So for those wondering how this works, I did a little basic testing and I can tell you the following:
1. The natural build limits of each settlement is extended, i.e. you can go farther out from the settlement and open the build menu. 2. Once the build menu is opened, you may wander endlessly with it open and build or scrap literally anywhere. 3. Anything you place is part of the settlement from which you opened the build menu when you placed the item. It is then permanently part of that settlement. As an example, I opened my build menu in Nordhagen Beach and ran to Revere Beach Station to plant a turret. Then I went to County Crossing, opened the build menu, and ran back to RBS and planted another turret right beside that one. My build menu instantly reverted to Nordhagen Beach's stats so I'm guessing that area now counts as part of Nordhagen. 4. This appears to bug the workshop readout menu like televisions do, as after I placed the turret in RBS Nordhagen's bed count immediately went from 2 to 0.
Point 3 was somewhat wrong. What I experienced was probably a fluke. It appears that whatever you place outside the normal bounds of a settlement does not change the borders. You cannot open settlement mode outside of normal settlement bounds if it wasn't already open. Items placed outside of a settlement's boundaries will count toward its stats, though, so you could theoretically go from Tenpines Bluff to Jamaica Plain in settlement mode and any beds, defenses, food, water or electricity that you placed would count toward Tenpines Bluff even if it was within the bounds of Jamaica Plains' settlement as long as you maintained Tenpines Bluff's settlement build mode all the way over there. But if you went out of build mode and back in, you'd be in Jamaica Plains' build mode. Or if you were outside of any boundaries you wouldn't be able to open build mode there and would have to go back to the settlement boundaries to open it up. So probably no far-flung empires unless you like trekking long distances with build mode open.
This does not appear to affect spawns, so if you build in a hostile place you'd have to make sure anyone who did business there was well protected.
I'm also excited to say that placing a workbench outside a settlement's boundaries still allows that workbench to share resources with the settlement and whatever's connected to it so even if you don't want an expanded settlement you could set up strategic stations that shared resources. Note that this would not include places you have to zone to from the Commonwealth, such as Diamond City, as you are required to maintain build mode all the way to the place where you want to build it.
One issue I have, though, is nobody seems to be able to work at anything outside their settlement. I can successfully assign them, but they don't go to it until I move it back into the original settlement bounds. The only exception I've seen so far is that the people of Egret Tours Marina can work on things outside the original boundaries, but each night all of them mysteriously walk down the road to somewhere unspecified. I've only seen them get as far as the ship outside of Hangman's Alley before they turn around, but I think their real destination is Covenant for some cultish activities. Unfortunately, though, if pretty much all of the settlers refuse to work outside their boundaries this mod is mostly useless except for the extra scrapping and being able to build bridges across things.
There's limits to how far away from a WorkShop you can build stuff and still make that stuff count towards settlement items. For example, I use Build High - Expanded Settlements in which Abernathy Farm's North end almost reaches that cabin with the runaway girl skeleton.
If I build accomodations with beds and cookery stuff South of Abernathy's tower and then go all the way to the other side to build housing with beds, the beds, cooking stations and turrets I built earlier in the first sleeping quarters don't show any longer in the settlement's WorkShop menu.
Moving the WorkShop to the North works, but when crossing a cell with the WorkShop can glitch out the entire settlement and make Abernathy Farm disappear from the PipBoy's settlement list and replace it with a Commonwealth entry, screwing up supply lines and doing away with the ability to send settlers or companions to Abernathy (since the location is no longer part of the network thanks to the name change).
So, in the end, this mod can be nice but fooling around in the new space can seriously screw with all settlements' WorkShops and as a consequence, make a few settlements unusable in the process.
thanks for the warning. was getting kind of excited but the more I read the more it sounded like using c1aeb would just be safer. JimmyRJump you are a wise man and you have yet to fail me with your advise. TY again and like the new pic lol
Damn. I was thinking why my settlements disappeared from workshops list which results not be able to send settlers to. So, what is your solution to revert back your missing settlements from your workshops list? Will uninstalling this mod revert back my settlements?
This mod is not for build limits. Only borders. And it is flawed with settlers and unique NPC's traveling from far away settlements and breaking their quests.
Gonna be completely honest, I basically completely forgot I made this mod, I don't play Fallout anymore and have no idea if this still works, and the cause of the settlers wandering around was a problem with Fallout itself, not my mod, as all this mod does in that regard was set the boundaries to something like 10,000,000 so the code for Fallout itself likely has settlers roam anywhere within the boundaries of the settlement, other than that I don't even remember what this mod did, I think it might have extended the "build limit" itself as well as wire length but I have no idea...
I was looking for the reason for my settlers wandering off. This seems to be it. Connie Abernathy and the residents of a few other places with quests for me have all wandered off ( because they are effectively still in their settlement ) and I am unable to complete. It's a shame because I was liking this one.
Shoot, I got people all the way from the SLOG coming to my prewar sanctuary! Imagine the fright of all my prewar settlers seeing ghouls for the first time.
I recommend some sorta 'usage' to folks who got interested to this mod. There are some beef and complain bout this mod. Especially, stray settler. Well, No boundary=No settlement. Whole commonwealth is their home and ofc they would act like wanderer, nomad, vagabond. So obvious and reasonable, isn't it? So my recommendation is, do some toggling to this mod with your mod manager. Don't keep it turned on. When you're going to do some out-of-bound workshop job that needs this mod, then you turn this on. Job's done and now gonna do some quest or wanna bash some skull? Then make a hard save. Turn off game and this mod. And come back and play as usual.
Maybe this works just for my kind of play cuz I always fence the settlement. Not just for defense but keep settlers in boundary. U know, managing settlement is like playing Lemmings.
Observed with FO4Edit, understandably there is no such things to edit settler behavior. Just a gather of settlements extent value edit(wonder did that have to be such excessively high value tho...For the concept 'borderless'?) and removal of boundary mesh(that green wall).
this mod is really bugged, and the fact the author has done NOTHING to address it, i would suggest it's abandoned, can someone address the npc's not going to their assigned stations, or folks like the abernathy's and co, not staying in their own location, they're currently at bunker hill.
I made this mod years ago while I was still in school, even if I COULD have somehow figured out a way to stop the problems I likely wouldn't have had any time to make the patch and I no longer have any knowledge/interest on making/modding games so yes I have abandoned this mod, these issues have been known for years and are simply beyond my knowledge and no one else has tried to fix them as far as I know, literally all I did to make the mod was go into the settlement boundaries and set them all to 10000000000, meaning the issue is likely something to do with how settlers were programmed in the base game to wander the ENITRE area and I had/have no clue how to fix it, so sorry but it's likely never going to be fixed, at least not by me...
I enable when I get a new colony, clean things up and disable. If I keep enabled, the settlers will use the space and wander off. I had a settler that I needed to talk to at Tenpines bluff for a quest. Their quest marker showed they were wandering down in the glowing sea. When disabled they come back.
It isn't that I want to scrap the whole world space. There is just always some heap of trash right on my doorstep that I can't access.
I would not be opposed to having a larger space that allows people to go take a small hike in the hills. The values don't need to be 10,000,000. I am not sure how they are measured. Will likely require some trial and error.
This opens a new genre of quest mods for the Minutemen or the Brotherhood to restore power to the commonwealth by being able to build transfer stations to cover almost every where to put street lights and other things to make the commonwealth a safer place
Hey this is a question and kinda a request do you think you can make it compatible with Mod Configuration Menu and set like a toggle of this to turn on and off?
77 comments
1. The natural build limits of each settlement is extended, i.e. you can go farther out from the settlement and open the build menu.
2. Once the build menu is opened, you may wander endlessly with it open and build or scrap literally anywhere.
3. Anything you place is part of the settlement from which you opened the build menu when you placed the item. It is then permanently part of that settlement. As an example, I opened my build menu in Nordhagen Beach and ran to Revere Beach Station to plant a turret. Then I went to County Crossing, opened the build menu, and ran back to RBS and planted another turret right beside that one. My build menu instantly reverted to Nordhagen Beach's stats so I'm guessing that area now counts as part of Nordhagen.
4. This appears to bug the workshop readout menu like televisions do, as after I placed the turret in RBS Nordhagen's bed count immediately went from 2 to 0.
This does not appear to affect spawns, so if you build in a hostile place you'd have to make sure anyone who did business there was well protected.
I'm also excited to say that placing a workbench outside a settlement's boundaries still allows that workbench to share resources with the settlement and whatever's connected to it so even if you don't want an expanded settlement you could set up strategic stations that shared resources. Note that this would not include places you have to zone to from the Commonwealth, such as Diamond City, as you are required to maintain build mode all the way to the place where you want to build it.
If I build accomodations with beds and cookery stuff South of Abernathy's tower and then go all the way to the other side to build housing with beds, the beds, cooking stations and turrets I built earlier in the first sleeping quarters don't show any longer in the settlement's WorkShop menu.
Moving the WorkShop to the North works, but when crossing a cell with the WorkShop can glitch out the entire settlement and make Abernathy Farm disappear from the PipBoy's settlement list and replace it with a Commonwealth entry, screwing up supply lines and doing away with the ability to send settlers or companions to Abernathy (since the location is no longer part of the network thanks to the name change).
So, in the end, this mod can be nice but fooling around in the new space can seriously screw with all settlements' WorkShops and as a consequence, make a few settlements unusable in the process.
There are some beef and complain bout this mod. Especially, stray settler. Well, No boundary=No settlement. Whole commonwealth is their home and ofc they would act like wanderer, nomad, vagabond. So obvious and reasonable, isn't it? So my recommendation is, do some toggling to this mod with your mod manager. Don't keep it turned on. When you're going to do some out-of-bound workshop job that needs this mod, then you turn this on. Job's done and now gonna do some quest or wanna bash some skull? Then make a hard save. Turn off game and this mod. And come back and play as usual.
Maybe this works just for my kind of play cuz I always fence the settlement. Not just for defense but keep settlers in boundary. U know, managing settlement is like playing Lemmings.
Observed with FO4Edit, understandably there is no such things to edit settler behavior. Just a gather of settlements extent value edit(wonder did that have to be such excessively high value tho...For the concept 'borderless'?) and removal of boundary mesh(that green wall).
I enable when I get a new colony, clean things up and disable. If I keep enabled, the settlers will use the space and wander off. I had a settler that I needed to talk to at Tenpines bluff for a quest. Their quest marker showed they were wandering down in the glowing sea. When disabled they come back.
It isn't that I want to scrap the whole world space. There is just always some heap of trash right on my doorstep that I can't access.
I would not be opposed to having a larger space that allows people to go take a small hike in the hills. The values don't need to be 10,000,000. I am not sure how they are measured. Will likely require some trial and error.
This opens a new genre of quest mods for the Minutemen or the Brotherhood to restore power to the commonwealth by being able to build transfer stations to cover almost every where to put street lights and other things to make the commonwealth a safer place