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Bridges85

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Bridges85

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About this mod

A single mod page for the "Settlement Objects Unlocked" series that I've been creating, designed to eliminate the need for quests and tasks between Settlement creators on their thousandth restart and various objects in the base game, DLC, and Creation Club.

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-=-=-=-=-=-=-=-=-=-=-DISCLAIMER-=-=-=-=-=-=-=-=-=-=-
To get any use out of this file (and/or the single entry ones) you will still need to have official content, either the DLCs or from the Creation Club. This does not bypass or otherwise grant you access to said content on it's own, and only makes the associated Settlement items more accessible.
-=-=-=-=-=-=-=-=-=-=-DISCLAIMER-=-=-=-=-=-=-=-=-=-=-



This is a series of lightweight ESLs that will unlock various official content Settlement objects from the base game, DLC, and/or Creation Club. It is intended for settlement mode addicts who want a robust toolbox without having to do the associated quests or tasks.

This series will unlock (with many options available - mix and match or grab the ULTIMATE BETHESDA SHILL EDITION for all of it)

  • Faction flags, radios, quest locked items (ex. Artillery, Caravan Post) Picket Fences and Wasteland Survival Guide objects from the base game.
  • The Robot Workbench, Eyebot Pod, and Spotlight (Automatron) - Does not lift restrictions on robot construction pieces, I recommend Automatron Rebooted for that and more.
  • Children of Atom themed banners and radioactive bottle lights (Far Harbor)
  • Vault building set and associated decorations, including ALL experimental Vault 88 Prototype items - with descriptions to differentiate the different versions! (Vault-Tec Workshop)
  • Lifts exterior only requirements for animal and enemy cages as well as the MQ requirement for gorilla cages (Wasteland Workshop)
  • Gang flags, raider kiosks, arcade games, along with amusement park and raider themed decorations of all kinds (Nuka World - See the object warning below)
  • 58 Slocum's Joe themed Workshop items including a store that sells donuts, coffee, and t-shirts (Coffee and Donuts Workshop Pack)
  • 32 cyberpunk / Shadowrunner-esque themed Workshop items (Neon Flats)
  • 25 Art Deco themed Workshop items (Noir Penthouse)
  • 10 posh, grey themed Workshop Items (Shroud Manor)
  • 20 flags to tell the Gunners, Raiders, Super Mutants, and Critters of the wasteland they best be wary of your settlement (Settlement Ambush Kit)
  • 2 Enclave Radio radios (theoretically regardless of your decisions during the quest) and a Black Devil radio program poster. (X-02 Power Armor)
  • 109 Christmas themed decorations including ornaments, fireplaces, and lights (Holiday Workshop Pack)
  • 4 Captain Cosmos themed posters without having to have the poster items (earned from the redemption kiosk) in your inventory. (Captain Cosmos)
  • 1 potted Nirnroot Experimental Plant (Nuka-Cola Collector's Workshop Pack)
  • Two Slocum's Joe themed Power Armor Paint Jobs for the four vanilla suit types - I know that isn't Settlement Objects but they were there and I thought why not. (Coffee and Donuts Workshop Pack)
  • NEW in Ultimate Shill Edition - 9 Enclave themed items from barricades to laser turrets, flags and crates (Enclave Remnants pack.)
  • NEW in Ultimate Shill Edition 17 Halloween themed decorations to add plastic horrors to your raider camps. (Halloween Decorations pack)
  • (Ultimate Shill Edition Only) - Moves all the Creation Club items unlocked by this mod to only show in their Creation Club submenu to avoid continuing to bloat popular workshop categories for other mods like Decorations -> Miscellaneous, Furniture, etc.



It will NOT:
  • Affect the quests in any way. I did a quick power run through them and they all fired off correctly. You still get the adventure / quest component of each entirely unharmed as far as my testing revealed, this is JUST for Settlement mode objects and works by removing the quest complete requirement under each constructable object's conditions.
  • Make any adjustments to any unlocked item (component costs, scrap, balancing, etc.) except I modified the descriptions for the Vault 88 prototypes so users didn't have to bring up the Wiki to try and figure out which Soda Fountain would kill their settlers by comparing component lists.
  • Lift Perk requirements, ex. Gun Nut, Science!, Local Leader, for objects like stores and workbenches. This is meant to compliment a Settlement builder's playthrough without completely washing away all reason to play the rest of the game - you can use TGM to bypass most perk requirements anyway. I probably won't be releasing a "No Perk Requirements" version since that would add a few hundred other items in from the base game at minimum.
  • BUT WAIT I KIND OF LIED: It does lift the Wasteland Warlord perk requirements for the Nuka World Raider items. This is my one exception due to there being items that fall under that umbrella that non-Raider settlement builders might want to make "rough areas" without going Full Overboss, and/or you get to keep them if you get decide to turn on them and get kicked out.
  • As mentioned above, it doesn't give you access to the DLC or Creation Club content itself for free. Sorry. I won't defend the prices or anything and I understand the balk but I'm not interested in getting banned for piracy. :)


-=-=-=-=-=-=-=-=-=-=-NUKA WORLD RAIDER OBJECTS DISCLAIMER-=-=-=-=-=-=-=-=-=-=-
I have seen it mentioned by other users on other Nuka World object unlock mod pages, but not confirmed personally, that you can sometimes jack up a Settlement's behavior if it isn't a raider Outpost, or possibly the Nuka World main Raider questline if you aren't on it, by placing the specific gang flags or the radio beacon. All other decorations, kiosks, and so forth don't have that stigma but be wary and SAVE before you place gang flags and the loudspeakers.

Questions, Asked or Anticipated:

Q. Can I uninstall the individuals and replace them with one of the All-In-One(s)?
A. Yes, with an asterisk. I did exactly this to test it, and beyond the initial "You're missing these five plugins, continue?" prompt, all of the items were exactly where they should be, and I didn't find any unattached instances between the two saves while viewing it in FallrimTools. That said, "uninstalling" mods from a playthrough in progress is often a huge case of Your Mileage May Vary, depending on what else you're running.

Q. Can you do (A+B) combos?
A. Maybe over time but not right now. I have four "Big Box" configurations just from how this idea ended up rolling out. From there I feel just grabbing the individual ones will suit your needs - though I can appreciate people wanting the cleanest load order possible. The Captain Cosmos and Nuka-Cola Collector's as stand-alones are mostly jokes for EXTREME COMPLETIONIST'S sake, anyway.

Q. Will this be ported to Xbox One and/or PlayStation 4?
A. Maybe, probably soon. Watch this space.

Q. Will this be updated when new Creation Club items come out?
A. Yes! Fallout 4 is basically all I play right now in my meager downtime as a new parent so I'm usually eager for anything new and can reliably be counted on to pick up the new CC items as they're released. That also means if you need something else adjusted (weapon damage of the Solar Cannon for example, power armor upgrades made component free, etc.) feel free to reach out to me and I'll see what I can do.

Q. Is this compatible with...
A. This doesn't touch any physical cells or spaces so it should be compatible with anything the base content is compatible with. I actually don't run a lot of the big name mods out there that affect items, menus, or sorting other than Settlement Menu Manager. I don't know if it will conflict in some way with AWKCR, VIS-G, or anything else that affects keywords and Settlement menu sorting - but if it did, it would only be that the items aren't able to be seen in the Workshop menu. The only records it touches are for the above mentioned Constructable Objects by removing their conditions. If someone does find a conflict let me know and I'll research it.

Q. Why are you spamming the mod page?
A. I know, I kind of annoyed myself with this and realized it would be easier to maintain a single page. I will be deleting the old pages. I am genuinely apologetic for the public display of my poor decision making and planning.


-=-=-=-=-=-=-=-=-=-=Credits=-=-=-=-=-=-=-=-=-=-

Bethesda
for the game.
fadingsignal for the Coffee and Donuts Workshop Pack and his hand in Captain Cosmos
Elianora for the Nuka Cola Collector Workshop Pack and Holiday Workshop Pack
Shezrie for Shroud Manor
SovereignWalrus for Captain Cosmos
bloodmeat08 for Neon Flats and Noir Penthouse
Kris Takahashi for the X-02 Power Armor (and writing credits on most other Creations)