Fallout 4 Settlements Reborn covers most settlements in the game by building them up and giving them a lore friendly reason of why they are the way that they are. It adds unique items, stories, and lore to read and most importantly settlements that don't need to be built so you can just play the game and enjoy it!
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Translations
Mandarin
Italian
French
Translations available on the Nexus
Language
Name
French
Author:GenesisBravo - Traducteur Des Terres Desolees
𝔉𝔞𝔩𝔩𝔬𝔲𝔱 4 𝔖𝔢𝔱𝔱𝔩𝔢𝔪𝔢𝔫𝔱𝔰 ℜ𝔢𝔟𝔬𝔯𝔫 [ Requires New Game + All DLC ]
[ Description ]
The emptiness in settlements of the Commonwealth must not continue. In Fallout 4 Settlements Reborn the empty void has been filled and shows the harsh life of the world 200 years later. If there are no settlers in a settlement by default example being Sanctuary then it will look abandoned like someone once lived there but not anymore. It'll be up to you to recruit new settlers and build a little bit more if you feel like it to make it more like a home for them or leave it as it is and just continue your journey. For the settlements that have people living inside of it, the homes will now look more lived in without overdoing it.
[ Included ]
[ Settlement Needs ]
All settlements will have a unique box called "All Settlement Needs" that auto repairs if it somehow gets destroyed in a settlement attack and keeps the happiness at 100%. The box will provide 10 beds, 25 food, 100 happiness, 100 power, 50 safety, and 25 water. Most settlements also include a unique dispenser that produces coffee which give the player a well rested bonus and a cooking pot full of radstag stew to keep the player from starving, all of which are set to respawn for your next visit!
[ Player Homes ]
Most if not all settlements feature a player home or an extra interior player home for the survival players. The interior home is built for the rad storms and the harsh elements of the apocalypse. There are around 30 player homes in the base game and some in the DLC. They come with named storage for people who like to organize their stuff instead of just throwing it all in one box and a cozy more realistic place to live. Every settlement has been built piece by piece and had the care and love put into it to make the best experience you could have in the post apocalypse!
[ Lore ]
Most if not all settlements will include some piece of lore. whether it be notes, terminal's, or just the landscape altered to show signs of what happened to the location, every settlement has lore built into it to explain why things are there. All settlements are themed and built to expand on what lore was already written.
[ New Items ]
For those of you who like to collect things F4SR introduces plenty of new custom weapons, new armor, new collectable items inside the settlements.
[ Important Information ]
[Crashing]
Heading to The Slog or Hangman's Alley and the game crashes, please make sure you have no texture mods that affect it! Some users have reported the game freezing or crashing when going there and using mods like "Face Texture Fix A" and other texture mods that seem to alter ghouls. Another mod that causes crashes are the Dark Face Fix / Black Face Bug Fix, it seems to have the same affect as well. If it crashes please disable mods at 5-10 at a time to find out which one is conflicting with my mod. This has all been tested on Xbox but if the issue should arise on PC then the steps above to find which mod is conflicting should be the same.
[ Workbench ]
Unlike most mods where you activate the mod after you leave Vault 111 a new game is required and the mod activated before you start a new game for the workshop workbench to spawn in the new area. If you see floating things or a missing bench then that's why. When you start a new game the workshop is placed down and will never move again even if you activate it later unless you have a mod to move it. So floating things or objects that look out of place is because you either are on a new game with it activated later or you didn't start a new playthrough.
[ Key Locations ]
If you need help finding the keys or player home (Coastal Cottage "cough cough") Then check the holotape inside Vault 111 or feel free to comment on YouTube/Twitter.
[ Not Compatible ] PRP Sim Settlements Most likely anything that affects settlements
[ Updates ]
Due to errors from what Bethesda has told me I have reached the amount of items I could build for settlements without having an issue. That being said I can upload other versions on Nexus but there might be issues. I have cleaned my mod multiple times and fixed a lot of problems so In hope it works fine. Other versions might have to wait and I will be trying to update this as much as I need to but the previous versions I put up will have to be gone for now and I'm sorry. This last version is more stable and cleaned up and has much more than before!
[ Update Log ]
- Cleaned the mod through XEdit - The Longs house finished - The Assaultron in Sanctuary should be working - The Castle has had a few minimal changes and some fixes - Abernathy Farm beds have been fixed - Coffee should now give caffeine for survival - Starlight static items fixed in player home - Added the neighbor to Sanctuary [By The Statue outside the bridge] - Tried to fix some Navmesh issues in Bunker Hill - Added a flag to Sanctuary Home - Fixed Nuclear Survivors Rifle - Edited Ted's Demise - Finished Sanctuary Townhall and added keys to a duffle bag in the Museum of Freedom - Added New outfit and weapon to Home Plate - Added a new generator to The Castle for the radio - Added a banner inside The Castle - Fixed Tenpines Bluff floating item's - Castle Workshop Moved to fix wall for Minutemen quest - Door to castle tunnel armory was somehow duplicated and broke so I can't remove without breaking the quest so there is no door.