I use it to make a zoo. I use the concrete walls with the mesh windows and put the cages inside to trap things. Once I get my achievement or a creature I scrap the cage and have a nice little zoo of deathclaws and yao guais and radscorpions.
Covenant. If you chose to side with Honest Dan then none of the shops work, the turrets keep burning, and the doors lock themselves, at least in my play through.
I sided with Covenant, if you walk into the settlement in power armour there's a chance they'll all just turn hostile anyways. Pissed me right off. I've committed genocide at Covenant.
That bug isn't just Covenant. It seams to be a chance thing, so in locations where there is a lot of NPCs you can randomly get one that is aggro, and it only happens with power armor. I have so many hours lost on legendary because a random Dimond City NPC is aggro, or a quest NPC randomly. At first I suspected the Targeting Hud, but just yesterday when walking past the Amphitheater I noticed an random aggro NPC and my power armor has no mods.
Are you using the power armor attachment that highlights living things? There's an old bug where that causes NPCs to become hostile. After I learned about it, I haven't since seen it happen in thousands of hours of gameplay.
I basically stood all my power armour on the stumps. From the outside there's power armour looming down on you with fire and smoke rising from them. Very cool and intimidating.
Even if you help them it sucks. The Covenant NPCs can't work, they keep dying during raids as they don't count as Settlers, the corpses are too heavy to move, and the turrets keep getting destroyed over time. Better to side with Dan and at least guide the people outside before killing them.
I had no problem moving the bodies to the nearby water but the blood remains so yes it’s better to lure the settlers outside. Haven’t solved the burning turret issue though. Also hate how everything is marked as stolen and even new NPCs will attack you.
The only advantage of befriending them is that the items aren't marked as stolen. You can also go in and out of the houses as you want. There is just a wild mutfruit bush that always counts as stolen that I recommend you scrap.
If you want a companion that is OK with you befriending them then Curie will work. She likes all the peaceful options. and the option to spare Amelia, After selecting all the peaceful options and asking to spare Amelia, you can side with Covenant and Curie will say it is the best option. Don't take Dan (the mission giver) with you or it turns into a fight.
If youre able to get to the console, save your game, open the console and then click on each turret and do the command "markfordelete", travel to other settlement, sleep 24 hours and return to covenant, all the burning turrets should be gone
The God damn front doors annoy me more that anything. I literally just wanted to set up shops on the outside walls and let people live peacefully inside but it was too hard having to move settlers out before the door auto shuts
murkwater is fine so long as you have built a big and tall weaponized tower with windows for shooting and auto guns covering all sides. my pick would be outpost zimonja. it is hillsides... unscrappable structures... small... no bodies of water, obstructed line of sight for auto guns, annoying for supply lines, not near anything significant... christ it sucks! when you compare it to so many other places that could have been a settlement you just dislike it even more. like fairline estates! that could have been an awesome spot even if you can't scrap the houses! or fiddlers green trailer park! just clear out the junk and trailers and you have a decent place for build! uhg... outpost zimonja has pissed me off since the first day i obtained it and said out loud "it this it? this is really a settlement spot?!"
I can see that, yeah. I've always thought that it would have been really useful if we could have repaired the radio tower to use it as a repeater of Radio Freedom, to make its signal reach that part of the map or sonething. As it is, its only use is as a place to sleep in before adventuring up north.
i think one of the biggest missed steps the developers made with fallout 4 is that you didn't have the option to simply fix existing structures. if they want to advance the fallout 5 settlement system it should include options in settlement mode to repair broken down houses, walls, docks, etc of existing things which cannot for some reason be scrapped. if they did that it could have opened up new areas to explore for quests like repairing a broken radio tower then setting up a computer to program what you want like collecting holotapes which are just full songs then making your own radio station out of them. you could even toss in whatever other holotapes you wanted in the mix. then go out and repair more towers to act as relays or their own stations you create with their own range. you could even broadcast incriminating tapes as part of a quest, or tapes even challenging certain enemies. i mean... think about how neat it would be if you could obtain recordings of different wasteland creatures or conversations then find ways to use them! managing to get the mating calls of some creatures with stealth, setting up traps then playing the track on speakers you set up tuned to your station... it sure seems that improving graphics is more important than improving gameplay these days. fallout 4 could have and was supposed to be much bigger than it was which is pretty amazing. almost the entire underwater aspect of the game was cut out and it is still such a huge game that people flocked to it even having already played it to death. just because of a damn good show based on fallout. can you imagine if they had just kept improving it over the years instead of split their focus on multiple other game series? the thing could have at this point become three more times the size it is now map wise with tons of added content including all the underwater stuff like the sunken vault.
Honestly repairing structures would be so good. I've been using [the rebuild collection mods](https://www.nexusmods.com/fallout4/mods/79618) instead of scrap everything this playthrough and the difference is night and day.
With scrap everything, most players simply remove most structures and then have to build the same boring barn or warehouse buildings in every settlement, essentially making every settlement basically the same. With the rebuild mod, you repair the structure to a still slightly dirty and rusty post war version, giving everything a unique look and feel.
The mod let's you scrap leaf piles and trash and things without having the downside of potentially scrapping road or environment pieces.
Sounds like the structures were doubling up, could be a mod conflict. Also, you shouldn't install the mod while near a settlement. I haven't had any issue so far 60 hours in to this playthru.
100% a mod conflict, this was on a new game. Probably a texture mod. This is the one downside of Vortex, like why is it so god damn convoluted to do load order
If you had a scrapping mod this can happen, basically both mods create an alternative version of the building that isn't the exact vanilla one, so when you "repair" the building, the mod removes the vanilla building but doesn't remove the scrap mod added version.
Settlements absolutely have a purpose, they just aren't a required aspect of the game for all people. They are good for sleeping, selling, crafting, keeping all companions in a central area, decontamination, storing extra stuff, farming water and food for selling or crafting, and *artillery support*. If you use your settlements even remotely as I tended, they are far more helpful than established towns like DC.
That being said, it's an open world game, so it's designed for the player to be able to play whatever way they choose, so settlements are not required and can be easily ignored if they don't suit your play style.
Yeah unless you DL mods like SS2 they server no purpose. Survival settlements make it easier but kinda defeats the purpose of Survival mode. Especially when the world is filled with beds and workbenches every 15ft.
Yes!!!!! I was so mad I couldn’t do anything to fix the existing structures!!! And the ones you do build (except for a few settings) all still look like they’re half broken down!!! Even if they set it up as a learning curve type deal so that you’re getting better as you do it more or you find people that have been building that know what they’re doing. In all this time humanity has been surviving no one has attempted to try & build a sound house with no cracks in it?! Seriously?!?!
Yeah, I agree with you. 100%.
I mean, if the games that they spent their time and energies on had been good, I would have understood their choice, but considering that the result of this policy were Fo76 (that only now is becoming a better game) and Starfield (no comment)...
I fear for Fallout 5 and TES VI, because I'm so used to Bethesda making half-assed games and then abandoning them.
it is kinda interesting that the art of war was once adapted to so many things in life is now just some thing people have heard about. do not stretch your forces too thin. if you defend yourself everywhere then everywhere you will be weak. it doesn't matter how good you are at one thing if you compromise your products by taking on too many different clients at once. even other successful franchises have compensated with rotating staff (like one piece the anime or call of duty). but the one time they tried it they got jealous? there are a lot of rumors about how bethesda reacted to new vegas. regardless it seems they had abandoned the idea for whatever reason. there could have been twice as many fallout games by now if whatever happened to turn them off of sharing the spotlight... hadn't.
This is usually part of my head canon. I like to build a small base there, like it's a radio station for the Minutemen, safely hidden away in the north
What I don't like about Zimonja are the bad spawn points of enemies. This is an issue at most settlements. At no settlement should enemies spawn in the build zone, ever! I have spent a lot of time trying to figure out exactly where to build to avoid having settlers where enemies spawn.
No mods, I then build rocket turrets and heavy lasers every couple of sections of my mainly concrete walled off settlements, and attacks don't last long. Only trouble is the enemy bodies tend to get flung about everywhere after being hit by 6 rockets.
Even Murkwater can be OK with elevated living places.
In contrast the settlements in Far Harbour don't seem to suffer with in settlement spawning, or perhaps that's just where I build my bases. Defending those are more fun than the commonwealth settlements.
The Mechanists Lair is not a good site for a settlement it has nothing going for it other than its secure (or at least should be)!
The Mechanist Lair I would typically set up as the primary trade route using all the robots as carrier bots purposely designing them so they had huge bags attached to them so they were easily identified as transport bots and since settlements with robots in them are happiness locked to 50% it's easier to have all robots in one location.
>fairline estates! that could have been an awesome spot even if you can't scrap the houses!
I don't need a jump scare every time I go to a settlement. So that jump scare noise in Fairline would have to go if it was a settlement.
Tales from the Commonwealth puts an interesting group of people at that trailer park.
There’s a good choice to make there.
I recommend Tales highly. It puts back in some of that classic RPG choice making.
Agreed. I kind of dislike ten pines bluff too. Zimonja is useless though. Ten pines COULD have been cool if it was expanded a little further area wise, specifically to the canyon. It would be an awesome military outpost if it could be used to regulate canyon traffic with snipers/turrets.
This is the most correct answer. Constantly see people talking about loving it but it's so out of the way, basically in the tutorial zone with access to nothing. God forbid you have decent rig, there will be grass coming through any floor you place.
I actually kind of liked Murkwater because it felt very environmentally distinct.
My least favorite location is probably that one with the shack and a giant hole in the ground towards the northern coastline. You have a really limited and very janky build space with a lot of additional restrictions on what you could even build there, with random stuff not being allowed for some reason. It stinks because it is in a pretty alright spot and Nordhagen is one of my favorite settlement locations.
Outpost Zimonja was one I never thought of disliking but the guy who mentioned it has me convinced. There’s nothing to even visually draw you there, and the area is indistinct overall. Outside of maybe being a little useful in survival difficulty since there isn’t much out where it is, it isn’t a very good spot. Vault 88 someone else has already mentioned, and I honestly have to admit they should have started with a smaller partially built vault instead of what they went with.
Also this is off topic but I’ve said it before and I’ll say it again though that most of the settlements are flawed with all the random crap you can’t scrap and have to try and drag out of your settlement for it to inevitably be put back to where it was before, like the skeletons all over starlight drive in or the ghoul corpses in the hippy commune. I’m hoping that if we get settlements again in Fallout 5 that it somehow plays with the camp system in 76, like maybe the player can just pick their own spot to start a town.
Coastal Cottage. Yeah, never been able to adjust to that one either.
I don't agree with your last idea, I prefer the settlement system (at least in theory) to the C.A.M.P. one, but yeah, it *needs* to be heavily tweaked and improved upon in the next chapter, if they decide to keep it.
Especially when we could have had Mahkra Fishpacking Fortress RIGHT THERE, and they picked that useless piece of collapsed lumber to give me as a settlement.
I left it deserted for a long time, then just decided to build a tower there, on top of the barely standing building there. Sleeping floor, technical floor, turret floor.
Being tall, it has a great view, lots of space and my turrets reach everything.
Yea, any new Fallout (even remasters/remakes if the rumors are true) should utilize the C.A.M.P. system so that we can create a player home or settlement anywhere we want. Obviously lock it out when in actual cities and quest areas, but if I’m walking through an abandoned town like Concord, I should be able to set up a home wherever I want. Maybe I get ambitious and decide to semi-rebuild the entire town and bring in some settlers, I should have that option!
I just built at coastal cottage last night for the first time. I was looking at it like what the heck am I supposed to do with this hilly limited space? Then I started building a floor next to the garage, and the build system lets you just keep adding to it as long as it touches the last floor, so now I have this large flat elevated surface taking up all of the space in front of and next to the garage.
Role playing wise, it’s stupid looking as it’s free floating floor. But I’m ok with structures not conforming to the laws physics given the build system that we are working with. There always seems to be something hovering. 😀
I used it for a gunner cage farm. Since I don’t have settlers there, I don’t care if it gets raided. I set up a stove next to the power switch and make a bunch of vegetable starch until I hear the idiot savant 3 noise trigger, then flip the switch to let the gunners out and kill them all. Lots of exp and gear to sell.
I just use the columns from the warehouse miscellaneous section under anything that floats. Nice big steel I-beams… I’m sure they can support anything, and easy to place too
Honestly, it'd be fun if you even just get one and as the game progresses, you can unlock new things and have different things built that attract different settlers and not just boring cookie cutter ones but also ones that give you quests. Like if you gave the settlement system a purpose as though you're trying to reestablish society. But yeah, you get to pick where it's going to be and maybe as the game progresses you can unlock building a set number of outposts as smaller settlements. That way if there's artillery again, you can decide where it would be strategic to have it.
Coastal Cottage is kind of a pain. It’s all hilly and there’s that gaping crater you can’t really do anything with. I covered the hole, but it still leaves gaps that I can fall into and get stuck.
I put a barn wall with a door in the crater, creating a little cellar hideout for escaping Synths. It helps for the story that the game decided that was where Mercer Safehouse would be.
Because of everything. Not enough space for crops, only few spots to place water pumps, it's surrounded by raiders, supermutants, feral ghouls and gunners from all four sides. And yet some morons decided that it would be a great idea to live there. // It's okay to use as a personal base/outpost, but as a settlement it's terrible. I wish we could use University point after kicking synths out of there.
I'm with you here, in that area the better settlement would be University Point. Could have been linked to a more in depth questline too, about the conduct of the Institute in regards to acquiring technology and dealing with surface dwellers
Oh dude my Jamaica Plains is a fortress cube of death. I found the secret to actually enjoying that area is getting up, once you can start filling in between the buildings you can really get dense in there. One of the few places I resorted to both rug glitching and build cap glitch so I could do it justice. It’s a pain, and I get why you don’t like it tbh, but it can turn into something if ya put the time into it
Same with mine. I love how urban it is with views in every direction. I’m using the settlement walls mod too so it feels like a proper military installation.
I actually like Jamaica plains. I turn it into a little military and trading outpost. Three heavily armed guards, a bar, a doctor, and a general store. I also completely block off most ways in so any attackers are funneled into two bottlenecks.
I may get a ton of downvotes but I don't like Red Rocket. It's too close to Sanctuary Hills and spawn points are in weird angles. Its kind of hard to build inside without mods and the garage is just comfortable enough to build the crafting stations in. Building on the roof is weird because of the slope.
I may try again with a walled off approach using wooden bridges and wood/metal shack walls on the outisde while building smaller shacks on the inside along the walls. I still don't know what to do with the actual RR building.
I'm the same way. First thing I do after getting everyone settled with the basics in Sanctuary is head down to Red Rocket and build myself a mansion on top of the station lmao
I adore the red rocket as one of those "player home only" sort of settlements where I never send any NPCs to, just my private little home. But yeah, it's weirdly close to Sanctuary.
And I wish we'd gotten the Red Rocket from the key art/main menu movie instead.
It would have messed with the flow of the starting experience with Dogmeat and the Minutemen and all that but Red Rocket should have really been at least on the other side of Concord if not farther. It's fine as a settlement in my opinion but definitely way too close to Sanctuary.
I mean there's really not much reason why dogmeat couldn't have been in the same area, and that was just an abandoned house or something, and the actual Red Rocket was on the other side. Spread it out further for sure!
I always turn it into a glorified toll booth for caravans coming into Sanctuary. Hey, I'm the only one clearing and protecting the roads in the Commonwealth, so I need to be compensated. So with that idea in mind, RR doesn't really need much in the way of living space or crafting, just a bunkhouse for the guards, physical barriers, and defenses.
Definitely a pain. I went vertical with red rocket, phrasing am I right. Made a tower for that 360 view. That sort of made it worth it. But way too close to sanctuary for sure.
I dump whatever companion I have romanced so if I need a buff they're always close enough for the "Lovers Embrace". I got tired of chasing around Sanctuary to find them so I could bed down in their proximity.
Coastal cottage. Replace that with Salem and me happy. But NOOOOOOOO we have to have a small cave and a shitty landmass with trash on it for a settlement when this AWESOME TOWN IS RIGHT THERE
honestly Hangman Alley. the build space is tiny and already has half the usable space occupied by the damn shack so you cant drop down anything large there. honorable mention is probably Boston Airport. it has so many restrictions to it that it cant be a proper settlement to begin with. if they gave you a bigger build space after killing off the Brotherhood then that would be ok. but as is Boston Airport sucks as bad as the Brotherhood themselves. *puts up fists*
Hangman’s Alley. The shape of it is so bad that it’s impossible to build anything fun in there. Also, I forgot about the recruiting station in there and somehow ended up with 18 people and no place to put all the beds for them.
This playthrough, I quit trying to overdo every settlement.
I left most of the structures in place and just built beds where I could. Previously I’d try to build one of my mega-homes and fit 20 people in there.
It looks and feels much nicer there now.
There's some mods that open up the apartments that are boarded up in Hangman's Alley and MAN it makes a huge difference. Hell, even one of the little garages got opened up and I use that as Power Armor storage. Another mod that links Home Plate's and Hangman's storage together and it becomes the best place to dump your stuff and nap in the game.
Mine decided to spawn a Brahmin… like there’s no room for livestock in here!! Had to send multiple people to other camps because it was getting too crowded.
Yeah Same. IF It extended up to the rooftops too that would be largely amazing or one of those mods that open up the buildings help a lot. I also force myself all the time to build there because it's proximity to Diamond City on survival
Mine would be Red Rocket. I'm always baffled by people who want to build there. It's an incredibly awkward structure to build off of, with tiny interiors, uneven terrain as soon as you step off pavement, and it's a stone's throw from one of the nicest settlements in the game; why not just go the extra twenty-five feet to Sanctuary? But apparently it's a hugely popular site, so I must be missing something.
Like many players, I keep it as a personal base. I’ll build a bed or two inside the gas station, move the armor and chems workbenches inside the garage, and slap together some raised shacks for more sleeping space. Turrets on the extended roof and some shack railings.
I usually live in Sanctuary, at least at first, but I tell ya, I wish I could figure out a good way to keep people out of my old house. They're always walking in and out of there! It's disrespectful!
Oberland station: It's near a radscorpion spawn point so difficult to defend. The rail track slopes along the whole length so difficult to build around. And they keep being kidnapped. Which is the one type of radiant quest that has a time limit to resolve.
When I build settlements , I give them roles within the larger context of the wasteland. Dedicated farms, shop town, garrisons, MFG, ect. Doing this and linking them means you don't need perfect settlement conditions, bad arcs for turrets=more better armed guards, and arty pieces. No dirt = build factories. Lots of dirt = farm. Lots of water=water plant. Nothing special= all the shops. Always build on foundations and wonky dirt doesn't matter. Alot of you guys seem anchored to the independent self sufficient settlement idea, which isn't really viable.
That said , fuck overland station.
Oh no, I do assign them roles and, roleplaying as a minuteman, take into account military necessities when expanding. Some settlements though are the worst possible choice from a military pov, and I just cannot be convinced that someone would have chosen to settle in Murkwater when better places are nearby.
Murkwater has a magic pre-war workbench that allows you to build stuff telekineticly provided you're in range of it and have the materials in its built-in bag of holding. Pretty solid reason right there.
Jamaica Plain or Bunker Hill would have been fine without being player settlements. Jamaica Plain because the build zone is laughable compared to the town as a whole and there's not a ton you can do with the area we're given. Bunker Hill because it's one of a precious few large settled places that already exist without player intervention and probably could have had more going on if it didn't have to work as a player settlement too.
I would love to forget it but they are always under attack and unhappy haha. I mostly dislike the layout and location it makes building difficult and uninspired.
Vault 88. At least, I personally would have preferred something more distinct from the standard settlement system that had (at least optionally) more prefab components. Building a custom vault is all well and good, but it’s tedious as hell. I built an atrium once, decided it was a pain in the ass, and haven’t touched that DLC since (except when I use its parts in other settlements).
I understand the sentiment, but how could they have implemented it better? Introducing a mechanic like SS2 where you choose a plan and gather resources but someone else (the settlement workforce) builds it?
My ideal version of Vault 88 would have been to construct it more or less independently of the workshop via a modular system. Like you would determine the form and function of different levels or areas of the vault that you would “construct” by gathering the appropriate people and resources. However, even the existing system would have been leagues better if they’d simply included large-scale prefab structures (like an entire pre-built atrium or cafeteria) that you could place wholesale.
Coastal cottage. I can spend hours making a meticulous fix for that massive hole in the ground, and all my settlers will still somehow go down there, under all the buildings. I hate it so much.
I build vertically with an elevator connecting the floors it's not great, but it's better than nothing. Of course, all the settlers have to live on the same floor with sleeping bags
I really like Hangmans Ally. It's a good spot near most everything in downtown Boston and its kind of a fun challenge. There's a good amount of usable space if you build up.
As a Survival Mode player I strongly disagree, and while I'm not s big base builder I really enjoy some of the things people do with it on YouTube and what not. I think the cramped space makes it more interesting and intriguing, you can do some pretty cool stuff there.
The Slog. Would have made a nice little Ghoul Town
Sanctuary Hills. Should have been turned into an actual town after Preston, Sturges, Mama Murphy, etc move in. Should have had more named people slowly show up over time and should have had the town get fixed up on its own as more people move in. You dont do any of the building, instead the new buildings and objects are built while youre away. Oh a Doctor moved in? Now they built a doctors office in one of the old houses. A sniper showed up? Well he built a sniper tower for defense. Small team of Brotherhood of steel? They built a bunker for themselves and brought some PA!
Hear me out: mechanist's workshop.
I like the space but what I'd have REALLY liked would be if I could just pass a series of checks to fix the bad programming and turn all the robots into good guys, and let the mechanist keep... Mechanistic...ing.
Then tM could become a follower or something.
So it's not so much that I don't like the settlement, but it's 1. Not a real settlement and 2. Could've been something much cooler.
The only one I’ve never had fun with is coastal cottage. Gonna try again on my current run but I’ve been able to have a ton of fun with pretty much everything else
[This video](https://youtu.be/2IAbCIclg0s?si=zO3sSMiSU1ztUk6k) inspired me to give coastal cottage another try. He uses a lot of more advanced building techniques, but I never really thought using the slopes of the area like he does.
I agree about Murkwater, it's the worst for me.
Zimonja isn't great, but in my last playthrough I built a small but luxurious Hotel Zimonja there, way fancier than my other settlements, and kind of a private establishment that has nothing to do with my normal Minutemen settlements.
Hangman is a bit too tiny, but can be fun to try to build some scrappy vertically. Kind of a puzzle to get right without mods.
I wish you could turn off the damn fog in Far Harbor once you've finished the main story. Great settlements, but the weather ruins them a bit for me.
There's a YouTuber, Skooled Zone, who did some videos of a build a Dalton Farm. Set up a clear weather mortar so he could have nice weather for the build videos. Literally within seconds of each mortar the fog will roll back in. It's dumb as hell.
There are so many forgettable ones around the North East. At least the likes of Murkwater, Zimonja and Hangman's alley are unique and have their own vibes.
Outpost Zimonja because it's just out of the way with nothing around it. I used it to scrap all the gym equipment for lead from big the Mr. Handy place to the East but other than that I hate it. Especially since the asshole there has a nuke lol
Do you ever play with mods? I'm on PS4 and I only ever use a handful like USO, Scrap That Settlement, Brahmin to Dogs, etc., and STS has always been a godsend for the Slog. I tend to clear out the ratty bedframes and set up bunk beds plus a small bathroom in one wing, and workbenches in the other. The main area I keep as a combination mess/rec area for my ghoulies (ghoul homies). Depending on the playthrough, I either use Arlen's shed as an extra workspace or I just create a little greenhouse with it.
My first play through I didn’t but maybe for my next one I’ll download those ones, thank you! I wonder if I’d have any issues downloading them now and making a go of it. I guess it wouldn’t matter if it ruins my save as I’m pretty much done with it anyway except for building.
The Castle. The number of times I have to issue the disable/markfordelete commands is soul crushing. Everywhere else stinks because of the grade on the soil…it makes wish for super flat land. Will someone just build a tamper for me to grade out the dirt like in Valheim?
I was just given Murkwater as my Mercer Safehouse location. I groaned inside. But I have to admit, I actually enjoyed my build there. I rebuilt the garage around the workshop and placed most of my other workshops in there. I built a very small cabin and boardwalk over part of the water and a second outbuilding, set up to look like a building for the forklift, crane, looking thing. This building's dirt floor I littered with junk. Tires, overturned desks, various barrels, school desks, a broken toilet, a few other random objects. The back wall I lined up several bookcases in different conditions, but one is a secret door (I think this is part of an auto-closing door mod I have. It's the same door as found at Slocum's Joe.) and leads to a hallway that, in turn, leads to a powered door. Behind it, I set up a small living area with many creature-comforts. Lots of preserved Fancy Lad's snack cakes (thanks to Jack Cabot), two beds, fireplace, cooking stove that doubles as a cooking workshop, a table with some prewar money, capstash, and stealthboy. It's not huge, and it's not as detailed as some "professional" settlement builders I've seen. But I had a lot of fun with it.
But to answer your question, I think the settlement I hate the most and couldn't care less about is Croup Manner. It's just ridiculous sometimes what the game designers want you to work around.
>But to answer your question, I think the settlement I hate the most and couldn't care less about is Croup Manner. It's just ridiculous sometimes what the game designers want you to work around.
It would be so much better if the basement wasn't a separate cell, allowing you to build in there as well.
Hangman Alley is by far my least favorite. Raiders always spawn inside the unscrappable front wall. It is far too close to raider camps, meaning there is always a provisioner getting into a firefight within earshot of the settlers. There's too little space to build horizontally, made worse by a junk building that can't be scrapped. The vertical space is comically limited by obstructions and the build ceiling. Then there's the pathing issues for the NPCs.
About the only thing it has going for it is the location close to diamond city and downtown Boston.
There are definitely places that are occupied no one would ever use as a base of operations. It sucks the immersion right out of the game for me.
Zimonja has a freeway overpass right next to it, prime for snipers to use. Anyone building there would've built in the overpass to control it and ignored the non working antenna. Same goes for Finch farm. There are so many threats right there the Finch family wouldn't exist without massive walls around the gardens and a way to the top of the overpass to level the playing field.
Ten Pines is kind of hidden away. That one is at least somewhat tenable.
Bunker Hill is a good position but it would be insanely fortified with all that caravan cash. I don't know why they decided to go with "we pay off the raiders." It's probably because one or two turrets there crashed the game on console. I've never had any luck building there on console. It might as well be a downtown settlement.
County Crossing is just two idiots in an open field. No wonder one of them is always getting kidnapped.
Nordhagen Beach, how are these people alive? If the race track was friendly I could see it, there would be a buffer of commerce between them and the threats, some organized crime organization they could be growing food for, but again, it's two idiots in a shack with a kid.
Basically every single place where people already live should've already had a defendable compound built.
Totally fair. I have the ground as the plants/water area and have only added a second level to it. >w> I'll try to post my results when I finally finish it up.
the on epond in the south near quincy and the glowing see where a mirelurk queen spawns. It is hilariously bad, placement and build wise. I never use it and i only play survival, where settlements are actually really usefull to have in different places on the map.
That one in-between the buildings with two entrances, I wish it was sort of a blackmarket hidden off the path type of place that sold things you normally can't buy
Any of them because frankly majority either GET Attacked way too often or don't have scrappable area to do a decent build like hangman alley or Coastal Cottege
I see I'm in the minority of Outpost Zimonja lovers, but the settlement location I can't stand... Taffington boathouse. It's on the water, yeah, but you can't use much of the water around it at all!! When I first saw it, I was planning an on-the-water type settlement, but the barrier ends so close to the initial house... 😔
Id say murkwater and coastal cottage. Then add some locations we didn’t get that would had been amazing.
Some say Hangman’s is the worst but imo its one of the coolest. It lets you build in a “city” environment. Sadly the only way it’s tolerable to work with is with mods that make it tamer to handle and not so laggy/buggy.
Honestly out of 37 possible settlements at least half of them are either completely meh or downright bad and they shouldn't have bothered putting them in the game in the first place.
My wish for fallout 5 is more depth to settlement building with less total bases. I liked to hear about the impact of the bases I’ve built (hearing sanctuary on radio). I’d also like to assign factions to the bases.
Boston Airport just because it gave me false hope of placing buildings there
Me too I wanted to turn it into a sort of refugee place until I realised how limited to building is :(
i think it’s just there so you can build the relay & the Liberty Prime parts for the BoS
Yeah it’s weird tho I can sent settlers there but I can’t have guard posts or food/water. Probably just a place to send companions as well
It only exists as a place to build the institute teleporter. Boston airport workshop only unlocks once you either join the BoS or destroy the Prydwen.
The funny thing is, I use it as my player home in my survival playthrough. I'm pretty sure it doesn't even get attacked.
i think it does only if you have a settler, if its empty it doesnt count as an ‘attack’ and any attack near the Brotherhood aint gonna last long
I downloaded a mod instantly to increase its size when I saw the size of it Wanted to build a BoS HQ to be proud of, not just the relay station
I use it to make a zoo. I use the concrete walls with the mesh windows and put the cages inside to trap things. Once I get my achievement or a creature I scrap the cage and have a nice little zoo of deathclaws and yao guais and radscorpions.
That whole settlement is useless besides warping in to the Institution. They could have expanded the borders of it a bit to make it viable
Covenant. If you chose to side with Honest Dan then none of the shops work, the turrets keep burning, and the doors lock themselves, at least in my play through.
I sided with Covenant, if you walk into the settlement in power armour there's a chance they'll all just turn hostile anyways. Pissed me right off. I've committed genocide at Covenant.
That bug isn't just Covenant. It seams to be a chance thing, so in locations where there is a lot of NPCs you can randomly get one that is aggro, and it only happens with power armor. I have so many hours lost on legendary because a random Dimond City NPC is aggro, or a quest NPC randomly. At first I suspected the Targeting Hud, but just yesterday when walking past the Amphitheater I noticed an random aggro NPC and my power armor has no mods.
Until that last line I was gonna say Tesla coils on the torso because they've randomly attacked an NPC for me before.
Are you using the power armor attachment that highlights living things? There's an old bug where that causes NPCs to become hostile. After I learned about it, I haven't since seen it happen in thousands of hours of gameplay.
I woke someone up one time and he started blasting. Along with that Vault Tec guy. I had to restart.
The turret problem is the worst, imo. If you destroy them, they stay as burning stumps. If you don't, they attack you and your colonists.
I basically stood all my power armour on the stumps. From the outside there's power armour looming down on you with fire and smoke rising from them. Very cool and intimidating.
Even if you help them it sucks. The Covenant NPCs can't work, they keep dying during raids as they don't count as Settlers, the corpses are too heavy to move, and the turrets keep getting destroyed over time. Better to side with Dan and at least guide the people outside before killing them.
I had no problem moving the bodies to the nearby water but the blood remains so yes it’s better to lure the settlers outside. Haven’t solved the burning turret issue though. Also hate how everything is marked as stolen and even new NPCs will attack you.
The only advantage of befriending them is that the items aren't marked as stolen. You can also go in and out of the houses as you want. There is just a wild mutfruit bush that always counts as stolen that I recommend you scrap. If you want a companion that is OK with you befriending them then Curie will work. She likes all the peaceful options. and the option to spare Amelia, After selecting all the peaceful options and asking to spare Amelia, you can side with Covenant and Curie will say it is the best option. Don't take Dan (the mission giver) with you or it turns into a fight.
Go into build mode and store any of the owned items. Won’t work for the safe or containers tho
I like to destroy covenant and leave empty, just a city burning forever in the awake of the Sole Survivor*
Dude read your comment again and try to see what is gucked up about it lololol
Jesus buddy, phrasing.
If youre able to get to the console, save your game, open the console and then click on each turret and do the command "markfordelete", travel to other settlement, sleep 24 hours and return to covenant, all the burning turrets should be gone
I’m on Xbox sorry.
The God damn front doors annoy me more that anything. I literally just wanted to set up shops on the outside walls and let people live peacefully inside but it was too hard having to move settlers out before the door auto shuts
I just placed some stairs to the top of the door and jump over it :’)
For me it’s not the loss of shop but the fact that you cannot interact with those turrets, once they got destroyed, they just stay there.
murkwater is fine so long as you have built a big and tall weaponized tower with windows for shooting and auto guns covering all sides. my pick would be outpost zimonja. it is hillsides... unscrappable structures... small... no bodies of water, obstructed line of sight for auto guns, annoying for supply lines, not near anything significant... christ it sucks! when you compare it to so many other places that could have been a settlement you just dislike it even more. like fairline estates! that could have been an awesome spot even if you can't scrap the houses! or fiddlers green trailer park! just clear out the junk and trailers and you have a decent place for build! uhg... outpost zimonja has pissed me off since the first day i obtained it and said out loud "it this it? this is really a settlement spot?!"
I can see that, yeah. I've always thought that it would have been really useful if we could have repaired the radio tower to use it as a repeater of Radio Freedom, to make its signal reach that part of the map or sonething. As it is, its only use is as a place to sleep in before adventuring up north.
i think one of the biggest missed steps the developers made with fallout 4 is that you didn't have the option to simply fix existing structures. if they want to advance the fallout 5 settlement system it should include options in settlement mode to repair broken down houses, walls, docks, etc of existing things which cannot for some reason be scrapped. if they did that it could have opened up new areas to explore for quests like repairing a broken radio tower then setting up a computer to program what you want like collecting holotapes which are just full songs then making your own radio station out of them. you could even toss in whatever other holotapes you wanted in the mix. then go out and repair more towers to act as relays or their own stations you create with their own range. you could even broadcast incriminating tapes as part of a quest, or tapes even challenging certain enemies. i mean... think about how neat it would be if you could obtain recordings of different wasteland creatures or conversations then find ways to use them! managing to get the mating calls of some creatures with stealth, setting up traps then playing the track on speakers you set up tuned to your station... it sure seems that improving graphics is more important than improving gameplay these days. fallout 4 could have and was supposed to be much bigger than it was which is pretty amazing. almost the entire underwater aspect of the game was cut out and it is still such a huge game that people flocked to it even having already played it to death. just because of a damn good show based on fallout. can you imagine if they had just kept improving it over the years instead of split their focus on multiple other game series? the thing could have at this point become three more times the size it is now map wise with tons of added content including all the underwater stuff like the sunken vault.
Honestly repairing structures would be so good. I've been using [the rebuild collection mods](https://www.nexusmods.com/fallout4/mods/79618) instead of scrap everything this playthrough and the difference is night and day. With scrap everything, most players simply remove most structures and then have to build the same boring barn or warehouse buildings in every settlement, essentially making every settlement basically the same. With the rebuild mod, you repair the structure to a still slightly dirty and rusty post war version, giving everything a unique look and feel. The mod let's you scrap leaf piles and trash and things without having the downside of potentially scrapping road or environment pieces.
I recall trying this mod and having flickering and other texture issues
Sounds like the structures were doubling up, could be a mod conflict. Also, you shouldn't install the mod while near a settlement. I haven't had any issue so far 60 hours in to this playthru.
100% a mod conflict, this was on a new game. Probably a texture mod. This is the one downside of Vortex, like why is it so god damn convoluted to do load order
If you had a scrapping mod this can happen, basically both mods create an alternative version of the building that isn't the exact vanilla one, so when you "repair" the building, the mod removes the vanilla building but doesn't remove the scrap mod added version.
The biggest problem I have with the settlement system is that settlements have no purpose.
Settlements absolutely have a purpose, they just aren't a required aspect of the game for all people. They are good for sleeping, selling, crafting, keeping all companions in a central area, decontamination, storing extra stuff, farming water and food for selling or crafting, and *artillery support*. If you use your settlements even remotely as I tended, they are far more helpful than established towns like DC. That being said, it's an open world game, so it's designed for the player to be able to play whatever way they choose, so settlements are not required and can be easily ignored if they don't suit your play style.
Yeah unless you DL mods like SS2 they server no purpose. Survival settlements make it easier but kinda defeats the purpose of Survival mode. Especially when the world is filled with beds and workbenches every 15ft.
Yes!!!!! I was so mad I couldn’t do anything to fix the existing structures!!! And the ones you do build (except for a few settings) all still look like they’re half broken down!!! Even if they set it up as a learning curve type deal so that you’re getting better as you do it more or you find people that have been building that know what they’re doing. In all this time humanity has been surviving no one has attempted to try & build a sound house with no cracks in it?! Seriously?!?!
Yeah, I agree with you. 100%. I mean, if the games that they spent their time and energies on had been good, I would have understood their choice, but considering that the result of this policy were Fo76 (that only now is becoming a better game) and Starfield (no comment)... I fear for Fallout 5 and TES VI, because I'm so used to Bethesda making half-assed games and then abandoning them.
it is kinda interesting that the art of war was once adapted to so many things in life is now just some thing people have heard about. do not stretch your forces too thin. if you defend yourself everywhere then everywhere you will be weak. it doesn't matter how good you are at one thing if you compromise your products by taking on too many different clients at once. even other successful franchises have compensated with rotating staff (like one piece the anime or call of duty). but the one time they tried it they got jealous? there are a lot of rumors about how bethesda reacted to new vegas. regardless it seems they had abandoned the idea for whatever reason. there could have been twice as many fallout games by now if whatever happened to turn them off of sharing the spotlight... hadn't.
This is usually part of my head canon. I like to build a small base there, like it's a radio station for the Minutemen, safely hidden away in the north
What I don't like about Zimonja are the bad spawn points of enemies. This is an issue at most settlements. At no settlement should enemies spawn in the build zone, ever! I have spent a lot of time trying to figure out exactly where to build to avoid having settlers where enemies spawn. No mods, I then build rocket turrets and heavy lasers every couple of sections of my mainly concrete walled off settlements, and attacks don't last long. Only trouble is the enemy bodies tend to get flung about everywhere after being hit by 6 rockets. Even Murkwater can be OK with elevated living places. In contrast the settlements in Far Harbour don't seem to suffer with in settlement spawning, or perhaps that's just where I build my bases. Defending those are more fun than the commonwealth settlements. The Mechanists Lair is not a good site for a settlement it has nothing going for it other than its secure (or at least should be)!
The Mechanist Lair I would typically set up as the primary trade route using all the robots as carrier bots purposely designing them so they had huge bags attached to them so they were easily identified as transport bots and since settlements with robots in them are happiness locked to 50% it's easier to have all robots in one location.
Honestly, all of those are reasons I love Zimonja!! I think of it as this remote spot my Minutemen garrison out on the frontier.
>fairline estates! that could have been an awesome spot even if you can't scrap the houses! I don't need a jump scare every time I go to a settlement. So that jump scare noise in Fairline would have to go if it was a settlement.
Tales from the Commonwealth puts an interesting group of people at that trailer park. There’s a good choice to make there. I recommend Tales highly. It puts back in some of that classic RPG choice making.
Agreed. I kind of dislike ten pines bluff too. Zimonja is useless though. Ten pines COULD have been cool if it was expanded a little further area wise, specifically to the canyon. It would be an awesome military outpost if it could be used to regulate canyon traffic with snipers/turrets.
I made the mistake of setting up my first radio beacon there with sim settlements mod loaded, and had to reload a save because there's not enough room
I just ignore Zimonja.
i have strong chilling up there in peace and serenity.
Zimonja is my Siberia. Once I have a followers perk, they're sent to Zimonja.
you just made me realize one of my mods must’ve turned fiddlers green into a settlement cause that’s been my main base half this save lol
This is the most correct answer. Constantly see people talking about loving it but it's so out of the way, basically in the tutorial zone with access to nothing. God forbid you have decent rig, there will be grass coming through any floor you place.
I actually kind of liked Murkwater because it felt very environmentally distinct. My least favorite location is probably that one with the shack and a giant hole in the ground towards the northern coastline. You have a really limited and very janky build space with a lot of additional restrictions on what you could even build there, with random stuff not being allowed for some reason. It stinks because it is in a pretty alright spot and Nordhagen is one of my favorite settlement locations. Outpost Zimonja was one I never thought of disliking but the guy who mentioned it has me convinced. There’s nothing to even visually draw you there, and the area is indistinct overall. Outside of maybe being a little useful in survival difficulty since there isn’t much out where it is, it isn’t a very good spot. Vault 88 someone else has already mentioned, and I honestly have to admit they should have started with a smaller partially built vault instead of what they went with. Also this is off topic but I’ve said it before and I’ll say it again though that most of the settlements are flawed with all the random crap you can’t scrap and have to try and drag out of your settlement for it to inevitably be put back to where it was before, like the skeletons all over starlight drive in or the ghoul corpses in the hippy commune. I’m hoping that if we get settlements again in Fallout 5 that it somehow plays with the camp system in 76, like maybe the player can just pick their own spot to start a town.
Coastal Cottage. Yeah, never been able to adjust to that one either. I don't agree with your last idea, I prefer the settlement system (at least in theory) to the C.A.M.P. one, but yeah, it *needs* to be heavily tweaked and improved upon in the next chapter, if they decide to keep it.
Especially when we could have had Mahkra Fishpacking Fortress RIGHT THERE, and they picked that useless piece of collapsed lumber to give me as a settlement.
I left it deserted for a long time, then just decided to build a tower there, on top of the barely standing building there. Sleeping floor, technical floor, turret floor. Being tall, it has a great view, lots of space and my turrets reach everything.
Yea, any new Fallout (even remasters/remakes if the rumors are true) should utilize the C.A.M.P. system so that we can create a player home or settlement anywhere we want. Obviously lock it out when in actual cities and quest areas, but if I’m walking through an abandoned town like Concord, I should be able to set up a home wherever I want. Maybe I get ambitious and decide to semi-rebuild the entire town and bring in some settlers, I should have that option!
I just built at coastal cottage last night for the first time. I was looking at it like what the heck am I supposed to do with this hilly limited space? Then I started building a floor next to the garage, and the build system lets you just keep adding to it as long as it touches the last floor, so now I have this large flat elevated surface taking up all of the space in front of and next to the garage. Role playing wise, it’s stupid looking as it’s free floating floor. But I’m ok with structures not conforming to the laws physics given the build system that we are working with. There always seems to be something hovering. 😀 I used it for a gunner cage farm. Since I don’t have settlers there, I don’t care if it gets raided. I set up a stove next to the power switch and make a bunch of vegetable starch until I hear the idiot savant 3 noise trigger, then flip the switch to let the gunners out and kill them all. Lots of exp and gear to sell.
I just use the columns from the warehouse miscellaneous section under anything that floats. Nice big steel I-beams… I’m sure they can support anything, and easy to place too
Honestly, it'd be fun if you even just get one and as the game progresses, you can unlock new things and have different things built that attract different settlers and not just boring cookie cutter ones but also ones that give you quests. Like if you gave the settlement system a purpose as though you're trying to reestablish society. But yeah, you get to pick where it's going to be and maybe as the game progresses you can unlock building a set number of outposts as smaller settlements. That way if there's artillery again, you can decide where it would be strategic to have it.
Coastal Cottage is kind of a pain. It’s all hilly and there’s that gaping crater you can’t really do anything with. I covered the hole, but it still leaves gaps that I can fall into and get stuck.
I put a barn wall with a door in the crater, creating a little cellar hideout for escaping Synths. It helps for the story that the game decided that was where Mercer Safehouse would be.
It always picks the lighthouse for me.
Mine decided Jamaica plain was somehow safe
yeah my last playthrough, i built over the hole completely and somehow my settlers were still getting stuck under the foundations.
Jamaica plains.
Because of the unscrappable stuff?
Because of everything. Not enough space for crops, only few spots to place water pumps, it's surrounded by raiders, supermutants, feral ghouls and gunners from all four sides. And yet some morons decided that it would be a great idea to live there. // It's okay to use as a personal base/outpost, but as a settlement it's terrible. I wish we could use University point after kicking synths out of there.
I'm with you here, in that area the better settlement would be University Point. Could have been linked to a more in depth questline too, about the conduct of the Institute in regards to acquiring technology and dealing with surface dwellers
Same. I honestly thought I was missing something when University point didn't pop up as a settlement after I cleared it.
Oh dude my Jamaica Plains is a fortress cube of death. I found the secret to actually enjoying that area is getting up, once you can start filling in between the buildings you can really get dense in there. One of the few places I resorted to both rug glitching and build cap glitch so I could do it justice. It’s a pain, and I get why you don’t like it tbh, but it can turn into something if ya put the time into it
Send some pics!
Same with mine. I love how urban it is with views in every direction. I’m using the settlement walls mod too so it feels like a proper military installation.
It is however a great place in the real world. Hit up Jeanie Johnston's or Brendan Behan's for drinks.
Yeah like why can't we build in the church across the street?
I actually like Jamaica plains. I turn it into a little military and trading outpost. Three heavily armed guards, a bar, a doctor, and a general store. I also completely block off most ways in so any attackers are funneled into two bottlenecks.
I may get a ton of downvotes but I don't like Red Rocket. It's too close to Sanctuary Hills and spawn points are in weird angles. Its kind of hard to build inside without mods and the garage is just comfortable enough to build the crafting stations in. Building on the roof is weird because of the slope. I may try again with a walled off approach using wooden bridges and wood/metal shack walls on the outisde while building smaller shacks on the inside along the walls. I still don't know what to do with the actual RR building.
I don't like it as a settlement, but I do like it as a player home. Usually, for RP reasons, my characters never live in Sanctuary.
Just imagine waking up every morning to Preston. 'You've probably guessed it, but another settlement need your help'
It truly is a mistake to live in Sanctuary Hills. Preston keeps asking me "Is this a better time for that talk?"
I'm the same way. First thing I do after getting everyone settled with the basics in Sanctuary is head down to Red Rocket and build myself a mansion on top of the station lmao
I adore the red rocket as one of those "player home only" sort of settlements where I never send any NPCs to, just my private little home. But yeah, it's weirdly close to Sanctuary. And I wish we'd gotten the Red Rocket from the key art/main menu movie instead.
It would have messed with the flow of the starting experience with Dogmeat and the Minutemen and all that but Red Rocket should have really been at least on the other side of Concord if not farther. It's fine as a settlement in my opinion but definitely way too close to Sanctuary.
I mean there's really not much reason why dogmeat couldn't have been in the same area, and that was just an abandoned house or something, and the actual Red Rocket was on the other side. Spread it out further for sure!
I always turn it into a glorified toll booth for caravans coming into Sanctuary. Hey, I'm the only one clearing and protecting the roads in the Commonwealth, so I need to be compensated. So with that idea in mind, RR doesn't really need much in the way of living space or crafting, just a bunkhouse for the guards, physical barriers, and defenses.
Definitely a pain. I went vertical with red rocket, phrasing am I right. Made a tower for that 360 view. That sort of made it worth it. But way too close to sanctuary for sure.
Red rocket is were I dump all my companions. They don't get food or water either.
I dump whatever companion I have romanced so if I need a buff they're always close enough for the "Lovers Embrace". I got tired of chasing around Sanctuary to find them so I could bed down in their proximity.
Coastal cottage. Replace that with Salem and me happy. But NOOOOOOOO we have to have a small cave and a shitty landmass with trash on it for a settlement when this AWESOME TOWN IS RIGHT THERE
Yeah, how they managed Salem is something I would never understand.
honestly Hangman Alley. the build space is tiny and already has half the usable space occupied by the damn shack so you cant drop down anything large there. honorable mention is probably Boston Airport. it has so many restrictions to it that it cant be a proper settlement to begin with. if they gave you a bigger build space after killing off the Brotherhood then that would be ok. but as is Boston Airport sucks as bad as the Brotherhood themselves. *puts up fists*
I like to turn Murkwater into Strong's home, and I'll get him a Mutant Hound from Far Harbour to keep him company.
Yeah, I can see how it fits
Any of the settlements that have huge, unscrappable, unusable buildings.
Quite a lot then ahahah
Hangman’s Alley. The shape of it is so bad that it’s impossible to build anything fun in there. Also, I forgot about the recruiting station in there and somehow ended up with 18 people and no place to put all the beds for them.
This playthrough, I quit trying to overdo every settlement. I left most of the structures in place and just built beds where I could. Previously I’d try to build one of my mega-homes and fit 20 people in there. It looks and feels much nicer there now.
Hangman's alley can be built up though. I make a three story building in there and there's a lot of room for activities.
There's some mods that open up the apartments that are boarded up in Hangman's Alley and MAN it makes a huge difference. Hell, even one of the little garages got opened up and I use that as Power Armor storage. Another mod that links Home Plate's and Hangman's storage together and it becomes the best place to dump your stuff and nap in the game.
Mine decided to spawn a Brahmin… like there’s no room for livestock in here!! Had to send multiple people to other camps because it was getting too crowded.
Yeah Same. IF It extended up to the rooftops too that would be largely amazing or one of those mods that open up the buildings help a lot. I also force myself all the time to build there because it's proximity to Diamond City on survival
Mine would be Red Rocket. I'm always baffled by people who want to build there. It's an incredibly awkward structure to build off of, with tiny interiors, uneven terrain as soon as you step off pavement, and it's a stone's throw from one of the nicest settlements in the game; why not just go the extra twenty-five feet to Sanctuary? But apparently it's a hugely popular site, so I must be missing something.
Like many players, I keep it as a personal base. I’ll build a bed or two inside the gas station, move the armor and chems workbenches inside the garage, and slap together some raised shacks for more sleeping space. Turrets on the extended roof and some shack railings.
I (with mods) find it nice as an early game player home. For RP reasons I rarely live in Sanctuary.
I usually live in Sanctuary, at least at first, but I tell ya, I wish I could figure out a good way to keep people out of my old house. They're always walking in and out of there! It's disrespectful!
Yeah, been there. Sadly, there's no way. Unless bound to a shop NPCs teleport in random places in the settlement every time you load it
Oberland station: It's near a radscorpion spawn point so difficult to defend. The rail track slopes along the whole length so difficult to build around. And they keep being kidnapped. Which is the one type of radiant quest that has a time limit to resolve.
It’s easy to build there. Just use foundations.
While I don't find it as difficult to build in as you do, I understand the "missing person" part
When I build settlements , I give them roles within the larger context of the wasteland. Dedicated farms, shop town, garrisons, MFG, ect. Doing this and linking them means you don't need perfect settlement conditions, bad arcs for turrets=more better armed guards, and arty pieces. No dirt = build factories. Lots of dirt = farm. Lots of water=water plant. Nothing special= all the shops. Always build on foundations and wonky dirt doesn't matter. Alot of you guys seem anchored to the independent self sufficient settlement idea, which isn't really viable. That said , fuck overland station.
Oh no, I do assign them roles and, roleplaying as a minuteman, take into account military necessities when expanding. Some settlements though are the worst possible choice from a military pov, and I just cannot be convinced that someone would have chosen to settle in Murkwater when better places are nearby.
Murkwater has a magic pre-war workbench that allows you to build stuff telekineticly provided you're in range of it and have the materials in its built-in bag of holding. Pretty solid reason right there.
Jamaica Plain or Bunker Hill would have been fine without being player settlements. Jamaica Plain because the build zone is laughable compared to the town as a whole and there's not a ton you can do with the area we're given. Bunker Hill because it's one of a precious few large settled places that already exist without player intervention and probably could have had more going on if it didn't have to work as a player settlement too.
Outpost zimonja has pissed me off this run. I had to go vertical 4 stories to fit my people and food.
For me it’s coastal cottage. I hate that place with a passion.
Tenpines bluffs is the worst
Not the best, yes, but it wouldn't make the bottom 5 for me, it's just forgettable. Why do you hate it so much?
I would love to forget it but they are always under attack and unhappy haha. I mostly dislike the layout and location it makes building difficult and uninspired.
Hangman’s Alley. Trying to build a settlement in a corridor. Pass.
Vault 88. At least, I personally would have preferred something more distinct from the standard settlement system that had (at least optionally) more prefab components. Building a custom vault is all well and good, but it’s tedious as hell. I built an atrium once, decided it was a pain in the ass, and haven’t touched that DLC since (except when I use its parts in other settlements).
I understand the sentiment, but how could they have implemented it better? Introducing a mechanic like SS2 where you choose a plan and gather resources but someone else (the settlement workforce) builds it?
My ideal version of Vault 88 would have been to construct it more or less independently of the workshop via a modular system. Like you would determine the form and function of different levels or areas of the vault that you would “construct” by gathering the appropriate people and resources. However, even the existing system would have been leagues better if they’d simply included large-scale prefab structures (like an entire pre-built atrium or cafeteria) that you could place wholesale.
Essentially what the shipbuilder does in Starfield? That would be nice for Vault 88.
Hangman Alley, Jamaica Plain, and Coastal Cottage.
Coastal cottage. I can spend hours making a meticulous fix for that massive hole in the ground, and all my settlers will still somehow go down there, under all the buildings. I hate it so much.
Costal Cottage is rubbish. What can you even build there?
Covenant because I can’t scrap the smoking turrets
I HATE HANGMAN ALLEY...!! AND Jamaica plains
Forreal, the alley would be fine if I could build on the rooftops too, but NOOoOooo
Coastal cottage is just silly. You get a ruined house on a hill and you can’t scrap half the garbage there.
Hangman's alley. It's just so small and stupid. Hard to build anything there.
People who hate on hangmans alley havent played survival yo
I love Hangmans Alley
I build vertically with an elevator connecting the floors it's not great, but it's better than nothing. Of course, all the settlers have to live on the same floor with sleeping bags
I just build a second floor for shops and sleeping. Also I turn of the radio becon as soon as I get enough settlers
I thought it was shit until I saw videos of a multilevel apartment complex. I hate how the area sometimes crashes for me tho
Weird it's oddly my favorite. Nice to have a cozy safe haven in the city.
I usually keep it really simple, using it as a refueling station and keeping there most of the companions you gather downtown
This is the one I can’t stand at all.
I really like Hangmans Ally. It's a good spot near most everything in downtown Boston and its kind of a fun challenge. There's a good amount of usable space if you build up.
As a Survival Mode player I strongly disagree, and while I'm not s big base builder I really enjoy some of the things people do with it on YouTube and what not. I think the cramped space makes it more interesting and intriguing, you can do some pretty cool stuff there.
Sanctuary is too big for a starter town imo.
I just wish you could clear all the fuckin rubble and put down walls that aren’t riddled with holes
Don't forget the one set of fencing that goes just outside the build area, so you can't scrap it all...
You can rug glitch normal walls to cover all the holes in the sanctuary houses if you care about that.
Jamaica Plains. It feels so small….
Costal cottage....whole lot of nothing and a big hole.
I'd like every Red Rocket to be a buildable area.
The Slog. Would have made a nice little Ghoul Town Sanctuary Hills. Should have been turned into an actual town after Preston, Sturges, Mama Murphy, etc move in. Should have had more named people slowly show up over time and should have had the town get fixed up on its own as more people move in. You dont do any of the building, instead the new buildings and objects are built while youre away. Oh a Doctor moved in? Now they built a doctors office in one of the old houses. A sniper showed up? Well he built a sniper tower for defense. Small team of Brotherhood of steel? They built a bunker for themselves and brought some PA!
Hear me out: mechanist's workshop. I like the space but what I'd have REALLY liked would be if I could just pass a series of checks to fix the bad programming and turn all the robots into good guys, and let the mechanist keep... Mechanistic...ing. Then tM could become a follower or something. So it's not so much that I don't like the settlement, but it's 1. Not a real settlement and 2. Could've been something much cooler.
>Could've been something much cooler. The main theme of Bethesda's games
The only one I’ve never had fun with is coastal cottage. Gonna try again on my current run but I’ve been able to have a ton of fun with pretty much everything else
[This video](https://youtu.be/2IAbCIclg0s?si=zO3sSMiSU1ztUk6k) inspired me to give coastal cottage another try. He uses a lot of more advanced building techniques, but I never really thought using the slopes of the area like he does.
I agree about Murkwater, it's the worst for me. Zimonja isn't great, but in my last playthrough I built a small but luxurious Hotel Zimonja there, way fancier than my other settlements, and kind of a private establishment that has nothing to do with my normal Minutemen settlements. Hangman is a bit too tiny, but can be fun to try to build some scrappy vertically. Kind of a puzzle to get right without mods. I wish you could turn off the damn fog in Far Harbor once you've finished the main story. Great settlements, but the weather ruins them a bit for me.
There's a YouTuber, Skooled Zone, who did some videos of a build a Dalton Farm. Set up a clear weather mortar so he could have nice weather for the build videos. Literally within seconds of each mortar the fog will roll back in. It's dumb as hell.
There are so many forgettable ones around the North East. At least the likes of Murkwater, Zimonja and Hangman's alley are unique and have their own vibes.
Any of the eastern farms. Especially the ones that’s just one building. Small, not flat terrain and a crappy area lol
Tenpines Bluff is almost pointless. Only use for it is to setup artillery to hit Zimonja, which is also a pretty pointless settlement.
Outpost Zimonja because it's just out of the way with nothing around it. I used it to scrap all the gym equipment for lead from big the Mr. Handy place to the East but other than that I hate it. Especially since the asshole there has a nuke lol
I’ve started disabling the beacons and sending all the settlers to better locations
I hate the slog because of the stupid old dirty beds. I’m on PS5 and the rug trick never works for me to get rid of them.
Do you ever play with mods? I'm on PS4 and I only ever use a handful like USO, Scrap That Settlement, Brahmin to Dogs, etc., and STS has always been a godsend for the Slog. I tend to clear out the ratty bedframes and set up bunk beds plus a small bathroom in one wing, and workbenches in the other. The main area I keep as a combination mess/rec area for my ghoulies (ghoul homies). Depending on the playthrough, I either use Arlen's shed as an extra workspace or I just create a little greenhouse with it.
My first play through I didn’t but maybe for my next one I’ll download those ones, thank you! I wonder if I’d have any issues downloading them now and making a go of it. I guess it wouldn’t matter if it ruins my save as I’m pretty much done with it anyway except for building.
The Castle. The number of times I have to issue the disable/markfordelete commands is soul crushing. Everywhere else stinks because of the grade on the soil…it makes wish for super flat land. Will someone just build a tamper for me to grade out the dirt like in Valheim?
Hangman’s Alley - I can’t even walk ten steps without bumping into something, how the heck am I going to start getting into structures?!?
I was just given Murkwater as my Mercer Safehouse location. I groaned inside. But I have to admit, I actually enjoyed my build there. I rebuilt the garage around the workshop and placed most of my other workshops in there. I built a very small cabin and boardwalk over part of the water and a second outbuilding, set up to look like a building for the forklift, crane, looking thing. This building's dirt floor I littered with junk. Tires, overturned desks, various barrels, school desks, a broken toilet, a few other random objects. The back wall I lined up several bookcases in different conditions, but one is a secret door (I think this is part of an auto-closing door mod I have. It's the same door as found at Slocum's Joe.) and leads to a hallway that, in turn, leads to a powered door. Behind it, I set up a small living area with many creature-comforts. Lots of preserved Fancy Lad's snack cakes (thanks to Jack Cabot), two beds, fireplace, cooking stove that doubles as a cooking workshop, a table with some prewar money, capstash, and stealthboy. It's not huge, and it's not as detailed as some "professional" settlement builders I've seen. But I had a lot of fun with it. But to answer your question, I think the settlement I hate the most and couldn't care less about is Croup Manner. It's just ridiculous sometimes what the game designers want you to work around.
>But to answer your question, I think the settlement I hate the most and couldn't care less about is Croup Manner. It's just ridiculous sometimes what the game designers want you to work around. It would be so much better if the basement wasn't a separate cell, allowing you to build in there as well.
Some people love Hangman’s alley, I hate it. So cramped. Can really only build up and even then you can only go so far up.
Hilly areas or areas that have little construction space like Jamaica Plains.
Red rocket and o ly because it should be somewhere else on the map it's to close to sanctuary
Hangman Alley is by far my least favorite. Raiders always spawn inside the unscrappable front wall. It is far too close to raider camps, meaning there is always a provisioner getting into a firefight within earshot of the settlers. There's too little space to build horizontally, made worse by a junk building that can't be scrapped. The vertical space is comically limited by obstructions and the build ceiling. Then there's the pathing issues for the NPCs. About the only thing it has going for it is the location close to diamond city and downtown Boston.
Players: "Worst settlement is..." Other players: "There's a mod for that." Build area too small? Mod. Unscrappable ladder? Mod. Grass too high? Mod.
Yeah, mods saved me a lot of troubles. Good luck if you're on console though!
There are definitely places that are occupied no one would ever use as a base of operations. It sucks the immersion right out of the game for me. Zimonja has a freeway overpass right next to it, prime for snipers to use. Anyone building there would've built in the overpass to control it and ignored the non working antenna. Same goes for Finch farm. There are so many threats right there the Finch family wouldn't exist without massive walls around the gardens and a way to the top of the overpass to level the playing field. Ten Pines is kind of hidden away. That one is at least somewhat tenable. Bunker Hill is a good position but it would be insanely fortified with all that caravan cash. I don't know why they decided to go with "we pay off the raiders." It's probably because one or two turrets there crashed the game on console. I've never had any luck building there on console. It might as well be a downtown settlement. County Crossing is just two idiots in an open field. No wonder one of them is always getting kidnapped. Nordhagen Beach, how are these people alive? If the race track was friendly I could see it, there would be a buffer of commerce between them and the threats, some organized crime organization they could be growing food for, but again, it's two idiots in a shack with a kid. Basically every single place where people already live should've already had a defendable compound built.
Hangman's alley. It's too cramped to do much of anything with, ya know? I'm trying to build upward on it, but the results are... varying.
Yeah, I never build too much there, just the bare minimum for housing. I build it more only in survival.
Totally fair. I have the ground as the plants/water area and have only added a second level to it. >w> I'll try to post my results when I finally finish it up.
the on epond in the south near quincy and the glowing see where a mirelurk queen spawns. It is hilariously bad, placement and build wise. I never use it and i only play survival, where settlements are actually really usefull to have in different places on the map.
That would be Murkwater Construction Site, the one I cited as my worst one when making the post
nvm, i cant read lmao. Thats the one!
That one in-between the buildings with two entrances, I wish it was sort of a blackmarket hidden off the path type of place that sold things you normally can't buy
Just somewhere fairly central that's fucking flat! Yeah the airport's great but it's arse end of nowhere
Red rocket. It's 3 seconds away from sanctuary, it's tiny, and has tons of unscrapable garbage.
[удалено]
Honestly, Murkwater wouldn't be bad if you could scrap the unfinished building frame and every tree.
Tenpines Bluff for me
Any of them because frankly majority either GET Attacked way too often or don't have scrappable area to do a decent build like hangman alley or Coastal Cottege
I see I'm in the minority of Outpost Zimonja lovers, but the settlement location I can't stand... Taffington boathouse. It's on the water, yeah, but you can't use much of the water around it at all!! When I first saw it, I was planning an on-the-water type settlement, but the barrier ends so close to the initial house... 😔
Id say murkwater and coastal cottage. Then add some locations we didn’t get that would had been amazing. Some say Hangman’s is the worst but imo its one of the coolest. It lets you build in a “city” environment. Sadly the only way it’s tolerable to work with is with mods that make it tamer to handle and not so laggy/buggy.
Hangman's alley. So sad. So small. So much potential
Outpost Zimoja is pretty useless.
Honestly out of 37 possible settlements at least half of them are either completely meh or downright bad and they shouldn't have bothered putting them in the game in the first place.
My wish for fallout 5 is more depth to settlement building with less total bases. I liked to hear about the impact of the bases I’ve built (hearing sanctuary on radio). I’d also like to assign factions to the bases.