There are a few non settlement takes on this. One just sorta fortifies the diner, but one makes it like a small, independent trade post. I forget if they’re Drumlin Diner Reimagined or Overhaul.
Instead of Hangman's Ally being a settlement, it should of been the Diamond City parking lot with all the trashed cars and where the wild dogs attack, building a base there would also feel more cozy because it feels like you're reinforcing DC's defensive perimeter, it's convenient and it sure as heck would beat homeplate, plus there's a ramp to a hollowed out building right inside the area. Head cannon-wise it would make a excellent [Chosen Faction] embassy. Dean's Electronics would also be a great hideout have.
I think it would make sense for Diamond City to expand beyond the stadium. Making it so that the player is responsible for the expansion could have been an interesting way to implement it. I agree with your choice of area, as it is reasonably close to the city gate.
2:00 as a North Shore local, it's delightful that Lynn Woods is as sketchy as it's real life counterpart, though i wish they had somehow included the Pirates Cave as an explorable spot in the woods. for those who don't know: in Lynn Woods there's a hill with a cave at the top, which spirals down into the Earth until you hit water. allegedly it keeps going down, but you need diving equipment. every so often the park opens up the metal gate so visitors can explore themselves.
@@26th_Primarch Vault 120? Probably a bit too far off to the coast, although to be fair I don't know whether the mod I once tested had the entrance where it was supposed to be. I guess if you could put it close to the factory north of Salem you somehow might get it to work.
Hmmm, one thing that would be interesting would be "control of surrounding area" of the settlements. The bigger the settlements (the more settlers you have, not necessarily the square-meters), the bigger the control of the land around. This should affect spawns of raiders, deathclaws, mirelurks etc. in such a way that you basically 'tame' the Commonwealth. The end-game should be to have 100% control of all areas west of Charles River, for example. With control-posts on all bridges and a long wall south of Boston with Murkwater Construction-site as the 'gate-way' to the south (maybe add two settler-locations, one on the railroad-tracks east of Murkwater, and the other at the road south of Quincy). Every other place inside this area could then be refurbished through the settlement-mechanic in such a way that it makes sense settlers wants to live there.
Honestly, after getting to a level 100+ minuteman playthrough with all of the factions (besides the institute) intact, there is always minuteman guarding a checkpoint or the brotherhood fighting super mutants. I could walk up to a huge brotherhood excursion then throw up some artillery smoke and a flare
Combine both increasing upkeep requirements and a tech level (can't just plop down that Vault-Tec Reactor in a new settlement) and you have a ton of ideas for Fallout 5+. I wish these were true but frankly, this would break the game. I have a ton of improvements that will help but it will depend on the theme and setting of Fallout 5. I'd also really like assigning settlers to clear bushes and shrubs as a task rather than using mods that give WAAAY too much scrap.
Just give me a small plot of land in diamond city where I can build my own little house/fortress. Reasons: 1. One less loading screen: my area is part of the diamond city area, as opposed to going into the current player home area. 2. I can flex on the other DC inhabitants and show them how to build a proper house instead of a shitty little shack. 3. Via settler beacon, I can have my own settlers as room mates, assign them to shops, and even rival the other DC merchants.
Bit of a random one but: The big carpark by longneck Lukowski cannery always struck me as a pretty nice spot for a settlement. You have some intact structure with innate shelter and elevated points for turret emplacements. There is a little bit of standing water in the underground section, and with the floors there is plenty of flat building space. Could easily see it as a commonwealth style gated community and trade hub between the slog/finch farm and the Nahant/Kingsport area. That or a nicely fortifiable military post for the minutemen.
My favourite home location (not a settlement) is the very expansive beach near Nakano residence, it offers an extremely sechluded and nice view isolated from the troubles of the commonwealth.
It's strange such a large beach area is within the boundary but has essentially nothing in it. I expected to encounter a secret or at least an easter egg considering how out of the way it is. I wonder if it was originally planned to be a settlement that could connect to the ones in Far Harbor and that idea was scrapped at some point.
#1 Mystic Pines. Small but almost completely pre-built site with solid structure. Would height-limits and navmesh allow it, roof would double the size! #2 Lexington Parking Garage. Other solid location, especially after taking care of Corvega raiders.
For people who say "But a mod exists to let you build here." Then just use this video as inspiration for new build locations using that mod. =D My favourite base with conquest was to build over water. I built by the poseidon reservoir. Starting with a bridge between each side of the water, I had a wonderful base to build on top of that bridge... And just spent ages building, and building, and building... Till eventually I'd roofed over the sky, had thousands of rockets and a massive lag spike whenever the brotherhood flew by followed by a lot of explosions. Good times.
I think the insane asylum would have made a good settlement. Because it could be used as a minuteman jail Similar to Paradise Falls. Were you capture the raider boss.
i actually think that Swann's pond would be really cool to unlock as a settlement. it would be a really cool bonus after a new player gets absolutley panicked by that big green beggar. it would need some destructable stuff in the park, but i think it would look really cool. and they could add it to the list of possible settlements needed for the main quest, so some playthroughs would send you to face the hulk
Through the use of a mod, was able to build at Fiddlers Green and I love it. Hubologist camp would be excellent as well, even Natick bank would be awesome. Another good place would be Fort Strong. Would work nice as a BOS base.
@@Ihashappiness I can only guess it's because unless you're doing missions for the BoS it's an optional area. Though considering the elevator to the basement is sealed off until the mission (and I don't believe the super mutants respawn) it does seem odd that the BoS don't have some kind of presence there afterwards.
I was disappointed when Fort Strong wasn't a location. I was doing a minutemen run and wanted to set up on the brotherhood's doorstep to RP a provocation (putting their main base in Artillery range) but had to settle for Nordhagen Beach...
There are many locations that should've been settlements instead of the ones we got in the vanilla game. I've recommended West Everett Estate in the past and now it's time to recommend another new location. Here goes nothing: The location I recommend is Southwest Harbor. Sure it's not the most spectacular location for a settlement but here me out on this one. Whenever you play the Far Harbor DLC, you need to go to Acadia and while there, you meet a synth named Faraday, who would want you to retrieve drives from Southwest Harbor. It's basically the Sanctuary Hills of Maine and for very good reasons. There are work stations within the vicinity and the building across the street from the diner would've been a perfect location for a workshop. The buildings are well fortified and sure you have to clear Trappers first but it will be worth it considering everything the location has to offer. It also has a water supply which you can build a purifier and there should've been terminals you could've used to hack the turrets in your favor while building new ones on the opposite side. Not to mention Far Harbor didn't have very many settlements on its own and I feel that this place was a missed opportunity to become one.
Honestly I'm surprised that no one else wishes that they could build a settlement at Gibson Point Pier it would be so cool if we could. Provided we got the beach, diner, and the area near the bridge.
I always think that settlements near or around the glowing sea are vital to one day containing the radiation that gets brewed there and become rad storms. Waypoint Echo, inside or outside of vault 95
I liked walden Pond area, got a good size lake for water purifiers and could rebuild the gift shop if wanted to, (or at very least the basement area (where the raiders are and where you find Big Jim wrench) could have been a small player home like diamond city house.
Just south of the Greater Mass. Blood clinic and east of the Mayoral shelter there's a great little location consisting of 3 big warehouses and an office. One of my favourite spots to build using mods and a great location on the west of the map.
VIDEO IDEA: Look into potential improvements and uses with the Vault 88 DLC. Like.... some of this. In any order, just numbering it so it's easier to read. 1: What better experiments could've been done and their impact on the Vault-Tec questline - and the overseer and the rest of the game? 2: How could the layout have been done better? How would you build it? 3: What could be the best uses for each of the 4 factions? Up to 5 ideas per faction. 4: Could Vault 88 have been placed at a better location? Maybe the underwater vault that got cut? How would that be accessible? Top hatch like Vault 111, or a tunnel or train access from the mainland, or a ferry to a platform? That's about all I can think of right now, but if you do this video - or other people want to reply with more ideas, feel free to add freely.
Yoooo, I'm early! I'm gonna be different and propose an interior/exterior settlement. D.B. Technical School to be exact. Obviously there's limited space to build anything substantial, but if we're somehow allowed to build on the exterior as well I'd think it'd be decent. The pool in the basement could be used for either water or another tarberry farm. Another thing that'd have to be done is repairs, in my mind I'm seeing a quest (perhaps misc) to fund repairs for the floors. Concrete, steel, wood, caps, just whatever would make sense
I throw in my two cents here and its a weird set. And I know he briefly mentioned his opinion about the glowing sea but I've always liked the idea of making the Capsized factory in the Glowing Sea a Settlement, although a cramped one. Despite being almost entirely buried, the building itself is in remarkable shape and is mostly closed off from the outside aside from two entrances that would easy to defend against and provide a somewhat believable reason why people living there wouldn't be in as much danger of radiation. There is dirt inside of the factory, allowing for a small indoor garden if we can clean up the desks and rubble. I can see a cool 6 or so survivors living here, albeit not super comfortably. Possibly more if a creative player used the verticality and squeeze in more by creating a second floor. This place would also make a for an amazing hideout for just about anyone with the resources to survive the radiation, taking a page from Brian Virgil. I can easily see the Railroad setting it up because who would think anyone setting up in the Glowing Sea like that? Even if they did, the fact that most of the building is buried means it'll be hard to find, especially so if one tries to locate from the air like on a vertibird. Its admittedly unrealistic and more than a bit silly, but it seems like a fun challenge.
Cranberry Island Docks Brooke's Hill lighthouse Huntress Island Need a southern settlement in FH, but Cranberry seems like it was meant to be a big settlement
Vault 81 exterior, Atom Cats Garage peninsula, and General Atomics Galleria are 3 sites I detail in my mod series and settlement builds. 2 other sites to round out 5 would be Fairline north of the Fallon's Department Store and, of course University Point.
15 in and still missing one of the most obvious. Mystic Pines. This Retirement Home is almost completely intact, it has a central garden for water and crops, plenty of rooms for sleeping and trading, its own power source, easily defensible. Include the external areas out to the fence at least and you have room for turrets, more crops. You can build on the flat roof too. But even without additional building, its the Settlement that should have been.
If we're dreaming of adding more settlements in some hypothetical remaster for next gen, I think maybe we could also try add extra factions the player can be part of. Let your character become a Gunner, Child of Atom, or non-Nuka Raider (Maybe help a gunner team out somewhere and the captain tries to recruit you, you run into a preacher, or help the concord raiders instead :D ) and access some different settlements as a result. Atom allowing for some in the glowing sea, gunners letting you workshop some of their bases, raiders.... having a less crap system than Nuka World. I mean, it's not like we need to change the end slideshows, TODD.
No, no, no, no, you don't get to do that, no way can you suggest helping out the Concord raiders, without going into details. Perhaps, you can help them break into the office where the Quincy survivors are hiding, perhaps you can kill/enslve them, not all of them, just Marcy and Jun, and Preston of course, Sturges can survive, for now.
I like all these ideas, but I have always liked the idea of the Corvega plant as a settlement. Yes, yes I know it's a hub for Raiders but hear me out. It would satisfy TWO itches at once. A fix for a truly Bad Guy/Good Guy story (See you later Preston!) and a build spot.
As an avid wasteland architect, I’m surprised I just found your channel! Sorry for being late to the party. One settlement I always wished we could have was the crater of atom. I thought for sure with the addition of the far harbour DLC & the children of atom getting a fleshed out story, there would be more potential for the Kingsport lighthouse & the crater of atom. It just felt so dead to me, yeah obviously it’s the glowing Sea. I’ve always wanted a glowing sea settlement, or at the very least a dedicated children of atom settlement without role playing.
One place i spent so much time building at was Concord using a mod that adds a workshop there. The town has many empty buildings including a bar where you can add sleeping space up top in the rooms, the main stretch in front of the museum of freedom has plenty of room to add a market, and to the left of the museum is a huge field to grow crops in. Plus the mod’s build ceiling allowed you to build on the roof of the museum so I added additional food plots. It was a really great settlement idea and a true town.
I legit hated the Settlement system. There was nothing that killed the fun and mystery of a new location quicker then finding a red work bench. At most there should have been 4-8 settlements with the rest of the locations being like Arefu in FO3, a small location with unique NPC's.
Still waiting for an official DLC/patch to build in: Lake Conchituate Listening Post Bravo The overlooks behind ArcJet Systems (where you can find the pre-war shack and the fusion core) Sleepwalker's place (the view from up there is god-tier!) Robotics Pioneer Park (but keep the robots to do their performance for bonus happiness)
The Ranger Cabin could be a great settlement. It's a little cabin north of Abernathy Farm and it would be kind of like a private little home if you really don't want to deal with everything and/or everyone. Also trading with your neighbor The Abernathys would be a plus too.
@@____________838 I think that they should’ve made most settlements objects disappear when not in the cell with the objects, which could look weird but would probably improve performance. Unless they already do that.
I haven't seen on the Charles View Amphitheater yet but I think that one would have been perfect as a way to link Hangman's Alley to Bunker Hill without risking the loss of provisioners. Plus it would help control gunner and raider operations near the river. And there's an associated questline already which means completion of that quest(s) would easily help free up the space. And it needn't be very large to accommodate, just the rough area that would trigger site discovery.
It wouldnt be a settlement, but one of my favorite places to build (using the Conquest mod) is inside the Boylston Club at Boston Common. It makes a great player home; its an inside cell to get out of the weather, has an elevator, the light coming through the windows is the best Ive found in the game. Its just great.
I like your videos and usually seem to agree with you. I don't get the glowing sea as a settlement. I don't mess with any of the vaults either, I guess I have a thing about wanting the sky above me and not being trapped in a building, so even K-21B would not appeal to me. I do like the idea of Fiddlers Green.
I've played through Fallout 3, New Vegas, and 4 all the way to the end at least 10 times each. I mean like 100% everytime too and I rewatch most of your videos every single day because despite my love for the franchise I just can't help, but see its flaws and all of the missed opportunities within each. In a way I still love them, but I'd rather watch good fallout content all day instead of actually playing the games with 1000+ mods. My time playing Fallout is definitely over, but I still like going back like once or twice a year to check on my save to mess around for like 20 minutes before I want to die. Sorry this is a long comment I just feel ripped off in a way just seeing all of the wasted potential
I'd like to kick the raiders out of Quincy and take it over. Also, the middle of Cambridge with all the ghouls. Kill the ghouls off, set it up as a trading post rather than taxing caravans. You get the same effect of taking money off travellers, but you don't have to live surrounded by corpses on spikes.
I Hope i get hit in the head (or something) and lose my memories of this series specifically so that I get to rewatch it without knowing what the locations you’re going to suggest. I absolutely love talking about what locations could’ve been settlements idk why tbh. I think you should make a video for the other 3D fallout games going over locations that could’ve been settlements if there was settlement building in the other games (ignoring public workshops in fallout 76) I still think you should go over every location in fallout (including unmarked and not on Fandom) and say whether it would’ve been a good settlement (ignoring any nearby pre-existing settlements) I think you should make a series where you go through every settlements and try to do a scrappy astethic for all of them (like using pre-existing buildings and having few buildings for example)
accounting for my mods, honestly I wouldn't mind being able to take over the parking garage coming into Lexington, the main reason is I just like the idea of turning pre-war ruins into settlements over having a couple buildings to work with and then a lot of empty space and for a story reason it could have been the middle point of the early minutemen story where you do what they tried and actually manage to take a solid foothold in Lexington which then prompts Preston to promote you to General
You should rate the public workshops in fallout 76 on how good settlement locations they would’ve been if fO76 had settlements instead of pretty much player homes You should also make a video about 30 locations that could’ve been settlements in FO76 (ignoring the ones already in the game)
A video I'd like to see, on account of me being a complete settlement newb, is a video on all you can do with a settlement. I've turned Sunshine Tidings into a nice farm that gives massive excess foodstuffs, and I've turned the Castle into a water farm, but what else can you do?
Did, not does. Oxhorn stopped all activity with Fallout 4 when Fallout 76 became available. I think he played FO 76 in the Beta version. He videoed his builds and explained how he put things together and why he did it that way. His FO 4 videos were pretty well researched and very informative. He was also big into the FO 4 game lore. He was doing all that when most RUclipsrs were making best start and gameplay videos. I was a fan until he left us for FO 76. I watched a few of those then left him to do his thing.@@justincooper5189
Overall, I like these videos but I approach them from a programming angle and some of them just don't line up well with ceilings, boundaries, etc. For example, you'd be unable to have a ceiling so high on Lynn Woods to encompass the top of the tower, or otherwise you'd get a settlement area as large as Starlight but with more encounter areas around it. That's the problem with Fiddler's: too large a base area. Lorewise, Lynn Woods would have been good, but Lynn Woods is more East than North, as far as difficulty. Your routes there are guarded by Mirelurk Queen to the west, Super Mutants at Breakheart Banks to the south, and triggered deathclaw and radscorpion encounters to the east. Lake Cochituate next to Natick, like Lake Quannapowitt and Dark Hollow Pond, is a radioactive material dumping ground. The Roadside Pines Motel would have been better, or maybe switching Egrets Marina for Electronic Hobbyists Club. I have no clue why anyone thinks settlers would head into the Glowing Sea to an underground bunker with no lights. I did like Hubologists' Camp but I think there's a Lore-based reason against it: if you completed their quest, got the Settlement, could you run supply lines from Minutemen-run settlements past the giant Raider base without issues? You'd have to lock the settlement like the Red Rocket in Nukaworld was locked.
This. I think the youtuber himself missed the point. The mod or mods in question actually allow for some of these dreamed-of locations to actually become a reality. That kind of thing needs to be encouraged, not put down.
Fort Hagen hangar and Fort Hagen satellite array these are fantastic places to make base, also Nahant peninsula, combine 4/5 settlements in that place and we have pretty good community.
We need a part 3❗ Parsons Creamery, Mystic Pines, Jalbert Brothers Disposal, the highway overpass junction in Lexington that bring you towards Cambridge, farmer scrap merchants pond on the west of the map across the lake from Sunshine Tidings Co-op, Evans Way Culdesac, the homestead merchants house in Nukaworld, and Cranberry Bog in Far Harbor.
I find myself time and time again having play throughs where I run around making every Red Rocket with a garage an Atom Cat's garage. I also have a mod that makes the og Atom Cat's garage a settlement. It fun way to use up some of the million power armours laying all over the commonwealth. And I actually have a ton of fun building the garage beside the 10000000 deathclaws! I have to buff up the security, and I really enjoy the occasional deathclaw invasion.
I know it's a late comment, but I personally would love an outdoor glowing sea settlement with a caveat... it would have to be a quest line to be a safe haven within the radiation zone. Requiring you to build the rad removing arch and a radiation barrier. Make the barrier a "special" build item for the glowing sea. Something similar to Far Harbor's fog reducer. Could even go as far with it producing nuclear material for your settlements.
Every habitable ounce of a wasteland map needs to eventually be settled in the timeframe of a Fallout game. Is that how Fallout 76 is going to end? Also radiation fries electronics so robots that aren’t highly advanced in construction as well as fully shielded will not function.
Instead of mods: Copy and paste all code and what not, watch a vid on how to code, add those location, and boom you got yourself new settlements(I not a coder so idk if this is possible, but I wish)
I hear ya. I got my BS in Computer Science in 1976 when it was still relatively new. I was in the original Computer Science class before it qualified as a Major at Ol' Miss. The stuff they write programs with these days wasn't even dreamed up back then. Needless to say, my programming skills are so out of date it is pathetic. Those were days when I left my slide rule at home in favor of my brand new handheld $65 calculator that could only add, subtract, multiply, and divide. I was programming in Machine Language, Basic, Fortran 4, and Cobol. I doubt they even give those languages a mention in todays computer classes. The university's main frame computer took up a large air conditioned room and it's basic memory unit was the size of a fridge and had 64K bits. You could open it up and actually see the individual bits. Today they deal with memory units in Gigs if not larger, on printed microcircuits, if not something newer that I know nothing about. I was manipulating ones and zeros while today they manipulate entire procedures with one line of code. I had to submit my code on a stack of punched cards to the Computer Room to get a printout the next day. For my senior project I coded a simulation of the core utilization of the Main Frame Computer. I got 4 hours of A in that class and a synopsis of my program was printed in the regional Computer magazine. I was a pretty good programmer back then. These days I have to get a grandkid to help me set up my phone. PS When I bought that $65 calculator my military income was letting me come home with about $250 per month and I was making $180 per month house payments on a 3 bedroom brick home on 1/3 acre with a 30 year mortgage at 8.25% interest. I think minimum wage was about $1.80-$2.00 an hour. I was 28 years old with a wife, a 2 year old, and another kid on the way. Sorry, I didn't mean to tell my life story but I got carried away talking about coding. Oh, well. I am 75 almost 76 years old with a bad heart condition and on my last Dr visit I was told I had spots (pre-cancerous) on both lungs. I really don't care anymore.
I just got back on F4 a few days ago after not playing it for almost a year .......I got a question , are there any mod or mods that adds a building or shack as a new settlement location , that isn't a part of a Existing building that's a part of the base game but you can add it to the world map so that you can build there ? I'm asking that because I want to use build in a diff settlement , because i dont only want to stick with what the base game map offers me to use
While i think Fallout 76 is ok, I think it absolutly ruined the settlement system. This is because multiplayer, so no settlers. Sure the workshops in FO76 might have uniqe gimmicks, which I have not experienced first hand, there are uniqe gimmicks for seetlements in FO4, or at least it's possible to code some into the game. Either way, if you enjoyed the settlement system from FO76, at least it's theoreticaly possible to mod it into FO4
Oh man, don't waste your time or drive space with that broken mod, it breaks some quests that have to be re-fixed with console commands, and makes the game unstable.
I'm of the opinion that the more militant factions should've eventually started having presence and outposts at various defensible locations and it was rather annoying to me that only the BoS did this and even then it only did it in the 2 scripted locations. Like I feel like max relationship with the BoS/minutemen or the alliance between the two and "full presence" should've entailed multiple military sites and checkpoints getting fortified by these factions which would then project areas of control which reduce spawnrate of hostile mobs. Would've given a greater feeling of progression and success in stabilising the Commonwealth. K-21 being an example of such an outpost. I'm also of the opinion that the Red Rocket settlement right next to Concord/Sanctuary should also have just become a military outpost defending Sanctuary because proximity wise it makes very little sense to be its own independent settlement. Would make far more sense as essentially the garrison for settlers in Sanctuary who are supplied by that same community and project power over that entire area. As for locations of settlements. I always thought Libertalia would've been a good one because lore-wise it was run by ex-Minutemen who originally stayed true to the cause and if Todd had let us RP properly they could've possibly been returned to the fold. The idea behind that being a settlement is that everything is prefab but could be turned into another military outpost type deal designed to project power as well as 'connect' Croup Manor to Nordhagen Beach.
Fun videos, but you're lacking by not taking into consideration Survival mode where nearby locations have more significance. You talked about the settlements themselves but not facilities around these areas.
Honestly... I think the whole settlement system was a tacked-on gimmick from the beginning. I can see in a few spots how it would be good, "Rebuild your home naighborhood your way!" kinda thing...but building and managing in vanilla F4 EVERY SINGLE SETTLEMENT is a minigame that is one of the reasons I dont play Fallout 4 anymore. I mean...does anyone give two shites about Hangman's Ally, really? Or is it just a stopover? ALOT of the Settlement locations should have been made to be prefabs that get built after a few days...IMO. I dunno...I think im getting jaded of Bethesda's constant crap. Kool video though! Loved the Grey Galaxy video!
I think is an absolutely horrible take. Its not a gimmik, but a rather significant gameplay feature. And its basically mandatory in survival. Settlements are very useful for resources, making money, saving, roleplay. Not to mention you need them to craft important stuff. My guess is that you don't play survival at all and just fast travel everywhere. Settlements become a lot more valuable in survival.
With the settlement system I feel Bethesda wasn't expecting it to be as popular a thing as it turned out to be and it was only late in development that they discovered it via their testers and pre-release hype. That would explain why the vanilla settlement system is somewhat barebones and really requires the dlcs if a player is going to do any real settlement building.
Everett Estates, edge of the glowing sea, entrence to vault 81, atom cats diner..... If i had to pick.... Atom Cats Diner I will build an Assaultron just for there, put a greaser jacket on it, use a pompadour wig to give it some hair, it shall be F0NZ13-Bot, and he wants you to repair a metal shark 🦈 😏 😮
I just want settlement building where there's no garbage or bodies left laying around and shelters that actually shelter. Honestly, people were building houses out of nothing for millenia but post-war Americans can't even pick up the human remains in their bombed-out shanties for over 200 years. Talk about magical procrastination.
I wonder if Bethesda was worried players would forget it's a post-apocalypse game if anyone actually cleaned up an area. Sure it does make Covenant a bit stranger since it is cleaned up and fixed up but Covenant is a terrible settlement due to all the unique, unscrappable objects there and how small the build area is.
I wish we could turn Trudy's Drumlin Diner into a homestead/trade settlement
I wish we could get Trudy to move half a mile and set up at the diner at Starlight Drive-In as a unique trader settler.
@@windwalker5765 cool idea
There’s a mod for it, but it’s kinda buggy.
There are a few non settlement takes on this. One just sorta fortifies the diner, but one makes it like a small, independent trade post. I forget if they’re Drumlin Diner Reimagined or Overhaul.
I so wanted to at least clean up all the trash and ... SKELETONS in there! XD. Place needed some spring cleaning, big time.
Instead of Hangman's Ally being a settlement, it should of been the Diamond City parking lot with all the trashed cars and where the wild dogs attack, building a base there would also feel more cozy because it feels like you're reinforcing DC's defensive perimeter, it's convenient and it sure as heck would beat homeplate, plus there's a ramp to a hollowed out building right inside the area.
Head cannon-wise it would make a excellent [Chosen Faction] embassy.
Dean's Electronics would also be a great hideout have.
I think it would make sense for Diamond City to expand beyond the stadium. Making it so that the player is responsible for the expansion could have been an interesting way to implement it. I agree with your choice of area, as it is reasonably close to the city gate.
And Evans Way cul-de-sac that has the raiders in it.
2:00 as a North Shore local, it's delightful that Lynn Woods is as sketchy as it's real life counterpart, though i wish they had somehow included the Pirates Cave as an explorable spot in the woods.
for those who don't know: in Lynn Woods there's a hill with a cave at the top, which spirals down into the Earth until you hit water. allegedly it keeps going down, but you need diving equipment. every so often the park opens up the metal gate so visitors can explore themselves.
Sounds like a good idea for a mod. ^^
@44WarmocK77 hell, it could have tied into that scrapped underwater vault and doubled as a reference to the first bioshock game.
@@26th_Primarch Vault 120? Probably a bit too far off to the coast, although to be fair I don't know whether the mod I once tested had the entrance where it was supposed to be.
I guess if you could put it close to the factory north of Salem you somehow might get it to work.
Hmmm, one thing that would be interesting would be "control of surrounding area" of the settlements. The bigger the settlements (the more settlers you have, not necessarily the square-meters), the bigger the control of the land around. This should affect spawns of raiders, deathclaws, mirelurks etc. in such a way that you basically 'tame' the Commonwealth. The end-game should be to have 100% control of all areas west of Charles River, for example. With control-posts on all bridges and a long wall south of Boston with Murkwater Construction-site as the 'gate-way' to the south (maybe add two settler-locations, one on the railroad-tracks east of Murkwater, and the other at the road south of Quincy). Every other place inside this area could then be refurbished through the settlement-mechanic in such a way that it makes sense settlers wants to live there.
Cool idea I would also love a system of restoring prewar facilities like water treatment plants, power plants and such
Honestly, after getting to a level 100+ minuteman playthrough with all of the factions (besides the institute) intact, there is always minuteman guarding a checkpoint or the brotherhood fighting super mutants. I could walk up to a huge brotherhood excursion then throw up some artillery smoke and a flare
Although not ideal, the commonwealth is definitely more tame by the time youre done with the game
Combine both increasing upkeep requirements and a tech level (can't just plop down that Vault-Tec Reactor in a new settlement) and you have a ton of ideas for Fallout 5+. I wish these were true but frankly, this would break the game. I have a ton of improvements that will help but it will depend on the theme and setting of Fallout 5.
I'd also really like assigning settlers to clear bushes and shrubs as a task rather than using mods that give WAAAY too much scrap.
Atom Cats Garage, you’re part of the gang and can’t even make yourself at home!
Just give me a small plot of land in diamond city where I can build my own little house/fortress. Reasons:
1. One less loading screen: my area is part of the diamond city area, as opposed to going into the current player home area.
2. I can flex on the other DC inhabitants and show them how to build a proper house instead of a shitty little shack.
3. Via settler beacon, I can have my own settlers as room mates, assign them to shops, and even rival the other DC merchants.
Bit of a random one but:
The big carpark by longneck Lukowski cannery always struck me as a pretty nice spot for a settlement.
You have some intact structure with innate shelter and elevated points for turret emplacements. There is a little bit of standing water in the underground section, and with the floors there is plenty of flat building space.
Could easily see it as a commonwealth style gated community and trade hub between the slog/finch farm and the Nahant/Kingsport area.
That or a nicely fortifiable military post for the minutemen.
My favourite home location (not a settlement) is the very expansive beach near Nakano residence, it offers an extremely sechluded and nice view isolated from the troubles of the commonwealth.
It's strange such a large beach area is within the boundary but has essentially nothing in it. I expected to encounter a secret or at least an easter egg considering how out of the way it is. I wonder if it was originally planned to be a settlement that could connect to the ones in Far Harbor and that idea was scrapped at some point.
#1 Mystic Pines. Small but almost completely pre-built site with solid structure. Would height-limits and navmesh allow it, roof would double the size!
#2 Lexington Parking Garage. Other solid location, especially after taking care of Corvega raiders.
Thenthapple moment
??????@@Otterdisappointment
For people who say "But a mod exists to let you build here." Then just use this video as inspiration for new build locations using that mod. =D
My favourite base with conquest was to build over water. I built by the poseidon reservoir.
Starting with a bridge between each side of the water, I had a wonderful base to build on top of that bridge... And just spent ages building, and building, and building... Till eventually I'd roofed over the sky, had thousands of rockets and a massive lag spike whenever the brotherhood flew by followed by a lot of explosions. Good times.
I think the insane asylum would have made a good settlement. Because it could be used as a minuteman jail Similar to Paradise Falls. Were you capture the raider boss.
I got a mod which expands the Mechanist’s Lair buildable area, and use the cells there as a Minutemen/Enclave prison.
@@QualityPen nice I forgot to mention that one. It was another missed opportunity in my opinion being able to capture Raider bosses
I used conquest to turn Parson's State Asylum into a military base/prison for the minutemen.
@@arengano561 that is awesome. Do you get to trap the Raider bosses in the cells
@timflory2572 No. It's mostly just for show. I do have around 40 minutemen and space for 90 there, but the interior can't really be used.
i actually think that Swann's pond would be really cool to unlock as a settlement. it would be a really cool bonus after a new player gets absolutley panicked by that big green beggar. it would need some destructable stuff in the park, but i think it would look really cool.
and they could add it to the list of possible settlements needed for the main quest, so some playthroughs would send you to face the hulk
Through the use of a mod, was able to build at Fiddlers Green and I love it. Hubologist camp would be excellent as well, even Natick bank would be awesome. Another good place would be Fort Strong. Would work nice as a BOS base.
Seems kinda weird that Strong doesn’t become a FOB for the BOS since they assault it and loot it. Seems like a smart and defensible location.
@@Ihashappiness I can only guess it's because unless you're doing missions for the BoS it's an optional area. Though considering the elevator to the basement is sealed off until the mission (and I don't believe the super mutants respawn) it does seem odd that the BoS don't have some kind of presence there afterwards.
I was disappointed when Fort Strong wasn't a location.
I was doing a minutemen run and wanted to set up on the brotherhood's doorstep to RP a provocation (putting their main base in Artillery range) but had to settle for Nordhagen Beach...
There are many locations that should've been settlements instead of the ones we got in the vanilla game. I've recommended West Everett Estate in the past and now it's time to recommend another new location. Here goes nothing:
The location I recommend is Southwest Harbor. Sure it's not the most spectacular location for a settlement but here me out on this one. Whenever you play the Far Harbor DLC, you need to go to Acadia and while there, you meet a synth named Faraday, who would want you to retrieve drives from Southwest Harbor. It's basically the Sanctuary Hills of Maine and for very good reasons. There are work stations within the vicinity and the building across the street from the diner would've been a perfect location for a workshop. The buildings are well fortified and sure you have to clear Trappers first but it will be worth it considering everything the location has to offer. It also has a water supply which you can build a purifier and there should've been terminals you could've used to hack the turrets in your favor while building new ones on the opposite side. Not to mention Far Harbor didn't have very many settlements on its own and I feel that this place was a missed opportunity to become one.
Honestly I'm surprised that no one else wishes that they could build a settlement at
Gibson Point Pier it would be so cool if we could. Provided we got the beach, diner, and the area near the bridge.
I always think that settlements near or around the glowing sea are vital to one day containing the radiation that gets brewed there and become rad storms.
Waypoint Echo, inside or outside of vault 95
I liked walden Pond area, got a good size lake for water purifiers and could rebuild the gift shop if wanted to, (or at very least the basement area (where the raiders are and where you find Big Jim wrench) could have been a small player home like diamond city house.
2:13 they did not know it was a deathclaw egg
That deathclaw nest is by Fort hagen
Just south of the Greater Mass. Blood clinic and east of the Mayoral shelter there's a great little location consisting of 3 big warehouses and an office. One of my favourite spots to build using mods and a great location on the west of the map.
I hope the settlement feature comes back in fallout 5 or even a fallout 3 or nv remake would be cool too
VIDEO IDEA: Look into potential improvements and uses with the Vault 88 DLC. Like.... some of this. In any order, just numbering it so it's easier to read.
1: What better experiments could've been done and their impact on the Vault-Tec questline - and the overseer and the rest of the game?
2: How could the layout have been done better? How would you build it?
3: What could be the best uses for each of the 4 factions? Up to 5 ideas per faction.
4: Could Vault 88 have been placed at a better location? Maybe the underwater vault that got cut? How would that be accessible? Top hatch like Vault 111, or a tunnel or train access from the mainland, or a ferry to a platform?
That's about all I can think of right now, but if you do this video - or other people want to reply with more ideas, feel free to add freely.
Yoooo, I'm early!
I'm gonna be different and propose an interior/exterior settlement. D.B. Technical School to be exact. Obviously there's limited space to build anything substantial, but if we're somehow allowed to build on the exterior as well I'd think it'd be decent. The pool in the basement could be used for either water or another tarberry farm. Another thing that'd have to be done is repairs, in my mind I'm seeing a quest (perhaps misc) to fund repairs for the floors. Concrete, steel, wood, caps, just whatever would make sense
I throw in my two cents here and its a weird set. And I know he briefly mentioned his opinion about the glowing sea but I've always liked the idea of making the Capsized factory in the Glowing Sea a Settlement, although a cramped one. Despite being almost entirely buried, the building itself is in remarkable shape and is mostly closed off from the outside aside from two entrances that would easy to defend against and provide a somewhat believable reason why people living there wouldn't be in as much danger of radiation. There is dirt inside of the factory, allowing for a small indoor garden if we can clean up the desks and rubble.
I can see a cool 6 or so survivors living here, albeit not super comfortably. Possibly more if a creative player used the verticality and squeeze in more by creating a second floor.
This place would also make a for an amazing hideout for just about anyone with the resources to survive the radiation, taking a page from Brian Virgil. I can easily see the Railroad setting it up because who would think anyone setting up in the Glowing Sea like that? Even if they did, the fact that most of the building is buried means it'll be hard to find, especially so if one tries to locate from the air like on a vertibird.
Its admittedly unrealistic and more than a bit silly, but it seems like a fun challenge.
Honestly,being able to build/customize the checkpoints which your faction controls after the main quest would be cool
I wish there were more indoor settlements
The vault was the only one?
@@flimsypopcorn638 Home plate and Mechanists layer.
@@bigearl1624 Ah yeah I just forgot about those because they kinda suck
@@flimsypopcorn638 and home plate isn’t a proper settlement, it’s quite literally a player home and is missing the settler part of settlements
This is my favorite series
Cranberry Island Docks
Brooke's Hill lighthouse
Huntress Island
Need a southern settlement in FH, but Cranberry seems like it was meant to be a big settlement
Vault 81 exterior, Atom Cats Garage peninsula, and General Atomics Galleria are 3 sites I detail in my mod series and settlement builds.
2 other sites to round out 5 would be Fairline north of the Fallon's Department Store and, of course University Point.
Fairline estates would be my pick, if I was allowed just one.
15 in and still missing one of the most obvious. Mystic Pines.
This Retirement Home is almost completely intact, it has a central garden for water and crops, plenty of rooms for sleeping and trading, its own power source, easily defensible.
Include the external areas out to the fence at least and you have room for turrets, more crops. You can build on the flat roof too.
But even without additional building, its the Settlement that should have been.
I use a camping mod to do this and this only make me imagine how fun would be camping and more building areas
And deathclaw are cute
If we're dreaming of adding more settlements in some hypothetical remaster for next gen, I think maybe we could also try add extra factions the player can be part of. Let your character become a Gunner, Child of Atom, or non-Nuka Raider (Maybe help a gunner team out somewhere and the captain tries to recruit you, you run into a preacher, or help the concord raiders instead :D ) and access some different settlements as a result. Atom allowing for some in the glowing sea, gunners letting you workshop some of their bases, raiders.... having a less crap system than Nuka World.
I mean, it's not like we need to change the end slideshows, TODD.
No, no, no, no, you don't get to do that, no way can you suggest helping out the Concord raiders, without going into details. Perhaps, you can help them break into the office where the Quincy survivors are hiding, perhaps you can kill/enslve them, not all of them, just Marcy and Jun, and Preston of course, Sturges can survive, for now.
We gotta get west everett as a settlement
I like all these ideas, but I have always liked the idea of the Corvega plant as a settlement. Yes, yes I know it's a hub for Raiders but hear me out. It would satisfy TWO itches at once. A fix for a truly Bad Guy/Good Guy story (See you later Preston!) and a build spot.
As an avid wasteland architect, I’m surprised I just found your channel! Sorry for being late to the party.
One settlement I always wished we could have was the crater of atom. I thought for sure with the addition of the far harbour DLC & the children of atom getting a fleshed out story, there would be more potential for the Kingsport lighthouse & the crater of atom.
It just felt so dead to me, yeah obviously it’s the glowing Sea. I’ve always wanted a glowing sea settlement, or at the very least a dedicated children of atom settlement without role playing.
Despite being completely done with Fallout 4 I do enjoy your videos.
Love all of your videos, thank you for all of your uploads 🙏
Conquest mod was perfect for this.
The coast guard Pier if we could fix up the buildings and scrap the vertibird
One place i spent so much time building at was Concord using a mod that adds a workshop there. The town has many empty buildings including a bar where you can add sleeping space up top in the rooms, the main stretch in front of the museum of freedom has plenty of room to add a market, and to the left of the museum is a huge field to grow crops in. Plus the mod’s build ceiling allowed you to build on the roof of the museum so I added additional food plots. It was a really great settlement idea and a true town.
K-21 was one of my suggestions. Though I said it would be a great player home rather than a settlement.
I legit hated the Settlement system. There was nothing that killed the fun and mystery of a new location quicker then finding a red work bench.
At most there should have been 4-8 settlements with the rest of the locations being like Arefu in FO3, a small location with unique NPC's.
i turned the start location for nuka world into a settlement. it was a great spot using the parking garage
Still waiting for an official DLC/patch to build in:
Lake Conchituate
Listening Post Bravo
The overlooks behind ArcJet Systems (where you can find the pre-war shack and the fusion core)
Sleepwalker's place (the view from up there is god-tier!)
Robotics Pioneer Park (but keep the robots to do their performance for bonus happiness)
Thank you for saying Natick correctly lol… I’m actually from this town irl and I’ve seen so many Fallout RUclipsrs say it Nat-tick haha
you're welcome, but if I'm being honest it's just my accent, lots of halted or softened "T"s and "P"s in my speech.
Definitely wish we could've had a settlement at Natick Banks. I would build a Twinkie Factory and base the resources there. IYKYK
IYKYK ??????
The Ranger Cabin could be a great settlement. It's a little cabin north of Abernathy Farm and it would be kind of like a private little home if you really don't want to deal with everything and/or everyone. Also trading with your neighbor The Abernathys would be a plus too.
It would only create a bigger Deadly Triangle issue with Abernathy/Red Rocket/Sanctuary
@@____________838 That's true.
@@____________838 I think that they should’ve made most settlements objects disappear when not in the cell with the objects, which could look weird but would probably improve performance. Unless they already do that.
I haven't seen on the Charles View Amphitheater yet but I think that one would have been perfect as a way to link Hangman's Alley to Bunker Hill without risking the loss of provisioners. Plus it would help control gunner and raider operations near the river. And there's an associated questline already which means completion of that quest(s) would easily help free up the space. And it needn't be very large to accommodate, just the rough area that would trigger site discovery.
I couldn't agree more! Great video! Waiting for part 3 :D
Personally, I think dam in nuka world should have been a settlement site, same with Bedford station
It wouldnt be a settlement, but one of my favorite places to build (using the Conquest mod) is inside the Boylston Club at Boston Common. It makes a great player home; its an inside cell to get out of the weather, has an elevator, the light coming through the windows is the best Ive found in the game. Its just great.
@grey gaming
I love the content man! I'm new (ish) to your channel, but it's always my go to for F4 build ideas!
I like your videos and usually seem to agree with you. I don't get the glowing sea as a settlement. I don't mess with any of the vaults either, I guess I have a thing about wanting the sky above me and not being trapped in a building, so even K-21B would not appeal to me. I do like the idea of Fiddlers Green.
I've played through Fallout 3, New Vegas, and 4 all the way to the end at least 10 times each. I mean like 100% everytime too and I rewatch most of your videos every single day because despite my love for the franchise I just can't help, but see its flaws and all of the missed opportunities within each. In a way I still love them, but I'd rather watch good fallout content all day instead of actually playing the games with 1000+ mods. My time playing Fallout is definitely over, but I still like going back like once or twice a year to check on my save to mess around for like 20 minutes before I want to die. Sorry this is a long comment I just feel ripped off in a way just seeing all of the wasted potential
Hell yeah! Thank you for making this 🔥
I'd like to kick the raiders out of Quincy and take it over. Also, the middle of Cambridge with all the ghouls. Kill the ghouls off, set it up as a trading post rather than taxing caravans. You get the same effect of taking money off travellers, but you don't have to live surrounded by corpses on spikes.
I Hope i get hit in the head (or something) and lose my memories of this series specifically so that I get to rewatch it without knowing what the locations you’re going to suggest. I absolutely love talking about what locations could’ve been settlements idk why tbh.
I think you should make a video for the other 3D fallout games going over locations that could’ve been settlements if there was settlement building in the other games (ignoring public workshops in fallout 76)
I still think you should go over every location in fallout (including unmarked and not on Fandom) and say whether it would’ve been a good settlement (ignoring any nearby pre-existing settlements)
I think you should make a series where you go through every settlements and try to do a scrappy astethic for all of them (like using pre-existing buildings and having few buildings for example)
accounting for my mods, honestly I wouldn't mind being able to take over the parking garage coming into Lexington, the main reason is I just like the idea of turning pre-war ruins into settlements over having a couple buildings to work with and then a lot of empty space and for a story reason it could have been the middle point of the early minutemen story where you do what they tried and actually manage to take a solid foothold in Lexington which then prompts Preston to promote you to General
You should rate the public workshops in fallout 76 on how good settlement locations they would’ve been if fO76 had settlements instead of pretty much player homes
You should also make a video about 30 locations that could’ve been settlements in FO76 (ignoring the ones already in the game)
A video I'd like to see, on account of me being a complete settlement newb, is a video on all you can do with a settlement. I've turned Sunshine Tidings into a nice farm that gives massive excess foodstuffs, and I've turned the Castle into a water farm, but what else can you do?
There's hangman's alley, it's in diamond City. Oxhorn has a good list of places to build and I think he also does some builds.
Did, not does. Oxhorn stopped all activity with Fallout 4 when Fallout 76 became available. I think he played FO 76 in the Beta version. He videoed his builds and explained how he put things together and why he did it that way. His FO 4 videos were pretty well researched and very informative. He was also big into the FO 4 game lore. He was doing all that when most RUclipsrs were making best start and gameplay videos. I was a fan until he left us for FO 76. I watched a few of those then left him to do his thing.@@justincooper5189
Overall, I like these videos but I approach them from a programming angle and some of them just don't line up well with ceilings, boundaries, etc. For example, you'd be unable to have a ceiling so high on Lynn Woods to encompass the top of the tower, or otherwise you'd get a settlement area as large as Starlight but with more encounter areas around it. That's the problem with Fiddler's: too large a base area.
Lorewise, Lynn Woods would have been good, but Lynn Woods is more East than North, as far as difficulty. Your routes there are guarded by Mirelurk Queen to the west, Super Mutants at Breakheart Banks to the south, and triggered deathclaw and radscorpion encounters to the east.
Lake Cochituate next to Natick, like Lake Quannapowitt and Dark Hollow Pond, is a radioactive material dumping ground. The Roadside Pines Motel would have been better, or maybe switching Egrets Marina for Electronic Hobbyists Club.
I have no clue why anyone thinks settlers would head into the Glowing Sea to an underground bunker with no lights.
I did like Hubologists' Camp but I think there's a Lore-based reason against it: if you completed their quest, got the Settlement, could you run supply lines from Minutemen-run settlements past the giant Raider base without issues? You'd have to lock the settlement like the Red Rocket in Nukaworld was locked.
“You’re kind of missing the point.” That’s always a good way to people onside.
This. I think the youtuber himself missed the point. The mod or mods in question actually allow for some of these dreamed-of locations to actually become a reality. That kind of thing needs to be encouraged, not put down.
Fort Hagen hangar and Fort Hagen satellite array these are fantastic places to make base, also Nahant peninsula, combine 4/5 settlements in that place and we have pretty good community.
Can we get a what if New Vegas had a settlement system like fallout 4 where would you want them to be.
Go to a FONV thread for that. This is a FO4 thread.
We need a part 3❗ Parsons Creamery, Mystic Pines, Jalbert Brothers Disposal, the highway overpass junction in Lexington that bring you towards Cambridge, farmer scrap merchants pond on the west of the map across the lake from Sunshine Tidings Co-op, Evans Way Culdesac, the homestead merchants house in Nukaworld, and Cranberry Bog in Far Harbor.
I find myself time and time again having play throughs where I run around making every Red Rocket with a garage an Atom Cat's garage. I also have a mod that makes the og Atom Cat's garage a settlement.
It fun way to use up some of the million power armours laying all over the commonwealth. And I actually have a ton of fun building the garage beside the 10000000 deathclaws! I have to buff up the security, and I really enjoy the occasional deathclaw invasion.
Hey, I don't mind a long hour video fallout 4 and all the other faction
I know it's a late comment, but I personally would love an outdoor glowing sea settlement with a caveat... it would have to be a quest line to be a safe haven within the radiation zone. Requiring you to build the rad removing arch and a radiation barrier. Make the barrier a "special" build item for the glowing sea. Something similar to Far Harbor's fog reducer. Could even go as far with it producing nuclear material for your settlements.
Every habitable ounce of a wasteland map needs to eventually be settled in the timeframe of a Fallout game. Is that how Fallout 76 is going to end?
Also radiation fries electronics so robots that aren’t highly advanced in construction as well as fully shielded will not function.
Not much of a builder myself, but you earned a like for the Greta stich .
Yeah, I loved that touch.
Dropped 6 minutes ago... neat
Yo, who be liking my comment like 2 months later lol
The big mental hospital with the wall around it would have been great
the biggest issue I have is not being able to have an option to restore ruined buildings
Instead of mods:
Copy and paste all code and what not, watch a vid on how to code, add those location, and boom you got yourself new settlements(I not a coder so idk if this is possible, but I wish)
I hear ya. I got my BS in Computer Science in 1976 when it was still relatively new. I was in the original Computer Science class before it qualified as a Major at Ol' Miss. The stuff they write programs with these days wasn't even dreamed up back then. Needless to say, my programming skills are so out of date it is pathetic. Those were days when I left my slide rule at home in favor of my brand new handheld $65 calculator that could only add, subtract, multiply, and divide. I was programming in Machine Language, Basic, Fortran 4, and Cobol. I doubt they even give those languages a mention in todays computer classes. The university's main frame computer took up a large air conditioned room and it's basic memory unit was the size of a fridge and had 64K bits. You could open it up and actually see the individual bits. Today they deal with memory units in Gigs if not larger, on printed microcircuits, if not something newer that I know nothing about. I was manipulating ones and zeros while today they manipulate entire procedures with one line of code. I had to submit my code on a stack of punched cards to the Computer Room to get a printout the next day. For my senior project I coded a simulation of the core utilization of the Main Frame Computer. I got 4 hours of A in that class and a synopsis of my program was printed in the regional Computer magazine. I was a pretty good programmer back then. These days I have to get a grandkid to help me set up my phone.
PS When I bought that $65 calculator my military income was letting me come home with about $250 per month and I was making $180 per month house payments on a 3 bedroom brick home on 1/3 acre with a 30 year mortgage at 8.25% interest. I think minimum wage was about $1.80-$2.00 an hour. I was 28 years old with a wife, a 2 year old, and another kid on the way.
Sorry, I didn't mean to tell my life story but I got carried away talking about coding. Oh, well. I am 75 almost 76 years old with a bad heart condition and on my last Dr visit I was told I had spots (pre-cancerous) on both lungs. I really don't care anymore.
With the apologist camp I see the cooling pump becoming the gate
I hope fallout 5 has settlement building anywhere but not make it mandatory
Any glowing sea provisioners would need power armor or hazmat suits and stacks of radaway
Warwick Warehouse
I just got back on F4 a few days ago after not playing it for almost a year .......I got a question , are there any mod or mods that adds a building or shack as a new settlement location , that isn't a part of a Existing building that's a part of the base game but you can add it to the world map so that you can build there ?
I'm asking that because I want to use build in a diff settlement , because i dont only want to stick with what the base game map offers me to use
you spelled location wrong in thumbnail
I think Fallout 76 improved on the workshop system in that most workshops have a unique gimmick.
While i think Fallout 76 is ok, I think it absolutly ruined the settlement system. This is because multiplayer, so no settlers. Sure the workshops in FO76 might have uniqe gimmicks, which I have not experienced first hand, there are uniqe gimmicks for seetlements in FO4, or at least it's possible to code some into the game. Either way, if you enjoyed the settlement system from FO76, at least it's theoreticaly possible to mod it into FO4
I think Gunner’s Overpass in Nuka World should be a settlement.
Scrap Everything is very handy.
Well, until they recently updated the UFO4P and the game spits the dummy if you go into workshop mode at Graygarden.
Oh man, don't waste your time or drive space with that broken mod, it breaks some quests that have to be re-fixed with console commands, and makes the game unstable.
One of the metro tunnels would have been awesome.
Thank you
I like using the mod to get around it but definitely wish the base game had a few more
An odd one, but I'd like to see Andrew Station. The groundwork is already there
Not exactly one spot, but a rooftop/highrise location would've been cool.
Also i feel like a lot of what they put in 76 they wanted to implement in fallout 4
I'm of the opinion that the more militant factions should've eventually started having presence and outposts at various defensible locations and it was rather annoying to me that only the BoS did this and even then it only did it in the 2 scripted locations. Like I feel like max relationship with the BoS/minutemen or the alliance between the two and "full presence" should've entailed multiple military sites and checkpoints getting fortified by these factions which would then project areas of control which reduce spawnrate of hostile mobs. Would've given a greater feeling of progression and success in stabilising the Commonwealth. K-21 being an example of such an outpost.
I'm also of the opinion that the Red Rocket settlement right next to Concord/Sanctuary should also have just become a military outpost defending Sanctuary because proximity wise it makes very little sense to be its own independent settlement. Would make far more sense as essentially the garrison for settlers in Sanctuary who are supplied by that same community and project power over that entire area.
As for locations of settlements. I always thought Libertalia would've been a good one because lore-wise it was run by ex-Minutemen who originally stayed true to the cause and if Todd had let us RP properly they could've possibly been returned to the fold. The idea behind that being a settlement is that everything is prefab but could be turned into another military outpost type deal designed to project power as well as 'connect' Croup Manor to Nordhagen Beach.
Top five ways to fix insert companion, location, or quest.
So I'm the only werido who wants to live in the mole rat caves under the original red rocket?
Yes. :)
Agree@@wolfen210959
new orleans
Subscribed Just fort Greta Thunberg lol
Fun videos, but you're lacking by not taking into consideration Survival mode where nearby locations have more significance. You talked about the settlements themselves but not facilities around these areas.
mystic pines
Honestly...
I think the whole settlement system was a tacked-on gimmick from the beginning. I can see in a few spots how it would be good, "Rebuild your home naighborhood your way!" kinda thing...but building and managing in vanilla F4 EVERY SINGLE SETTLEMENT is a minigame that is one of the reasons I dont play Fallout 4 anymore.
I mean...does anyone give two shites about Hangman's Ally, really? Or is it just a stopover?
ALOT of the Settlement locations should have been made to be prefabs that get built after a few days...IMO.
I dunno...I think im getting jaded of Bethesda's constant crap.
Kool video though!
Loved the Grey Galaxy video!
I personally like the settlement system, but I do think there should be a choice to disable it
I think is an absolutely horrible take. Its not a gimmik, but a rather significant gameplay feature. And its basically mandatory in survival. Settlements are very useful for resources, making money, saving, roleplay. Not to mention you need them to craft important stuff. My guess is that you don't play survival at all and just fast travel everywhere. Settlements become a lot more valuable in survival.
@@knellycornnan5132I don't play survival, in fact I often play with cheats, and I still enjoy the settlement system a ton
@@SaidNoGaming Yes! Survival or not. The system offers plenty of fun things to enhance the gaming experience.
With the settlement system I feel Bethesda wasn't expecting it to be as popular a thing as it turned out to be and it was only late in development that they discovered it via their testers and pre-release hype. That would explain why the vanilla settlement system is somewhat barebones and really requires the dlcs if a player is going to do any real settlement building.
Everett Estates, edge of the glowing sea, entrence to vault 81, atom cats diner.....
If i had to pick....
Atom Cats Diner
I will build an Assaultron just for there, put a greaser jacket on it, use a pompadour wig to give it some hair, it shall be F0NZ13-Bot, and he wants you to repair a metal shark 🦈 😏 😮
23y10 m happy Thanksgiving
I just want settlement building where there's no garbage or bodies left laying around and shelters that actually shelter. Honestly, people were building houses out of nothing for millenia but post-war Americans can't even pick up the human remains in their bombed-out shanties for over 200 years. Talk about magical procrastination.
I wonder if Bethesda was worried players would forget it's a post-apocalypse game if anyone actually cleaned up an area. Sure it does make Covenant a bit stranger since it is cleaned up and fixed up but Covenant is a terrible settlement due to all the unique, unscrappable objects there and how small the build area is.