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/27555/

PCDug Addons

Author: PCDug

Latest Update v1.2 - 07 January 2018 Released - 16 April 2017

Overall change(s):


Description:
This add-on attempts to emulate the same style as the base version of Sim Settlements with the introduction of three new homes, with two of them being singular structures that the residents improve the decorations of as the level increases as opposed to simply expanding the size of the shack.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23550/

Raider Refugees: The Good, The Rad and The Ugly

Author: MaturinMods

Latest Update v0.9.9 - 25 July 2017 Released - 15 July 2017

Overall change(s):


Description:
This addon for Sim Settlements allows you to create a 'randomized' raider house to add some spice to your settlements. The house includes unique furniture, lighting, and other assorted raider flair. When the plots upgrade they randomly draw their furnishings/decorations/lights from a pool of 20+ categories, each one with 3 or more variations. Fully upgraded plots are very rarely the same.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24918/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4029299

RS Buildings

Author: RobotsSmell

Latest Update v5.3 - 21 June 2018 Released - 27 May 2018 2018

Overall change(s):

  • Five new Building Plans to Residential Plots
    • Left Hand Semi-Detached House
    • Right Hand Semi-Detached House
    • Train House
    • MonoRail House
    • Pool House
  • Three new Building Plans to Commercial Plots
    • Mall Left Hand Block A - General/Toy Store
    • Mall Middle Block B - Power Armor Store
    • Mall Right Hand Block C Lingerie Store
    • Shack Left Hand - Pub
    • Shack Middle - Bakery
    • Shack Right Hand - Wine Store
  • Two new Building Plans to Recreational Plots
    • Plastic Duck (Swan) - Shooting Range with Shootable Swans
    • Merry Go Round (with Sick Buckets)
  • Two new Building Plans to Industrial Plots
    • Loo Roll Factory
    • Badge Factory (Cheese Central)

Description:
Many of the plots are set to player select only. This is because they are either graphic intensive, or just plain badly done and are not optimised. The mall type stuff or joined up stuff might look daft on its own, therefore requires the player to set the plots next to each other in order too look right. The Semi houses can be used as standalone's, but thought it best to allow the player to choose.

The animation and flow in the badge factory (and the loo roll factory), does call for a little (OK, a lot) of poetic licence! It isn't perfect, but you'll get the idea.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/31972/

Ruined Homes and Gardens

Author: Ruinedworld

Latest Update v3.1.0 - 18 April 2018 Released - 02 May 2017

Visual Representation of Farming Tech Tree (fork off the water branch) with the new Advanced Industrial Plots added by Ruined Homes and Gardens

Overall change(s):

  • Four new Building Plans to Industrial Plots
    • Windmill (Power plot)
    • Scavver Metal Forge
    • Scavenger Tech Depot
    • Scavenger Fuel Depot
  • Four new Building Plans to Advanced Industrial Plots - Farming tech tree (Fork off the water branch)
    • Watershed
    • Compost
    • Wild plant greenhouse
    • Wild crop adhesive lab
  • Nine new Building Plans to Agricultural Plots (all have level 4 upgrade capabilities)
    • Good Value Garden (raised bed)
    • Large Corner Garden (raised bed)
    • Lucky Garden Garden (raised bed)
    • Slim Pickens Garden (raised bed)
    • Small Corner Garden (raised bed)
    • Two Step Garden (raised bed)
    • [Interior] Garden 1 [placeholder name]
    • [Interior] Garden 2 [placeholder name]
    • [Interior] Garden 3 [placeholder name]


Description:
This add-on introduces farms and scavenging forges in the style of foundations of destroyed buildings. The farms in particular have multiple types of produce as opposed to one type in the vanilla game, with each different farm offering different combinations. Additionally, the author is currently working on homes and shops, among others, which will be introduced in a later update.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23917/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4017569/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4017575

Sim Settlements Scrappers

Author: Ohnno

Latest Update v2.00 - 02 April 2018 Released - 23 July 2017

Overall change(s):

  • Four new Building Plans to Residential Plots
    • [Standard] Car Home
    • [Interior] Pipe Home 1
    • [Interior] Pipe Home 2
    • [Interior] Pipe Home 3
  • Six new Building Plans to Commercial Plots
    • [Standard] Medical Supplies Shop
    • [Standard] Roadside Diner (provides more happiness, consumes extra food)
    • [Standard] Rooftop (provides more happiness, consumes extra food)
    • [Standard] Single Stall
    • [Standard] Trading Stalls
    • [Interior] Colonial Taphouse
  • Four new Building Plans to Industrial Plots
    • [Standard] Wind Farm
    • [Standard] Lower Repair Shop
    • [Standard] Lower Power Station
    • [Standard] Lower Water Station (All 'lower' plans can have plots/floors placed on top)
  • Five new Building Plans to Agricultural Plots
    • [Standard] Mushroom Farm
    • [Standard] Pipe Mushroom Farm
    • [Interior] Bathroom Stalls
    • [Interior] Hydro Farms
    • [Interior]
  • Three new Building Plans to Recreational Plots
    • [Interior] Power Armor Workstation
    • [Interior] Mini Car and Bike Workplace
    • [Interior]


Description:
Just added a couple of new buildings to Sim Settlements. Some more open buildings (some of my settlements where starting to become a bit crowded). 2 of the new shops are diners, they add extra happiness (about 10 per level) but consume extra food in the process. They may not be the best choice for lower level settlement. The factory plot is a wind farm and produces power for your settlement.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25679/

SimHomestead

Author: Eldarth

Latest Update v4.7b - 26 January 2018 Released - 28 April 2017

Overall change(s):

  • Three new Building Plans to Residential Plots
    • 2 Brick Houses (13 Level 1 variants, 4 Level 3 variants)
    • Park House w/ Gardens
  • Four new Building Plans to Commercial Plots
    • [Standard] Masonry Store
    • [Standard] Butcher L1 (Custom Meat & BBQ Vendor), Deli L2 (Custom Deli Vendor w/14 new food items!)
    • [Interior] Prime Meats L1 (Custom Meat & BBQ Vendor)
    • [Interior] Bar None L1 (Custom Bar Vendor w/a few signature cocktails)
  • Two new Building Plans to Industrial Plots
    • [Standard] Gravel Pit (Provides cement and rare minerals)
    • [Interior] Water Recycler
  • One new Building Plan to Agricultural Plots
    • [Standard] Fish Farm (adds fish recipes, harvestable fishnets, Level 3 adds custom fishmonger vendor)
    • [Interior] Hydroponics Farm
  • 2 new Building Plans to Recreational Plots
    • [Standard] Roman Bathhouse L2
    • [Standard] Aquarium (consumes slightly more food than Residential, but provides crustacean and fish meat)
    • [Interior] Brothel [PSO]
  • Two new Building Plans to 2x2 Martial Plots
    • Gatehouse (L1/L2)
    • Heavy Tower (Beta L3)
  • One new City Leader
    • Honest Dan


Description:
"Aims to bring a bit more solidity and stability to the settlement homes." Most buildings adopt a brick-and-mortar approach to building construction, with a less "maintained" viewpoint compared to Home Improvement. This can be desirable for those players that want fewer holes in the homes of their settlers, or those simply wanting their settlers to put more effort into their buildings.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24491/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4031686

Also Requires:
Offcial DLC: Far Harbor.

Industrial Revolution (Official Sim Settlements Expansion Pack):

Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25213/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4025350

SimTowers

Author: JtBryant (JtBryant96 on Nexus)

Latest Update v1.1.0 - 12 July 2017 Released - 03 June 2017

Overall change(s):


Description:
Currently adds 1 new Commercial type building the "SimTowers" hotel, and 1 new Recreational type building the "Mayor's House".

The hotel has the added benefit of having custom NPCs (from the community) visit your settlement and have a place to stay, adding a sense of vibrancy and breathing new life into your return trips.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24601/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4021585/

Trailer Park Dreams

Author: mimaef

Latest Update v1.2b - 02 June 2017 Released - 28 April 2017

Overall change(s):


Description:
As the title of the add-on implies, this introduces new plot rotations centered around the theme of mobile homes. Most notably, it offers a mobile-home theme for the six base shops as well as a greenhouse-style farm that hosts multiple types of produce in exchange for fewer of the same type as per vanilla plots.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23815/

Vaultland

Authors: Rodericksblade

Latest Update v1.0 - 27 April 2018 Released - 27 April 2018

Overall change(s):

  • Eight new Building Plans to Residential Plots
    • [Interior] 7 Days, 7 Suits
    • [Interior] Fire (Refer to download page on how to put together with Ice)
    • [Interior] Ice (see above)
    • [Interior] Shelver's Lair
    • [Interior] Bunk L
    • [Interior] Bunk R
    • [Interior] CT Gaming
    • [Interior] Clem's Room
  • Four new Building Plans to Commercial Plots
    • [Interior] Trauma Recovery
    • [Interior] Minutiaman's
    • [Interior] Vaultsuit Surplus
    • [Interior] AV Club
  • Three new Building Plans to Agricultural Plots
    • [Interior] Okay Diner
    • [Interior] Mirelurk Plot
    • [Interior] Nutrituional Supplements
  • Two new Building Plans to Martial Plots
    • [Interior] Potentialities Lab
    • [Interior] Loyalty Corps

Description:
Adds 19 new interior plots with a (mostly) Vault-tec approved theme! The Vault dwellers idle chatter in Vault 88 can be rather quirky, so I tried to bring some of that into the designs of these interior plots. Theres a mix of straightforward plots, quirky plots and experiment plots. Use whichever you want!

All Plots: Each plot's message does state where to place a Vault room entrance, however, I have found that the interior plots need at least 4 (2x2) Vault room pieces inorder to be placed down. Doing this leaves a bit of space around the front and which ever side isn't tucked into a corner. I prefer to make rooms around these plots that use 6 room pieces (2x3) to give a little bit more space and to allow easier access to a door on the side. See images if these numbers don't work for you on their own. : D


No there isn't an Overseer's plot. The dest takes up way too much space on an interior plot. It would have to go onto the full sized plots, but the utility pole and the vault pieces don't work well together.

I use the Def UI mod to swap out inventory tags with icons. All my building plans are tagged with (Vault-tec) to swap to the vault icon included in Def-UI. I'm working on creating an option to turn support for this mod on and off. Right now it's on, so if you don't use Def UI, the names of the plots will be really long. Sorry!

Future:

  • As soon as I figure out performance options, I'll be putting those in. Though it might be awile. The build limit in Vault 88 is pretty high, and it is its own cell, so there shouldn't be too many problems using these plots as is. Though turning off random clutter will affect quite a few of the plots, so start there if there are issues.
  • I have a few ideas to touch up some of these plots. Those additions will come at a later date.
  • Figure out a way to make larger interior plots so the Overseer can have their own plot.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/31365/

Wasteland Venturers

Authors: Myrmarachne and Tinuvia

Latest Update v7.1.1 - 27 February 2018 Released - 12 May 2017


Overall change(s):

  • 19 new Building Plans to Residential Plots
    • [Standard] Dark Tower by Myrmarachne
    • [Standard] Electric Shed by Myrmarachne
    • [Standard] Fisherman’s Hut by Tinuvia
    • [Standard] Cab Home by Myrmarachne
    • [Standard] Mama’s Place Myrmarachne
    • [Standard] Caretaker’s Tower by Tinuvia (Can only be built by the player)
    • [Standard] Uituit's War Rig by Myrmarachne
    • [Standard] Hideout by Myrmarachne
    • [Standard] Diner Home by Myrmarachne
    • [Standard] Rug Revelry by Tinuvia
    • [Standard] Mariner's Cabin by Tinuvia
    • [Standard] Hunter's Den by Tinuvia
    • [Standard] TreeTent by Tinuvia
    • [Standard] Herbalist's Haven by Tinuvia
    • [Standard] El Duderinos Wreckshack by Myrmarachne
    • [Standard] Crusty Mechanic Shack by Myrmarachne
    • [Interior] For the love of Books {RELF} by Tinuvia
    • [Interior] Couch Dreams {BERF} by Tinuvia
    • [Interior] Tinkerer Digs {BEFF} by Tinuvia
  • 11 new Building Plans to Commercial Plots
    • [Standard] Thrifty Surgeon by Tinuvia
    • [Standard] Catchy Patch Clothier by Tinuvia
    • [Standard] Radio Shack by Myrmarachne (general store)
    • [Standard] Scrapper's Delight General Store by Tinuvia
    • [Standard] IcecreamAndPowerarmorRepair by Myrmarachne
    • [Standard] Warchild's Weapons by Tinuvia
    • [Standard] The Winking Molerat by Tinuvia
    • [Standard] The Sailor's Tale by Tinuvia
    • [Standard] The Rum Hole by Tinuvia
    • [Interior] Captain Crash Chem Reliance {LELF} & {RERF} by Tinuvia
    • [Interior] Pit Stop Goods {BECF} by Tinuvia
  • 5 new Building Plans to Agricultural Plots
    • [Standard] Universal Library Coffee by Tinuvia (Ground and No-ground)
    • [Standard] Babylon Roof Garden by Tinuvia (Ground and No-ground)
    • [Standard] Wild Meadow Farm by Tinuvia (Happy and Regular)
    • [Standard] Wild Forest Farm by Tinuvia (Happy and Regular)
    • [Standard] Wild Pond Farm by Tinuvia (Happy and Regular)
  • 4 new Building Plans to Recreational Plots
    • [Standard] Calvin Ball Pool Hall by Myrmarachne
    • [Standard] Bitter Bean Bookery by Tinuvia
    • [Standard] Midsummer Pole by Myrmarachne
    • [Interior] Abbot's Art Studio {BECF} by Tinuvia
  • 3 new Building Plans to 1x1 Martial Plots
    • [Standard] Defense Mound by Myrmarachne
    • [Standard] Turret Tower by Myrmarachne
    • [Standard] Wicker Scarecrow by Myrmarachne


Description:
This add-on includes new plot types that differ from a typical "settler" feel to give homes a more dedicated feeling from the structure without necessarily being VIPs. An example of such would be the herbalist's shack and the rooftop garden complimenting each other, as such one would imagine that the settler working on a plot with many different types of produce would attempt to "bring their work home with them".

Interior Plots:
The names of the interior plots include four letters in parenthesis to help figure out how to best place them. With the wall of the plot in front of you, the first two letters signify entrances from the Ends - Left, Right or Both. The second two letters are about the entrances from the Front - Left, Right, Centre or Full. For example, the Art studio can be entered from both ends and from centre front, i.e. {BECF}. Let us know what you think, this is easily changed if the community figures out a better scheme.

Residential Plots:
16 homes – a tall tower home with an attitude (NEW!), a pre-war electric relay station (NEW!), a place for mama, a home in a derelict car, a fisherman’s hut, a huge ass tower with a player bed, a war rig, a hidden hideout, a rugged home for tired feet, a mariner's cabin, a home in a diner, a hunter's den, a tree house, a herbalist's shack, a shabby home underneath a car and a makeshift tinkerers house.

Commercial Plots:
A far out, hang out, bar (NEW!), a waste-not-want-not medic, a colorful clothier, a salty sailor's bar and two general stores - one scrappy, one tinkery. Icecream and power armor repair squeezed into the same crummy tin schack, because why not? An APC weapon shop and finally: a breezy rum bar, "The rum hole", for a quick escape in the balmy nights to a place where palmfronds kiss your sweaty face and rum gushes down your eager maw, instead of radiated water and that insistent dog breath that follows you around in the real world of the wastes.

Agricultural Plots (NEW functionality!):
The Wild Forest, Meadow and Pond Farms now come in two versions - Regular and Happy:

  • The Regular version can be built by your settlers and give the same amount of food as vanilla Sim Settlements plots.
  • The Happy version can only be built by you with the ASAM sensor, give less food but a happiness boost to your settlement and plants in your workshop workbench. (see Read Me for plant details).

The Universal Library silt bean coffee farm and the Babylon Roof top garden now have No-ground versions that can only be built by you, with the ASAM sensor. The settlers can still build the old ground and wood foundation versions.

Recreational Plots:
A clueless pool hall (NEW!), a coffee shop bookery and a Midsummer Pole – for the celebrational needs of your settlers.

Martial Plots:
Three plots, a mound (NEW!), a deranged Wicker man (NEW!) and a turret tower.

Flags:
Four flags for your settlement to choose at the City Desk Planner.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/24136/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4021704

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4021837

Wasteland Venturers 2

Authors: Myrmarachne and Tinuvia

Latest Update v1.0.0 - 26 February 2018 Released - 26 February 2018

Overall change(s):

  • 3 new Building Plans to Residential Plots
    • [Standard] Townhouse Metal by Tinuvia
    • [Standard] Townhouse Stone by Tinuvia
    • [Standard] Voodoo Lodge by Tinuvia
  • 1 new Building Plan to Commercial Plots
    • [Standard] Messy Death Gun Shop by Myrmarachne
  • 2 new Building Plans to Recreational Plots
    • [Standard] Pizza Parlour by Myrmarachne
    • [Interior] Magic Mushroom Farm by Tinuvia
  • 1 new Building Plan to 1x1 Martial Plots
    • [Standard] The Wrath of Kinggath by Myrmarachne


Description:
There's a total of 24 different variations for each house.
Townhouse Stone: Level 2 - style and color, Level 3 - single bed or 3-bed
Townhouse Metal: Level 2 - color, multibed (3 at level 2, then 5 at level 3) or player home, Level 3 - style and color The settler navigation is a bit wonky in multi-floor homes, they usually prefer to teleport to bed rather than walk.

Using Rise of the Commonwealth (RotC) and multibed homes:
Multibed homes can be useful in cities where you want to have more settlers than the plan provides homes for to e.g. place Advanced Industrial plots on your own. But they can prevent the city homes from building up if you don't have enough settlers.

Interior Plots:
The names of the interior plots include four letters in parenthesis to help figure out how to best place them. With the wall of the plot in front of you, the first two letters signify entrances from the Ends - Left, Right or Both. The second two letters are about the entrances from the Front - Left, Right, Centre or Full. For example, the Art studio can be entered from both ends and from centre front, i.e. {BECF}. Let us know what you think, this is easily changed if the community figures out a better scheme.

Residential Plots:
Tinuvia's Townhouses are the result of an ambitious branching building plan, designed to provide the player with interesting design choices and a plethora of different end results. They are our most "un-scrappy" houses yet, reflecting the idea that some settlers manage to build their houses up from scratch, without the leaky roofs and see-through walls. They can roughly be thought of as Victorian (Stone) and Steam Punk (Metal). The Voodoo Lodge tries to bring a bit of New Orleans combined with a bit of Far Harbour to the wasteland. It is a hovel, a dirty, dingy hovel that smells like a pirate hooker's armpit.

Commercial Plots:
Messy Death Gun shop is your run-of-the-mill pistol smith, inspired by the great UitUit and his crazy boat plots, but kept within the confines of the building borders to play nice with others.

Agricultural Plots (NEW functionality!):
The concrete farm came about in an effort to make a natural plot for settlements with little exposed soil in them, like Jamaica Plains and Starlight Drive-In. The idea is that the flattop roads shielded the dirt beneath them against the worst radiation, so breaking up roads to farm would be logical.

Recreational Plots:
Pizza Parlour needs no introduction! It is Pizza! Do not inquire where the cheese comes from, just have another slice. For someone who is a world class prude, Tinuvia sure does a lot of stoned out drug plots, does she not? Oh, it is a benign garden is it? Mostly decorational you say? Yeah. Keep Mama Murphy away from the "garden". This is an interior recreational plot.

Martial Plots:
The Wrath of Kinggath is a Mad Max Buggy that scares off raiders, trolls and bugs by beeing awesome.

All-In-One:
If you want to use the All-In-One version to save an esp-slot, just uninstall and delete the old mod (WV1) and install the new All-In-One version. All the plots you have built will stay. If you don't mind adding another esp to your load order, you can keep the two mods (WV1 and WV2) as separate mods.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/30081/

Bethesda.png PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4055212

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4055214

AddOn Packs - Sans Plots

Raider Flags

Author: John Lovely

Latest Update v0.9 - 10 August 2017 Released - 10 August 2017

Overall change(s):

  • Two new Flags
    • Operators and Pack


Description:
This Add-On for Sim Settlements adds flags for the Operators and the Pack to the custom flags inventory in Sim Settlements.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/26053/

Salvage Beacons

Author: kinggath

Latest Update v1.0.1 - 05 June 2017 Released - 27 September 2016

Overall change(s):

  • Adds item that causes settlers to retrieve all objects in marked container


Description:
Whilst technically not an add/on in terms of including new plot types, future plans for Sim Settlements involves settlers researching new tech for the player such as the Salvage Beacon. This add-on creates a new settlement resource (which requires a settler working it) and a new item that, when placed in a container, allows the player to select a settlement of their choice (does not need to have an operator in said settlement) and have a salvage team transport the resources in said container to the settlement's workshop. The distances from the operator's settlement, the container and the target settlement determines how long the team will take to transport the resources. This helps solves the conundrum of the player having to trek back to their settlement to drop off their haul, instead allowing them to continue adventuring with their settlers providing a helping hand.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/18757/

Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/2868441

Shadows for Sim Settlements

Author: Elzee

Latest Update v1.0.0 - 27 June 2017 Released - 27 June 2017

Overall change(s):

  • Atmospheric improvement


Description:
A simple mod to let some lights to cast shadows in Sim Settlements. Less lights pass through walls.

This addon will severely impact overall performance in Settlements on lower end PCs. Only use if you know your PC can handle it.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/25136/

Sim Settlements Cheat Holotape

Author: Vicyorus

Latest Update v1 - 27 June 2017 Released - 27 June 2017

Overall change(s):

  • Adds new holotape to player inventory named "SS Cheat Holotape"


Description:
Adds a holotape to the player that allows them to add themselves Sim Settlements goodies, specifically: - City Manager 2078 Holotape - 100 ASAM Sensors

Essentially, you can use this mod to instantly start using Sim Settlements without first needing to find the City Manager 2078 Holotape (Holotape Locations). Keep in mind that this is a "cheat" but it can be useful if you are an experienced Sim Settlements user starting a new game/play through and just want to get to settlement building.

If you've already been playing with Sim Settlements you know how annoying it is to run out of ASAM sensors right in the middle of a new settlement build out. This mod can be very useful in instantly giving you a bunch of ASAM sensors to keep building with ( rather than having to go build a bunch).


Mod Page / Download Links:
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4024669

Sim Settlements Building Plans Preview

Author: ArcherDown

Latest Update v2.0 - 07 April 2018 Released - 09 August 2017

Overall change(s):

  • Adds preview 3D model when choosing new building plans


Description:
Do you ever struggle to find a building plan you want in Sim Settlements? Do you have to rebuild over and over again the plots just to get the industrial or agricultural building you want but cant remember the name? Do you have so many SS add-ons and buildings in your list that you no longer remember from which mod is which?

This mod helps with that, as it adds a preview 3D model of each construction added by SS and add-ons so now you know what you are actually constructing before building it and having to scrap it over and over because you don't like the building,or is not the one you were looking for.

Currently offers two versions, one for pre v3.0.0 of Sim Settlements and one for post v3.0.0 of Sim Settlements.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/26004/

Wedges of the Commonwealth

Author: PCDug

Latest Update v1.1 - 21 April 2017 Released - 20 April 2017

Overall change(s):

  • Three new Floor types for use alongside plots


Description:
Whilst this add-on doesn't include any new plot types, it does however include new floors with 30, 45 and 60-degree angles that allow for a more organic feel to plot placement as opposed to adhering to a simple grid formation.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/23661

World Flags

Author: hamed91211173

Latest Update v2.1.0 - 26 March 2018 Released - 15 November 2017

Overall change(s):

  • Adds 264 new Flags
    • Country Flags
    • FO3 Major Faction Flags
    • FO4 Major Faction Flags
    • Sim Settlements Flags


Description:
This Mod adds more than 200 flags to Sim Settlements, mostly current flags of current countries, other flags belong to some organization/union, like OPEC, UN and some are old flags belonging to older countries or flags that have changed through time.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/27961/

XCOM Flags

Author: choochoo1

Latest Update v1.3SS - 19 September 2017 Released - 04 November 2016

Overall change(s):

  • 1 new Flag


Description:
This Add-On includes the XCOM flag from the strategy game XCOM 2 for use in your Sim Settlements.


Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/19763/