Sim Settlements All In One
This mod does not have any known dependencies other than the base game.
Mods requiring this file
The settlement mode was meant to encourage you to go all out, and while Sim Settlements is awesome, it's definitely hindering a lot of my own ideas. SS for lazy players who dislike building, but go without to truly make a custom fortress.
Mod name | Notes |
---|---|
(XB1) Sim Settlements City Plans - Tenpines Bluff Brewery by Yagisan | |
Abernathy Base | |
Abernathy Farm | mentioned in the json file.. might not be necessary |
All settlements complete and fortified new game plus | |
Altairp's Animal Farm - Add-On for Sim Settlements | |
Annex The Commonwealth | Soft requirement, is not explicitly required |
Architect Save - Sim Settlements City Planner savegame | |
ASAM Maintenance Software | |
B84s Themed Residentials - Sim Settlements Residentials Pack | |
Bad Neighbors Sim Settlements Addon Pack (Always Free) | |
Big E's Red Rocket Regional Headquarters | |
Boston Airport BOS supply-Transfer Settlement Buleprint | |
CaptainLaserBeam's Jampads - Sim Settlement Add-on | |
CITY PREBUILTS for CONQUEROR by SIM SETTLEMENTS - RESOURCE PACK | REQUIRED 4.0.9+ |
Coastal Cottage Settlement blueprint | mentioned in the json file- not sure if needed |
Concrete Island | |
Country Crossing the Country Love-Transfer Settlement Blueprint | |
County Crossing | |
Creations by COOTS | Required |
Diverse Visitors for Sim Settlements | |
DOMACLES - CONQUEROR SCENARIOS with PRE-BUILT CONQUEROR SETTLEMENTS | |
Echo Lake Lumber - A Sim Settlements City Plan | |
Faction Flags Redux SIM SETTLEMENTS ADD-ON | Install this before you install my addon! |
Fallout 4 Plus Edition | |
Finch Farm | Not sure if I used this.. but the json file mentions it |
Flotsam and Jetsam -Sim Settlements Addon pack | |
Fort Independence | |
Graygarden | ? json file mentions it but don't think it's necessary for this blueprint (might have ticked it on transfer) |
Greentop Nursery Common Pool-Transfer Settlement Blueprint | |
Industrial City Sim Settlements Add-On | |
Institute Settlements - A Sim Settlements Add on Pack | |
Institutionalized Vault 88 (Transfer Settlement) | |
Java Sim Settlements City Plan - Hangman's Alley | |
Java Sim Settlements City Plan - Warwick Harbor | |
Kinggath VISGified (KGV) | |
Leaders Of The Commonwealth - A Sim Settlements Add-on | |
Learning Sim Settlements with Cpt COOTS | Duh |
Legalize the Commonwealth (Sim Settlements Add-On) | |
Longfellow's Cabin - A Sim Settlements City Plan | |
Longfellow's Cabin - A Sim Settlements City Plan (requires All Settlements Extended) | |
MAJOR JONAS H COOLWATER US ARMY RET - CONQUEROR SCENARIOS with PRE-BUILT CONQUEROR SETTLEMENTS | |
Make Sim Settlements Great Again | |
Military Base for Starlight Drive-in | must have |
Minutemen Haven Settlement Blueprint | |
MJC - Children of the Commonwealth Faction Pack | |
MJC Conqueror Faction Pack - Pillars of the Community | |
MJC Conqueror Faction Pack - Zetan Invasion | |
MJC Sim Settlements Foundation Addon Pack | |
MJC Sim Settlements Jail Cells for Conqueror | |
Murkwater Construction Site | In the json file but not sure if necessary |
Mystic Pines Blueprint | |
Oberland Station | mentioned in json.. not sure if needed |
Oberland Station the secret consignment-Transfer Settlements Blueprint | |
Official Sim Settlements Horizon Balance Patch | |
Official Sim Settlements Horizon Balance Patch - Chinese | 4.0.0 |
Omega's Tenpines Bluff Transfer Settlement | |
Outpost Zimonja Fortified | Very Important, you can make due without the other 2, will lose the Advanced Industrial plot and City Planners Desk |
Outpost Zimonja Maze | |
Pra's Fo4Edit Scripts - Automatic Patch Generation | SimSettlementsPreviewer requires SimSettlements |
Prebuilt Simple Settlements - SS Conqueror | |
Random Plot Generator | Base Sim Settlements. Created on 4.0.10 but should be pretty backwards compatible. |
Red Rocket New Life-Settlement Blueprint | |
Regret Tours Marina | |
Residential park of Starlight Driven | (Sim Settlements Three-in-One file is needed |
Sanctuary Hills | mentioned in json..don't know if needed |
Sanctuary Hills Blueprint - Sanctuary City | |
Settlement Blueprint - Lexington Red Rocket | |
Shadows for Sim Settlements | |
Sim Settlement - German Translation | |
Sim Settlements - Chinese 2019 | |
Sim Settlements - City Plan - Abernathy Air Tragedy | |
Sim Settlements - City Plan - Alford Street Settlement | |
Sim Settlements - City Plan - Oberland Station Intermodal Calamity | |
Sim Settlements - City Plan - Red Rocket Molerat Catastrophe | |
Sim Settlements - City Plan - Roadside - Love - Shack | |
Sim Settlements - City Plan -Coastal Cottage - Fungus Farm | |
Sim Settlements - City Plan -Sanctuary-Junk Town | |
Sim Settlements - City Plan Contest Mod | |
Sim Settlements - City Plan Pack - Contest Entries | |
Sim Settlements - City Planner's Toolkit | |
Sim Settlements - French | |
Sim Settlements - IDEK's Logistics Station | Requires at least SS 2.1.7, ideally 3.0.0+ to allow for the interior plot as well |
Sim Settlements - Industrial Revolution | |
Sim Settlements - Jib's Residential AddOn | |
Sim Settlements - Leader Pack - Gannon's Overtly Adequate Trove (CANCELLED) | REQUIRED - 3.1.2+ |
Sim Settlements - Rise of the Commonwealth | |
Sim Settlements - RU | |
Sim Settlements - Ruined Homes and Gardens Add-on | |
Sim Settlements - Settlers of the Commonwealth - City Leaders with Traits | |
Sim Settlements - Settlers of the Commonweath - City Leaders | |
Sim Settlements - Ted's Leader Pack | |
Sim Settlements - Traduzione italiana (ALPHA) | |
Sim Settlements - Triggermen Faction Pack | |
Sim Settlements Add on Flags | REQUIRED |
Sim Settlements Add-on pack -- VaultLand | |
Sim Settlements Add-On Pack Classic Shacks | |
Sim Settlements Addon - Another Brick in the Wall | |
Sim Settlements Addon - Home Improvements AIO | |
Sim Settlements Addon - No Flag Option | |
Sim Settlements Addon - RS Buildings | V3.2.2 3-in-1 |
Sim Settlements AddOn Pack - Brae's Defences | |
Sim Settlements AddOn Pack - JtBryant's Flags | |
Sim Settlements AddOn Pack - JtBryant's Foundations | |
Sim Settlements AddOn Pack - JtBryant's Utilities | |
Sim Settlements AddOn Pack - SimTowers | |
Sim Settlements Addon Pack - Vault-Tec Tools | |
Sim Settlements Addon Pack - Whisper's Power Plots | |
Sim Settlements AddonPack - Awsometown | |
Sim Settlements Children Support | |
Sim Settlements City Plan - Reggie's Sanctuary | Three-In-one or Sim Settlements + Rise of the Commonwealth |
Sim Settlements City Plan - The Little Tenpines That Could by MarkAlmighty | |
Sim Settlements City Plan - The Starlighbrary at Starlight by MarkAlmighty | |
Sim Settlements City Plans - Commonwealth Engineering by Yagisan | 3-in-1 Recommended. |
Sim Settlements Conqueror Faction Pack - Gunners | |
Sim Settlements Conqueror Faction Pack- The Institute | |
Sim Settlements Conqueror Minutemen Playable Faction | |
Sim Settlements esp | version v3.2.3a_ |
Sim Settlements Foundation AddOn | version 3.1.6a or higher or you can just install non sim settlement versions |
Sim Settlements Horizon Job Plots Addon | |
Sim Settlements Industrial Croup Manor by VikingBaggins | |
Sim Settlements Industrial Vault 88 | |
Sim Settlements Mega Pack - Year One | |
Sim Settlements Mega Pack - Year Two | |
Sim Settlements MJC City Plan Disaster Pack | |
Sim Settlements Playable Conqueror Faction - Super Mutants | |
Sim Settlements Sanctuary by VikingBaggins | |
Sim Settlements Scrappers | |
Sim Settlements Starlight Basic Shanty cityplan | |
Sim Settlements Starlight Drive-In (Settlement Blueprint) | |
Sim Settlements Tenpines Cityplan by VikingBaggins | |
Sim Settlements-PCDugAddons | |
SimHomestead - a Sim Settlements add on | |
Simple Settlement Plans for Sims Settlements First Steps | |
Simple Settlements for Sim Settlements Farming in the County | |
Simple Settlements for Sim Settlements Living in the Swamp | |
Simple Settlements for Sim Settlements On the Coast | |
Simple Settlements for Sim Settlements On the Way to Diamond City | |
SimSettlements - Pra's Random Addon | |
SimSettlements - Vanilla Leaders | |
SimSettlements Improved Chickens | |
SimSettlementsAddOnPack - RaiderRefugees | |
SirLach's Intimate Spaces - Sim Settlement Add-on | |
SirLach's Ultimate Defenses - Sim Settlement Add-on | version 4.07 |
Somerville | mentioned in json not sure if needed |
Spawn Settler Button for Sim Settlements | |
Spectacle Island Synth production settlement | |
Starlight Apartments - A Sim Settlements City Plan for Starlight Drive In (All Settlements Extended) | |
Starlight Basic - The blueprint | |
Starlight Drive-In Blueprint | |
Starlight Junktown | |
Sunshine Tidings Co-op Home City Build Transfer Settlement | |
Sunshine Tidings Coop | 3 in 1 Pack is recommended as this Blueprint heavily uses Sim Settlements plots and assets |
Sunshine Tidings Naturist Farm and Robot Resort - Settlement Blueprint | |
The Deez Spectacle Island Blueprint - Transfer Settlements | |
The Ruins at Boston Airport | |
Throw Money At Sim Settlements | |
Toms Spectacle Island | |
tower Sanctu-rocket | |
Trailer Park Dreams - Sim Settlements | |
Transfer-Sim Settlement - Egret Tours Marina | |
True Diamond of the Commonwealth - Settlement Project - WIP | |
ULTIMATE SAVED GAMES REDUX - VANILLA - SIM SETTLEMENTS - CONQUEROR | |
Unofficial City Plans for Horizon | |
Uto's Usability Enhancements | Improvements, Vis-tags, immersive messages added |
Vault 101 by Fuzzy | This is a Soft requirement. but Highly Recommended |
VFX Downtown Sim Settlements Addon | |
VISify Altairp's Animal Farm | |
Visitor's Center - A Sim Settlements City plan | |
Warwick Homestead | mentioned in json.. not sure if needed |
Wasteland Venturers 2 - Sim Settlements Addon Pack | |
Wasteland Venturers Sim Settlements AddOn Pack | |
World Flags - Sim Settlements AddOn | |
WSPlus Blueprint Template - Turret Trees and Heavy Guard Towers | For Heavy Tower turret platforms, power-producing conduits, and built-in plots. |
XCOM Flags - with optinal sim settlements addon | |
Zimonja | mentioned in json.. not sure if needed |
Zimonja Boxcar City - Settlement Blueprint |
Credits and distribution permission
- Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users
Author notes
If you're building add-on packs that require this mod as a parent, you obviously don't have to credit me - it's pretty much implied.
File credits
mm137 for Craftable Cats
RetroBabe and femshepping for Oriental and Modern rug designs
David J Cobb and Chesko for the Rotation and Vector Libraries
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Spanish
- Russian
- German
- French
- Chinese - Mandarin
Translations available on the Nexus
Language | Name |
---|---|
Chinese - Mandarin | Sim Settlements - Chinese 2019 |
German | Sim Settlement - German Translation |
Russian | Sim Settlements - RU |
Spanish | Sim Settlements esp |
French | Sim Settlements - French |
German | Sim Settlments - Deutsch |
Other | Sim Settlements - Chinese |
Version 1.1.7
- Going forward, all patch notes can be found here: https://simsettlements.com/web/wiki/index.php?title=SSPatch
Version 1.1.6
- - Fixed another case where settlers could be flagged as having a job when they didn’t.
- Fixed a bug where the happiness meter would stay at zero, even if the happiness was fine in workshop mode.
- Dogs/Brahmin should no longer appear jobless in ASAM Vision.
- Automatron robots will no longer take over residential plots.
- Robots will no longer show up as homeless in ASAM Vision.
- Settlers can now be assigned to vanilla work objects along with Residential plots in either order. If residential plots are assigned before vanilla objects, there will still be a brief 10 second period where the NPC is unassigned from their residential plot.
- Added Architect’s TSquare. This is a new tool that can crafted in the Chemistry Station under Utility. This changes the plot activation options to allow you to cycle through the building plans for that plot type, it will display the name of the building plan in the corner. Doing so will reset the plot to level 1. It is the preferred method of altering the building plan, as opposed to the previous method of picking up the plot in workshop mode and choosing the middle option.
- - Fixed another case where settlers could be flagged as having a job when they didn’t.
Version 1.1.5a
- - Find Owner tracking quest will now be cleared if an NPC moves to another settlement, is killed, or is assigned to a new plot.
- Fixed issue with ASAM Vision where a settler could still be flagged as being employed even though they didn’t have a job yet.
- Settlers can once again be assigned to a vanilla/mod added job after being assigned to a residential plot.
- - Find Owner tracking quest will now be cleared if an NPC moves to another settlement, is killed, or is assigned to a new plot.
Version 1.1.5
- - Fixed several random objects that were being moved by Sim Settlements (thanks Creation Kit -.- ).
- Fixed messages at the bottom of the holotape that print out when Auto Close Doors was toggled so the messages now match what is actually happening.
- Spotlights, dogs, and your current companion will no longer be detected as homeless/jobless by ASAM Vision.
- ASAM Vision will now be turned off if you toggle it while outside of a settlement. You will still get the warning message, but can be confident it turned off.
- Tax day for zero dollars will no longer trigger before the holotape is found.
If an Addon Pack is removed, plots using the Addon will be reset and assigned a new building plan the first time you visit each settlement.
- Staggered object update code when the player arrives in/leaves a settlement. This should reduce the likelihood of CTDs on Xbox and older PCs when fast traveling to/from a settlement that has a large number of plots.
- All Industrial jobs will now have the scavenger icon, this also means they get the bizarre default behavior of spending a lot of their time wandering around your settlement with gun drawn. Existing buildings will need be refreshed with the Immersion Breaker Breaker or the NPC re-assigned to correct the icon.
- Switched all beds used by the default Sim Settlements houses so they each count as exactly one bed. Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below).
- Added maintenance quest that will help to alleviate issues caused by various script lag.
- Replaced hammer construction markers with wrench and torch animations. The loud sounds of the hammering defeated the purpose of keeping building sounds to a very short radius.
- Added new holotape Tool to “Refresh Local Plots” - which will apply the Immersion Breaker Breaker effect to all the plots in the current settlement.
- Mod version upgrade message should now work on Xbox.
- Altered the way assignment is tracked, this should reduce the likelihood of NPCs stealing each other’s plots.
- - Fixed several random objects that were being moved by Sim Settlements (thanks Creation Kit -.- ).
Version 1.1.4
- - Fixed a bug that could be caused by a plot being deleted by a third party script (from outside Sim Settlements) without firing the appropriate events.
- Added maintenance script that will periodically scrub the auto-assignment queue of bad data to prevent that bug from occurring again in the future.
- All beds should correctly count as one bed now.
- - Fixed a bug that could be caused by a plot being deleted by a third party script (from outside Sim Settlements) without firing the appropriate events.
Version 1.1.3
- - Fixed issue where a Town Meeting could get stuck a fade to black for a very long time for some users.
- Fixed issue where ASAM Vision could quit working if you used it outside of a settlement.
- Improved plot initialization code (thanks cdante!), this should reduce occurrences of plots getting stuck due to backed up workshop scripts.
- Settlers will no longer be re-assigned back to plots after being moved to a new settlement.
- ASAM Sensor and ASAM Vision Switch recipes are automatically unlocked when the holotape is loaded. This was done because the global that controls this is being reset for some users for an unknown reason.
- Agricultural Plots should no longer bug out and require power. Any that currently require power can be fixed with the Immersion Breaker Breaker.
- Agricultural Plots should no longer lose their food count when viewed in Workshop mode. For plots that already have this issue, the Immersion Breaker Breaker will now correct it.
- Added Notification Settings option to convert messages to pop-ups.
- Plot doors will now close themselves. This only applies to doors created after this patch. Using the Immersion Breaker Breaker on a plot will register its doors with the autoclose system.
- Added Auto Door Closing controls to holotape.
- - Fixed issue where a Town Meeting could get stuck a fade to black for a very long time for some users.
Version 1.1.2
- - “Can't spawn object” messages moved to the trace log instead of printing to the screen.
- Added Town Meeting ability which brings all settlers directly to you after a short fade out. The settlers then follow you for about 30 seconds. The Town Meeting can be started in the holotape or with an object called the Town Meeting Gavel which can be crafted at the Chemistry Workbench.
- Added ASAM Vision ability which highlights settlers that need homes or jobs. You can cycle through the versions of this in the holotape or with an object called the ASAM Vision Switch which can be crafted at the Chemistry Workbench.
- Settlers assigned to only a residential plot will no longer be flagged as having a job. This should make Sim Settlements work better with Settlement Management Software (unconfirmed). Note that settlers assigned to residential plots prior to this patch are flagged as having a job still - only new assignments will correct this issue.
- Modified the way building models are handled to help prevent future “double-buildings” from occurring (where a new building model seems to start growing on a plot that already has one).
- Added Tools menu to the holotape. Citizen Needs and Start Self Destruct Sequence can now be found there. As well as a toggle for ASAM Vision, and an option to Call Town Meeting.
- Updated Help menu in the holotape. The names should now match what are actually in the holotape.
- Added Citizen Needs Requirement toggle to holotape. This will allow upgrades to happen even if settler needs aren’t met. This will allow different gameplay styles such as using some settlements as farm hubs to supply food for the others, or playing with low defense to encourage raids. Better options for those play styles will be coming in future updates, but this is an immediate means of enabling that playstyle without having to sacrifice Sim Settlement upgrades. Note: Taxes still require that all needs are met regardless of this setting.
- The Immersion Breaker Breaker should now be much better at cleaning up leftover objects if you experience random bugs with spawn objects or if you uninstall an AddOn pack which had generated one of your buildings.
- - “Can't spawn object” messages moved to the trace log instead of printing to the screen.
Version 1.1.1
- - Fixed light alignment of level 2 Trailer Trash building plan so it works with 2x2 plots.
- Immersion Breaker Breaker will now correctly work with 2x2 plots.
- Removed hose from L3 farm plot as it doesn’t work with all plot sizes, may add it back in the future when I find a way to deal with the post being in a different place on each plot size.
- Concrete plots now have a proper sound effect when placing them.
- Fixed front left corner collision so that floor tiles can be snapped there.
- Changed farm collision so that the very front of the plot is open for settlers to be able to walk on. This should also help with snapping.
- Special effects for demolition can be turned off in the holotape, will make it easier for re-placing plots as you won’t have to wait for the debris to de-spawn.
- NPCs will now be fully cleared from animation marks of a plot after they are re-assigned. Previously, someone else would need to be assigned to the plot in order to change ownership of the markers. So you could end up with a shopkeeper that would come use the farming animation markers even after they were unassigned from an agricultural plot.
- Random reassignment should no longer occur from the mod. Third party mods can still override assignments - but Sim Settlements will no longer compete with itself.
- Settlers will no longer be able to own vanilla work and Sim Settlements jobs (they can still own a home plus vanilla work). To fix existing multiple assignment issues, store the vanilla object in the workshop and place it again.
- Fixed navigation in level 1 Clothing Store so that the settler will actually man the shop. Will require using the Immersion Breaker Breaker to update existing.
- Fixed issue where some settlers would stop qualifying for auto-assignment.
- Fixed the Sim Settlement sound effects - turns out you guys couldn’t hear what I heard!
- - Fixed light alignment of level 2 Trailer Trash building plan so it works with 2x2 plots.
Version 1.1.0
- -Made changes to the plot counting code to prep for additional plot types.
-Re-designed data storage to expand possibilities for future updates. This will also improve the code that controls taxes and commercial property requirements.
This requires a short install period when you first load your game to migrate to the new storage. It is a non-destructive process so you can still roll back your save or mod version without issue.
-Replaced all vanilla furniture markers that are spawned by Plots with Sim Settlements versions, this should resolve the issue with many farmers and industrial scavengers seeming to just stand around. (Use the Immersion Breaker Breaker on existing plots).
-Sim Settlements crops should now all be manually harvestable every so often.
-Plots were increased in size by about 10% so they match with the game’s existing objects. Your previously placed plots are still the former size.
-New 2x2 plots with foundations have many more snap points and the arrow indicator is more easily visible.
-Added Other category to Commercial for AddOn packs to make use of for custom shops.
-The Holotape (and some sensors) can now be found in two additional locations around the Commonwealth.
-Added toggle for Crash Watch in the Notifications section of the holotape.
- -Made changes to the plot counting code to prep for additional plot types.
Version 1.0.6
- Fixed issue where plots created before patch 1.0.4 could get stuck after you demo the building.
The building will start constructing again after about 15 seconds unless you’ve modified the building material delay holotape option.
Prepped building plans to support new industrial buildings.
Added support for expansion esps.
Moved residential power connect point to a new spot to make it much less likely it gets covered by a building model.
Robots are no longer counted in upgrade calculations. This means they no longer are added to the food and water requirement but also don’t count towards the Commercial population requirement.
Changed plot furniture marker code to help encourage AI to stay at their posts during work hours. Requires a Force Update with the Immersion Breaker Breaker on all plots you want to fix this issue for.
Added option to show HUD meters only in workshop mode. This can be tricky as there is a queued delay in HUDFramework which can cause this to fail sometimes.
Added scaling options to HUD meters of 100% (default), 75% of default, and 50% of default.
Added basic positioning options to HUD meters: Left, Indented Left, Right, Indented Right, Top, Middle, Bottom.
Leftover crops will now be scappable when the Sim Settlements Helper mod is installed.
Added buffer system to CrashWatch code to further reduce false positives caused by Sleeping/Waiting/Fast Travel.
Added Citizen Needs option to holotape which will show the needs of the current settlement in percent when selected. Meant for players who don’t have HUDFramework or can’t get it working.
- Fixed issue where plots created before patch 1.0.4 could get stuck after you demo the building.
Version 1.0.5
- Fixed issue with Auto Assign Unique NPCs option preventing manual assignment as well.
- Added holotape option to destroy all plots in the game to make uninstall simpler. Takes about 3 minutes to run, you will receive a pop-up on completion.
Version 1.0.4
- - Added a delay before building materials appear so users can snap plots in place without fighting the collision of those.
- Redesigned holotape options, dropped lore friendliness in favor of clear names.
- Holotape options now refresh screen instead of displaying lore friendly explanation, this will make the holotape feel a little more responsive.
- Building Material Delay can now be configured in the holotape.
- Commercial requirement can now be set to homes or population instead of both as it was in the initial release.
- Added multiple Auto-Assignment controls to the holotape to allow fine-tune control over which settlers are assigned to plots.
- Activating terminals created by Sim Settlements will no longer make the settlers hostile.
Certain NPCs not meant to be assignable, such as the Minuteman Radio Operator, will no longer be auto-assigned.
- Dead Settlers should no longer be assigned to plots.
- NPCs should do better at dual assignment between Residential Plots and vanilla/mod added work objects.
- - Added a delay before building materials appear so users can snap plots in place without fighting the collision of those.
Version 1.0.3
- Improves Crash Monitor to cause less false positives.
- Improved demolitions! Thanks veteran_gamer!
- Preps your game to work with external Addon packs created by the Builder's Toolkit
Version 1.0.2a
- Adds another way to detect the Dead Plot bug in the background, will display to you the same way the other did as described here: https://www.youtube.com/watch?v=Lk73lWDJsdY&t=1s
This is an optional update, though if you think you have the bug and never received the crash prompt, it's worth downloading.
- Adds another way to detect the Dead Plot bug in the background, will display to you the same way the other did as described here: https://www.youtube.com/watch?v=Lk73lWDJsdY&t=1s
Version 1.0.2
- Fixes a game-breaking bug. See https://www.youtube.com/watch?v=Lk73lWDJsdY for details.
Version 1.0.1
- - Removed several worldspace edits the CK decided to save.
- Child settlers are no longer assignable to plots. Presently, if they are assigned to any item that doesn’t have “Child Can Use” flagged causes them to get stuck, and since Sim Settlements assigns to all sub objects created by a plot, I don’t want to risk “breaking” those child settlers.
- Robots no longer require food, water, and homes in the Sim Settlement calculations.
- Robots are no longer assignable to residential plots. They don’t need them! This may become an optional feature in the future.
- Made changes to the message system to reduce the likelihood building upgrades are reported from the wrong settlement.
- Added Personal Inspections to holotape Zoning Laws. This will allow your buildings to continue upgrading even if you haven’t had a chance to see them in their current state.
- Fixed issue where buildings could upgrade the second you arrive at a settlement before you got a chance to see their current level.
- Tax Rate now correctly displays on plot. The rate displayed is the caps/tax period.
- Negative water rates will now show correctly as whole numbers on the HUD.
- - Removed several worldspace edits the CK decided to save.
This is a collection of City Plans for Sim Settlements for Fallout 4.
It's goal is to provide a variety of themed City Plans, that are realistic and mostly lore friendly.
Requirements
Required DLC
- Automatron
- Wasteland Workshop
- Far Harbor
- Contraptions Workshop
- Vault-Tec Workshop
- Nuka-World
Categories
Plans are divided into 2 categories.[PCSM] are PC only plans, that require mods for significant structural work. These are Nexus only mods.[XB1] are Xbox One compatible city plans. They rely on vanilla and DLC structures, and may take advantage of Creation Club materials. They are available for both PC and Xbox One.
Used Settlement Mods
The following settlement mods are used by the city plans in this repository. Known issues are detailed below,
- Settlements Redone - Red Rocket Settlements ( Yagisan_SSSL_Red_Rocket_Settlements.esl Yagisan_SSSL_Quick_Fill_Settlements.esl Yagisan_SSSL_Red_Rocket_Settlements_Generic_Patch.esp )
- Can be overwriiten by other mods, such as Beantown Interiors, Tales from the Commonwealth, and Boston Natural Suroundings.
- Use patch to fix this. Discovery of recent engine bug makes the patch manadatory. Patch is esl-is-esp format. Use all 3 files.
- Settlements Redone - Lakeside Cabin Settlement ( Yagisan_SSSL_Lakeside_Cabin_Settlement.esl )
- Can be overwriiten by other mods, such as Beantown Interiors, Tales from the Commonwealth, and Boston Natural Suroundings.
- Use patch to fix this. Discovery of recent engine bug makes the patch manadatory. Patch is esl-is-esp format. Use all 3 files.
- Pra's Fairline Hills Settlement ( fairlinesettlement.esp )
- Eden Meadows Cinemas Settlement ( EdenMeadowsSettlement.esp )
- Lechmere Station Settlement ( LechmereStationSettlement.esl LechmereStationPatch.esp )
- Use both files. Discovery of recent engine bug makes the patch manadatory.
- Settlements Redone - Fens Way Station ( FensWayStation.esl FensWayStationPatch.esp )
- Use both files. Discovery of recent engine bug makes the patch manadatory.
- Northern Exposure ( 100_collection_North.esp )
- Use FO4Edit to clean this mod.
- The Overlook settlement is poorly navmeshed. Settlers may get stuck.
- Vault 111 Settlement ( SettlementVault111.esp )
- Once installed this will redirect the Vault 111 entrance to a new cell. You will be unable to access the original Vault 111, which may break other mods.
- SS2 - Roadside Pines Motel ( RPHSettlement.esp )
- Use FO4Edit to clean this mod.
- This location will be discovered immediately after you exit Vault 111.
- Natick Power Substation player settlement ( 123_settlement.esp )
- Use FO4Edit to clean this mod.
- Creation Club Nu Cafe Ola Full Settlement ( OP_CCNuCafeOlaFullSettlement.esl )
- This settlement can be attacked. The Nu Cafe Ola Supply Centre City plan has an optional file to disable them.
- Creation Club Charlestown Condo Full Settlement ( OP_CCCharlestownCondoFullSettlement.esl )
- Home Plate Full Settlement ( OP_HomePlateFullSettlement.esl )
Depreciated Settlement Mods
The following settlement mods were used by the city plans in this repository. No further plans will be made for these mods. At some point these plans will be removed.
- Lakeside Cabin Redux ( LakesideCabinReduxExpanded.esp )
- Use Settlements Redone - Lakeside Cabin Settlement instead. It fixes several errors with the location, and makes the trader recruitable.
- Red Rocket Settlements ( Red Rocket Settlements.esp ) Version 1.5
- Use Settlements Redone - Red Rocket Settlements instead. It fixes many errors with the locations.
- Mass Fusion Containment Settlement ( MassFusionContainmentSettlement.esp )
- Being updated and converted by Yagisan.
Known working settlement Mods
The following settlement mods have been briefly tested and were found to work correctly, but currently are not used by the city plans in this repository. Known issues are detailed below,
Designer's Choice Mods
Designer's Choice Mods are additional Sim Settlements plots that are used in most City Plans. Many of these addons also include furniture that is used in designs.To ensure the city plan looks as intended, you should have them installed.Missing mods will result in random plots taking the place of chosen plots, and missing furniture. This may result in settlements not matching their themes.
- Sim Settlements - Three-In-One ( SimSettlements.esm ) Xbox One Link
- Sim Settlements - Conqueror ( SimSettlements_XPAC_Conqueror.esp )
- Sim Settlements - Altairp's Animal Farm ( Altairp's Animal Farm.esp ) Xbox One Link
- Sim Settlements - Ruined Homes and Gardens ( ruined_simsettlement_addonpack.esp ) Xbox One Link
- Sim Settlements - Industrial City ( IndustrialCity_Sim_Settlements_Addon.esp ) Xbox One Link
- Sim Settlements - SimHomestead ( SimHomestead.esp ) Xbox One Link
- Sim Settlements - MrJoseCuervo Addon Pack ( MJC_Sim_Settlements_Addon.esp ) Xbox One Link
- Sim Settlements - Scrappers ( ohSIM_Sim_Settlements_Scrappers_Addon.esp ) Xbox One Link
- Sim Settlements - Junk Town ( JunkTown.esp ) Xbox One Link
- Sim Settlements - Awsometown ( SimSettlements_AddOnPack_AwsomeTown.esp ) Xbox One Link
- Sim Settlements - IDEK's Logistics Station (ESL Version) ( SimSettlements_IDEKsLogisticsStation.esl ) Xbox One Link
- Sim Settlements - Creations By COOTS ( SS_AddOn_CbC_AIO.esp ) Xbox One Link
- Sim Settlements - Wasteland Venturers 2 (All-In-One) ( WVSimSAddon.esp )
- Sim Settlements - Mega Pack - Year One ( SimSettlements_MegaPack_YearOne.esp ) Xbox One Link
- Sim Settlements - Flotsam and Jetsam ( UitFJ.esp ) Xbox One Link
- Sim Settlements - Plots by Paw Paw ( SS_Addon_PbPP.esp ) Xbox One Link
- Sim Settlements - Vault-Tec Tools ( SSAOP_SamutzVault88.esp ) Xbox One Link
- Sim Settlements - RS Buildings ( RS_Sim_AddOn.esp )
- Sim Settlements - Blood Moon Raiders ( BloodMoonRaiders.esp )
- Sim Settlements - CaptainLaserBeam's Jampads ( SimSettlements CaptLaserBeam Jampads.esp )
- Sim Settlements - Mega Pack - Year Two ( SimSettlements_MegaPack_YearTwo.esp )
- Sim Settlements - SirLach's Intimate Spaces ( SimSettlements_AddOnPack_IntimateSpaces_SirLach.esp )
- Sim Settlements - Pra's Random Addon ( SS-PrasRandomAddon.esp )
- Sim Settlements - SirLach's Ultimate Defenses ( SimSettlements_AddOnPack_UltimateDefenses_SirLach.esp )
Required Decoration Mods
Required Decoration Mods are additional mods used for landscaping and decoration. To ensure the city plan looks as intended, you should have them installed.Missing mods will result in missing items and missing landscaping. This is not a bug.
- CREAtive Clutter ( CREAtiveClutter.esp ) Xbox One Link
- Do It Yourshelf ( dinoshelf.esp ) Xbox One Link
- Modular Kitchen ( Evan_Modular Kitchen.esp ) Xbox One Link
- CWSS Redux ( CWSS Redux.esp )
Required Structural Mods. Needed for all [PCSM] plans.
Required Structural Mods are additional mods used for building actual structures. To ensure the city plan looks as intended, you must have them installed.Missing mods will result in missing structures, including residences, walkways, walls and roofs. This is not a bug.
- Workshop Rearranged ( WorkshopRearranged.esp ) Xbox One Link
- G2M - Workshop ( g2m_Workshop_Nexus.esp )
- Thematic and Practical ( Thematic and Practical.esp )
- Kraggles Structures ( Kraggles - Structures.esp )
Suggested Decoration Mods
Suggested Decoration Mods are additional mods used for landscaping and decoration. To ensure the city plan looks as intended, you should have them installed.Missing mods will result in missing items and missing landscaping. This is not a bug.
- Old World Radio ( OWR.esp )
- Lore Friendly Posters ( Lore Friendly Posters.esp )
- Solar Panels ( SolarPower.esp )
Suggested Creation Club Items
Suggested Creation Club Items are additional mods used for landscaping and decoration. To ensure the city plan looks as intended, you should have them installed.Missing mods will result in missing items, missing plots and missing landscaping. This is not a bug.
- Home Decor Workshop Pack ( cceejfo4001-decorationpack.esl )
- Arcade Workshop Pack ( ccbgsfo4045-advarccab.esl )
- Coffee and Donuts Workshop Pack ( ccfsvfo4003-slocum.esl )
- Nuka-Cola Collector Workshop ( cceejfo4002-nuka.esl )
- Settlement Ambush Kit ( cckgjfo4001-bastion.esl )
City Plans
[PCSM] Sim Settlements City Plans - Northwest Pylon Mines by Yagisan
Northwest Pylon Mines is a mining center that produces ore and concrete. It is self-sufficient. Includes a small player home, and some commercial services. Supports 17 settlers.
Due to limitations, advanced industrial plots will need to be manually upgraded to match the signage. Recommended to use the designer's choice.
Sim Settlements All-in-one
Settlement Mod: Northern Exposure
Known Issues
- IDEK's Logistics Station may not build. It goes in the internal industrial plot.
Levels: 3
Balanced: Yes
Max Settlers: 17
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Lakeside Pumpstation Fishery by Yagisan
Lakeside Pumpstation Fishery is a fishing village that produces fish, oil and bone. It is self-sufficient. Includes a small player home, and some commercial services. Supports 16 settlers.
Settlement Mod: Northern Exposure
Known Issues
- IDEK's Logistics Station may not build. It goes in the level 0 industrial plot.
Levels: 3
Balanced: Yes
Max Settlers: 16
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Vault 111 Medical Centre by Yagisan
Vault 111 Medical Centre is a medical vault that produces generic scrap and prepared meals. It is self-sufficient. Includes player bed, and some commercial services. Supports 24 settlers.
Settlement Mod: Vault 111 Settlement
Known Issues
- IDEK's Logistics Station may not build. It goes in the workshop room.
- Mytigo's Scavenger Support recruitment system is recommended to recruit settlers directly to the vault. Otherwise move them from other settlements.
- You need to leave the settlement and re-enter for the lighting to update.
Levels: 3
Balanced: Yes
Max Settlers: 24
Player Home: Bed Only
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Fallen Tree Valley Molerat Ranch by Yagisan and UniversalLibrary
Fallen Tree Valley Molerat Ranch is a large molerat ranch, producing both molerat meat and milk. It also produces wood, oil and wild flowers. It will need to import water from level 3. Includes a small player home, and some commercial services. Supports 20 settlers.
Settlement Mod: Northern Exposure
Known Issues
- IDEK's Logistics Station may not build. It goes opposite the player home.
Levels: 3
Balanced: Yes
Max Settlers: 20
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Mass Fusion Containment Shed Nuclear Reprocessing by Yagisan
Mass Fusion Containment Shed Nuclear Reprocessing is a large industrial site that reprocesses nuclear material and produces nuclear weapons, fusion cores, microfusion cells, and a large amount of general scrap. It needs to import food from level 1. Includes player bed, and some commercial services. Supports 30 settlers.
Due to limitations, advanced industrial plots will need to be manually upgraded to match the signage. Recommended to use the designer's choice.
Settlement Mod: Mass Fusion Containment Settlement
Known Issues
- IDEK's Logistics Station may not build. It goes next to the main gate.
Levels: 3
Balanced: Yes
Max Settlers: 30
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Roadside Pines Motel Trading Post by Yagisan
Roadside Pines Motel Trading Post is a commercial center that produces water, caps and explosives. It is self-sufficient. Includes a player home. Supports 20 settlers.
Due to limitations, advanced industrial plots will need to be manually upgraded to match the signage. Recommended to use the designer's choice.
Settlement Mod: SS2 - Roadside Pines Motel
Known Issues
- IDEK's Logistics Station may not build. It goes next to the workshop building.
Levels: 3
Balanced: Yes
Max Settlers: 20
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Natick Power Substation Industrial Park by Yagisan
Natick Power Substation Industrial Park is an industrial center that produces ammunition, military salvage and ballistic material. It is self-sufficient. Includes a player home. Supports 20 settlers.
Due to limitations, advanced industrial plots will need to be manually upgraded to match the signage. Recommended to use the designer's choice.
Settlement Mod: Natick Power Substation player settlement
Known Issues
- IDEK's Logistics Station may not build. It goes opposite the military salvage building.
Levels: 3
Balanced: Yes
Max Settlers: 20
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Spectacle Island Training and Supply Centre by Yagisan and VikingBaggins
Spectacle Island Training and Supply Centre is a huge island based settlement that produces a variety of essential supplies including ammunition, water, alcohol, food and building materials. Includes a small player home, and commercial services. Supports 40 settlers.
Settlement Mod: None. Settlement from Fallout 4.
Known Issues
- IDEK's Logistics Station may not build. It goes opposite the import and export centre.
- Due to the size of this settlement location, Fallout 4 does not load it all into memory at once. This results in problems when starting the city plan. Items that should be scrapped, do not get scrapped. Items that should not be scrapped, get scrapped. This is random, and due to the engine. It is not a bug with this city plan or Sim Settlements.
Levels: 3
Balanced: Yes
Max Settlers: 40
Player Home: Yes
File Type: ESL
Nexus Download Link

[PCSM] Sim Settlements City Plans - The Overlook Observatory by Yagisan
The Overlook Observatory is a small farming community centered around an observatory. It produces silt beans, brahmin milk, wild herbs and adhesive. There are no commercial services. It needs to import water from level 1. Includes a small player home. Supports 16 settlers.
Settlement Mod: Northern Exposure
Known Issues
- Bethesda has poorly navmeshed this location. The location has been built up with walkways and other dynamically navmeshed items to compensate, but settlers still get stuck and won't navigate the settlement.
- IDEK's Logistics Station may not build. It goes opposite the city planners desk.
Levels: 3
Balanced: Yes
Max Settlers: 16
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Tenpines Bluff Plantation by Yagisan
Tenpines Bluff Plantation is Yagisan's entry into the Sep 2018 City Plan design competition. Tenpines Bluff Plantation is a small farming community that produces razorgrain and silt beans. It also has a bar, doctor and a weapons store for all your hunting needs. Includes a small player home. Supports 15 settlers.
Settlement Mod: None. Settlement from Fallout 4.
Known Issues
- IDEK's Logistics Station may not build. It goes in the only industrial plot.
Sim Settlement All In One
Levels: 3
Balanced: Yes
Max Settlers: 15
Player Home: Yes
File Type: ESL
Nexus Download Link
[PCSM] Sim Settlements City Plans - Home Plate Rest Stop by Yagisan
Home Plate Rest Stop is a small faction outpost and player home. It contains 2 shops, a farm, a martial plot, and an industrial plot. Includes a player bed. Supports 6 settlers.
Settlement Mod: Home Plate Full Settlement ESL version.
Known Issues
- IDEK's Logistics Station may not build. It goes in the only industrial plot.
- There is no recruitment beacon. You should send 5 settlers to this settlement, with the city leader as the 6th.
Levels: 1
Balanced: Yes
Max Settlers: 6
Player Home: Bed Only
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Tenpines Bluff Brewery by Yagisan
Tenpines Bluff Brewery is a small farming community that produces mixed crops, and wild ingredients for making beer. Featuring a Brewery, it also has a Tool and Die shop for increased crop yields. It has a rooftop bar, and a small general store for your shopping needs. Includes a small player home. Supports 15 settlers.
Settlement Mod: None. Settlement from Fallout 4.
Known Issues
- IDEK's Logistics Station may not build. It goes in the only industrial plot.
Levels: 3
Balanced: Yes
Max Settlers: 15
Player Home: Yes
File Type: ESL
Nexus Download Link
Settlement One Reviews
[XB1] Sim Settlements City Plans - Sunshine Tidings Mercer Safehouse by Yagisan
Sunshine Tidings Mercer Safehouse is Yagisan's entry into the Oct 2018 City Plan design competition. Sunshine Tidings Mercer Safehouse is a small 'farming' community that produces mixed produce. Sporting a bar, furniture store, pizzeria, and a fully equipped workshop. Includes a small player home. Supports 15 settlers.
Settlement Mod: None. Settlement from Fallout 4.
Known Issues
- IDEK's Logistics Station may not build. It goes next to the break room.
Levels: 3
Balanced: Yes
Max Settlers: 15
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Red Rocket Lexington Minuteman Fort by Yagisan
Red Rocket Lexington Minuteman Fort is a small military outpost. It produces tech salvage and some scrap. With both a bar, and a doctor in the heart of Lexington. Depends on supply lines for food and additional water. Includes a small player home. Supports 12 settlers.
Settlement Mod: Settlements Redone - Red Rocket Settlements
Levels: 3
Balanced: Yes
Max Settlers: 12
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Red Rocket Natick Minuteman Fort by Yagisan
Red Rocket Natick Minuteman Fort is a small military outpost. It produces ultra-pure water and coal. With a bar, and a full complement of crafting stations, on the edge of the glowing sea. Depends on supply lines for additional food. Includes a small player home. Supports 12 settlers.
Settlement Mod: Settlements Redone - Red Rocket Settlements
Levels: 3
Balanced: Yes
Max Settlers: 12
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - County Crossing National Guard Salvage by Yagisan
County Crossing National Guard Salvage is Yagisan's entry into the Nov 2018 City Plan design competition. County Crossing National Guard Salvage is a small farming community that primarily produces mutfruit. Located close to the National Guard Training Center it also boasts Tech and Military salvage facilities. Includes a small player home. Supports 15 settlers.
Settlement Mod: None. Settlement from Fallout 4.
Levels: 3
Balanced: Yes
Max Settlers: 15
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Graygarden Horticultural Robotics by Yagisan
Graygarden Horticultural Robotics is Yagisan's entry into the Dec 2018 City Plan design competition. Graygarden Horticultural Robotics is an automated farming community that produces corn, mutfruit, tatos, corn, razorgrain and some wild herbs. It also has a robot recycling and junk bot construction facilities, and a first class kitchen. It will eventually need to import water. Includes a small player home. Supports 15 settlers. Recommended to assign Supervisor White as mayor, and the robots to the 5 farms.
Settlement Mod: None. Settlement from Fallout 4.
Levels: 3
Balanced: Yes
Max Settlers: 15
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Red Rocket Fort Hagen Minuteman Fort by Yagisan
Red Rocket Fort Hagen Minuteman Fort is a small military outpost. It contains both Robot Recyclers, and Junk Bot production facilities. Includes a Slocum's Joe, and medical services. Depends on supply lines for food and additional water. Includes a small player home. Supports 12 settlers.
Settlement Mod: Settlements Redone - Red Rocket Settlements
Levels: 3
Balanced: Yes
Max Settlers: 12
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Red Rocket Cambridge Minuteman Fort by Yagisan
Red Rocket Cambridge Minuteman Fort is a small trading outpost. It contains both Robot Recyclers, and General Atomics production facilities. Includes a bar, weapon store, clothing store, and a pipboy vendor. Depends on supply lines for food and additional water. Includes a small player home. Supports 12 settlers.
Settlement Mod: Settlements Redone - Red Rocket Settlements
Levels: 3
Balanced: Yes
Max Settlers: 12
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Oberland Station Mines by Yagisan
Oberland Station Mines is a small mining community that produces ore and crytals. In addtion it boasts a working paper mill, and medical services. It has a self sufficent greenhouse with tatos, carrots, melons and silt beans. It will eventually need to import water. Includes a small player home. Supports 15 settlers.
Settlement Mod: None. Settlement from Fallout 4.
Levels: 3
Balanced: Yes
Max Settlers: 15
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Red Rocket Kendall Minuteman Fort by Yagisan
Red Rocket Kendall Minuteman Fort is a small salvage centre. It has junk, steel, aluminium, rubber and electronics scrappers. Includes a doctor, with built-in residence. Depends on supply lines for food and additional water. Includes a small player home. Supports 12 settlers.

Settlement Mod: Settlements Redone - Red Rocket Settlements
Levels: 3
Balanced: Yes
Max Settlers: 12
Player Home: Yes
File Type: ESL
Nexus Download Link
[XB1] Sim Settlements City Plans - Nu Cafe Ola Supply Centre by Yagisan
Nu Cafe Ola Supply Centre is a small supply centre. Includes a farm, shop, and most crafting facilities via a special city planner desk. Includes a player bed. Supports 6 settlers.
This mod REQUIRES the Nuka-Cola Collector Workshop Creation Club Content.
Settlement Mod: Creation Club Nu Cafe Ola Full Settlement ESL version.
Known Issues
- There is no recruitment beacon. You should send 6 settlers to this settlement, with the city leader as the 6th.
Levels: 1
Balanced: Yes
Max Settlers: 6
Player Home: Bed Only
File Type: ESL
Nexus Download Link