Humble Beginnings Vanilla Settlement Blueprint Pack
⚪ Last updated 2022⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 8.4% endorsement rate — high engagement, a strong quality signal
- 🏆 #56 of 103 Transfer Settlement Blueprints mods in this game by downloads
📋 About This Mod
Transfer Settlement Blueprints for 23 settlements using only vanilla and DLC items and an emphasis on little or no scrapping required. With one optional exception, there are no shops added, but room for farmers, a guard, and a provisioner.
This is a package of 24 vanilla (including DLC items) blueprints for those wanting minimal fuss and fanfare in their Minutemen playthrough. Or if you've done a quest for a settlement and just want to provide them with some improvements after they've given you the keys to the place. There is minimal to no scrapping involved. The settlements provide defense, lodging for a guard and provisioner, a relaxation area for the farmer(s). Several have private General's quarters or an extra bed for the artillery guy later if you choose. No shops or magically teaching settlers how to be a doctor. Majority of settlements have no power or power lines. There are, however, lamps and other light sources inside some of the structures. If you want them lit up, you will need to add your own power source or a mod such as Workshop Power Pack by Spiffyskytrooper (this is what I use).
Due to the large number of blueprints, the main file is a manual download. However, for those that might want it, the optional file is mod manager-friendly and uses Blueprint Slots 30 through 53. If you have blueprints in these slots already, please use the main manual download. Check images for an idea of what's been done. Settlement images are listed alphabetically. When in doubt, just don't scrap anything. You can always tidy things up a few days after import. Here are the settlements covered:
ABERNATHY - Nothing to scrap. Defenses and sleeping area for guard and provisioner.
THE CASTLE - Most everything is left intact, including the clinic, just a few random items to scrap. I suggest you leave everything and when you return a couple days after import, you'll see what to scrap. Will need a power supply. Nine beds, including General's room.
COASTAL COTTAGE - This is a slight modification to the optional version of my previous Coastal Cottage. Floor is sealed, vendors are removed and existing windmill power supply remains. Scrap the truck in the hole, any junk on the house floor.
COUNTY CROSSING - To make room for a building, this required the crops to be moved, so more scrapping than the others. Scrap the fence, the crops, the two mattresses, and the cars.
CROUP MANOR - I'd imagine realistically it would be easier to build new rather than attempt to fix this dilapidated mess, so that's what we do here. You can leave all the junk in the house. Clear out the trees and bushes west of the home. Room for General.
FINCH FARM - Abraham will have to clean up his mess himself. Nothing at all to scrap here!
GRAYGARDEN - No scrapping required.
GREENTOP NURSERY - Just scrap chairs around the firepit and the mattresses so they can have proper beds. Whatever nonsense these two are cooking up that leaves pots all over their house, you can just leave there. There's a wall placed blocking the entrance to the original house. I typically have an oddity at this
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- Ondrea
- Version
- 1.0
- Downloads
- 1,537
- Endorsements
- 129
- Category
- Transfer Settlement Blueprints
- Created
- 1/3/2022
- Updated
- 1/3/2022
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