Sanctuary was my main base even after I retook the Castle. I built a laboratory full of Institute loot for Curie, a bank full of gold bars for Macready, a power armor museum for Danse, a well-stocked armory for Preston, a milk vending machine for Strong, and lots of drink stands for Cait
Sanctuary red rocket, Starlight Drive In, and the couple local farms really are a home run of a starting location mix. All the food you could need from farm, massive build size to factories or storage at the drive in, a VIP lounge at Red Rocket, and a main base at sanctuary.
Hangman's Alley is one of the best settlements in survival. It's pretty central on the map (you gotta plan your routes in Survival). It's Close to Diamond City to shop for resources. It's close to the CIT ruins (the singular exit point for the Institute transporter) and it can easily be built in layers on top of each other (with the Wasteland Workshop DLC, I believe).
I built 3 floors for this settlement. First is mostly turrets, robots tending to plants, guarding Sentrybots, and shopping stores. Second floor is beds. The last one on top is 3 pieces of artillery. Instant heavy fire support with good coverage.
Oberland station too, not sure if it still works, but you can glitch a weapon workbench into the bottom room of the tower, and by interacting with a bench, you can glitch into there, making it a pretty good option
It sucks you can't make West Everettes Estates an extension of Taffington Boathouse, being able to build a bridge to connect the two would make it an awesome settlement
Bro, I was so upset when I saw what was basically a mini Sanctuary Hills across from one of the most mid settlements. Mid for me at least Felt like I got the bargain brand steak when I could have had sirloin lol
im pretty sure one of the mods i have allows that or at least makes it pretty dam close to both being joined but with over 60 plus settlement mods that expand and add new ones i have no idea which one allows them to be considered one settlement
Jamaica Plain wayyyyyyyyyyyy too high imo. Outside of vanilla Coastal Cottage and Murkwater, every other base game settlement is far easier to build at and manage. It's also the game's biggest missed opportunity, as it should be a town the size of Sanctuary -- complete with diner, church and town hall. Instead, here's one ruined building and a one-third of a street.
I agree about the missed opportunity. However, most seem upset with the difficulty of build there. If everything in the game was easy, this would be a game for 6 year old kids. I build for 20 settlers, but not a highly decorated palace. The biggest problem I have there is I cannot give all settlers beds. Some have to sleep nuts to butts in bedrolls.
Croup Manor: If you place a floor tile in the corner of the lower roof, you can from there build to perfect dimensions all the way up, incorporating the building, including the taller floor above, in to the ground floors of a massive tower. Use warehouse or barn walls, to get the height right. No rug or pillar glitches required.
Your placement of Hangman's Alley has angered *_many_* Survival Mode players 😅. _Even without that I find the Alley my favourite as I always do my best to turn it into a Blackmarket Street Vendor Centre in my playthrough._
Murkwater Construction inexplicably turned out to be one of my favourite builds. Atom Cats inspired garage surrounding the workbench, stilted apartments for the settlers, a fish market overrun with cats, an open air market and bar where I went nuts with neon and x-mas lights giving it kind of a bayou nightlife vibe. Razorgrain crops blend in nicely with the swamp grass. I wouldn't live there IRL but it looks cool and my settlers are happy. Probably because of all the cats.
I'm less concerned with build height than with maximum size. It's maddening doing all the work of building a structure only to find you've run out of space to decorate.
To remove the build limit drop guns on the ground then use the workshop/build mode to store them in the workshop, repeat that till the limit is empty and then take your guns back. You can only successfully do that 2-3 times before frame rates drop.
I play on survival exclusively. All my routes are planned, and I think of the map in 6 areas, each with a major settlement with traders and the like. Sanctuary is great for building, but I rarely go there, I make it into a major farm to set up vegetable starch farming and forget it exists the majority of the time. My main ones are starlight drive-in, the slog, county crossing, hangmans alley, the castle, and one in the southwest for the glowing sea. If I had to pick one, it would honestly be county crossing. It's close to Bunker Hill for supplies and a good jumping off spot for exploring, and it's pretty safe once you send the robot to the satellite array from the disposal ground from near sanctuary. If you follow it, it should agro everything and make any fights easier to clear the way. Hangmans alley takes a close second. The castle is fun to build at and is awesome overall, but it's an absolute pain to get there. There's always something around the corners of every building on the way there.
32:12 ... I understand not everybody knows the difference between a lobster and a hermit crab... but there literally is a giant RED NAME over his head ^^;
The only nice thing about coastal cottage is the proximity to the fish packing plant…but again, you could just fast travel to the plant instead of the cottage. Context: really, REALLY, nice source of aluminum.
Rear carpark thing after you delete the back wall is flat and defendable with it easily being able to have mortars if your thinking of messing up diamond city. Stop using the parts in between the shacks already there and it’s a good settlement that is in the ideal location to either rain down hell on Boston or as a simple storage place close to everything
At oberland I built a settlement with a bar shops and trader stop next to the tracks, traders and provisioners walk the tracks like it's a road anyway. I had two provisioners and a crew of minute men go buy just the other day. Named the bar "not so soberland station "
One thing I love about the Mechanist's Lair is the potential for it to be a hub for all your supply lines if you want to use robots for that and have them base at the lair. They don't need food, water, defenses, anything. Yeah, it is kind of a boring way to do it but it keeps all your provisioners in one spot effectively, attacks are generally rare and it is always good as a hub spot for that since making it into a proper settlement can be a bit of a pain.
Also no rad storms there, fast travel if your difficulty allows it. the top sections are easily floored and walled to make very cosy rooms too. As a main home it rocks!
I preferred fixing up the SS' old home and keeping it as my home. Even added the fast travel rug right at the front door like you would a real one, and turned the small garage into a crafting station area, complete with my personal suit of PA instead of the car.
In my first playthrough it was my home but in my second playthrough, my home is just one room in The Castle. In my second playthrough red rocket is just an abounded tato farm. (There is people there but they don’t have enough food or water and they spend all day harvesting tatos for me to steal and sell.
Hangmans Alley is a fantastic settlement, especially with Spring Cleaning letting you remove the 1st floor shacks. It has enough dirt even without Spring Cleaning to provide 200+ water and 30+ food, more than enough, you can build 4 stories if you are clever, very close to DC, you can jump out of it onto the roofs of Boston, etc.
I like to keep Abernathy farm independent for a while, Lucy buys melons for 5 caps. Good easy money at the start of a playthrough. As far as Hangmans Alley and Home Plate go, I steal the key to Kelloggs house for a free place to sleep.
I usually take over the cabbot house after they’re dead. It’s a nice house and settlers can’t steal your weapons you store there. Put power armour in mechanist lair so they can’t get to that either so can simply leave fusion cells in them for easy access
I use oberland station as my personal home, because of location, next to diamond city and starlight drive taffington boat house is great because it has bunker hill, starlight drive. Short walk to the river offers a great cityscape view
Ironically, while I don't disagree with the settlement placements on the list, I laugh at the reasons they were placed so low (the non-creation club stuff at least). I've spent so much time and effort on settlements, I've actually learned to work around the weaknesses of the lower settlements. Hell, Croup Manor and Coastal Cottage heavily increased my understanding and versatility of the settlement system. I wouldn't be able to build Starlight Drive-In as elaborately as I do if not for spending hours building Coastal Cottage to a thriving 20 person settlement with houses, food, waters and defenses without mods.
There's mods that will allow you to scrap everything including existing buildings or repair broken walls on existing buildings. I find it's better & more satisfying than having to work with the frustrating vanilla system.
@@bhart3321The commenter: I've learned how to build without mods You: ThErE aRe MoDs ThAt ArR bEtTeR Like dude, let people have fun and enjoy working with the vanilla game's intentional (and unintentional) mechanics. No need to shout about how mods are superior all the time, we get it.
@@Tijuanabill You do remember it was like a year or more before mods came to console, don't you? Don't get me wrong STS is one of my absolute favorite mods and one that's on almost all of my mods lists, but I still had a long, LONG time to learn the settlement system without mods.
@@MandalorianRevan I'm not saying you can't fall in love with building, without mods. That's true of most of us. I'm saying you can't BOTH love building, and resist the urge to delete trash piles. If we are all being honest, the real issue here is not flagging trash piles for scrapping, is among the worst decisions Bethesda ever made, in the history of their company. It's not hugely impactful, but it's just fantastically stupid, and the chance that the decision was made by someone really smart, is slim.
I always make taffington a brotherhood outpost, if any ghoul settlers show up I send them to the slog. Don’t ask me how to get all the uniforms and bomber jackets though…
@@FuriousMaximum to each their own. I like covenant as a trading post, all maxed stores and free lemonade each visit for doughnuts. Taffington could be used the same, if you build a platform over the water and. Build a mall beside the main building. I just rather have guys in power armor, BOS uniforms and armor, and give them all Gatling lasers and automatic laser rifles. If you put up enclave turrets, it makes for quite the light show 😁
@@IamHomelander I mean, my Covenant has "Covenant Commissary" and "Covenant Cooking Corner" and Taffington has "Taffington Thrift Shop" and a diner I forgot to name. They're both good settlements.
Every settlement has it’s pros and cons. It’s how they’re utilized and developed that counts. But they need to be a decent size, if you want it fully populated. Hangman’s Alley can never properly accommodate 20 settlers. It’s to small. So, it’s a pit stop for the player. Personally I think Starlight Drive-In has the biggest potential. Edit. If you’re worried about turrets, build scaffolding for multiple story platforms for turrets. I usually bother with two story height, so basically three turrets (gates/unwalled sections of the perimeter) or two turrets protected by walls.
You can get more than 20 settlers in Hangman's Alley, but you shouldn't. Settlers don't do multi level settlements well and end up clustered into a corner. It's still my favourite and always my player home.
@@somebloke3869 Hangman's Alley is the only settlement I do not build to accommodate 20 settlers. I can do it, but I don't like the settlement if I do.
@@edmartin875 yeah, it gets crowded quickly and the settlers get stuck. Normally I'll just have a few companions farming, with Sheffield on the artillery.
So many places have so much potential but the vanilla game just don't allow you to make smth out of it. There is still a mod in which allows you to build a lot of vanilla structures which I love. Now I got a lot more options to build and close gaps between building that can't be destroyed
looks like its from that mod Sam describes later, or some other mod. I've tried **so much** to place those specific lights on many Vault ceiling pieces but it just wouldn't work, they'd always hover above it and it irked me. Vault 88 was what ultimately made me download the building mods that let you toggle snapping on and off.
With some creation club item (the red white checkered upper floors with a roof underneath, the pillar glitch and a bit of self centered sadism it's possible to create awesome buildings in every corner of the Commonwealth. I even build a giant Cat Robot at Boston Airport.
Every non-MM game I do I refuse to do their quest. Lucy gives 5 caps a melon but stops once they become a settlement. Even on MM runs I hold off on theirs as long as possible
@@toakongu1 even in the early game, it's not much of a money-maker. Far better to take a settlement with no starter NPCs and load it up with water pumps (Red Rocket is a perfect initial location, and then I use other settlements that are a pain to build up like Coastal Cottage and Murkwater Construction Site) and come by every few days and collect purified water to sell to the different merchants. It's best to use settlements that don't already come with settlers because there will be no attacks on uninhabited settlements. I tend to have my "999 water" settlements double as my personal residences. Just a lot less hassle all around.
@@geraldlamb9587 totally agree it's not a long term strategy if you're just relying on the ones they have. But if you set up a proper melon farm it could be done. Ideally you'd want 1 settler working a crop of tatos and the rest farming melons to maximize profits. Settlers are programmed to consume tatos before any other food item in a settlement, so that prevents them eating the melons. All the farmable produce, minus mutfruit, have to be planted in batches of 12 for max of 6 food units per settler. So 12 settlers, 1 on tatos to provide separate food source for them and the other 11 on melons for the empire. 11 workers x 12 melons = roughly 130 melons produced each cycle. Assuming you pass the speech check to get 5 caps per melon, that's 5 caps x 130 melons = 580 caps. Thats more caps than most actual merchants have at any point. In all seriousness it's not a viable strategy, but it would be damn funny to see somebody pull it off and fund the Minutemen through melon sales alone.
Excellent video. I love the settlement building part of FO4. I wish the latest update had added improved default settlement scrapping or a creation club scrapping option. I started with a base game scrapping mod but found it affected floor collision in some settlements. The Castle is the worst where rugs can not even be placed. The Boathouse and Sommerville Place allow rugs to be placed and then furniture will be able to be placed. I disabled the mod and now all the floors have proper collision, but now all of the scrapped junk has returned. Thankfully that did not mess up the game. Also my flat roof installed at the Boathouse remains after the scrapped roof returned. I'm gonna try some other scrapping mods after I download Far Harbor and Nuka World.
In Easy City Downs, by the main building, there is a interior location shed (not the one w/ destroyed robots). In that shed is a workbench, and you can make it a decent player home. You do have to clear raiders, so it's kinda inconvenient, but it's near Boston location might make up for it.
Hangman's Alley is basically the best and the most logical one. It has very narrow and only two entrance points - making them easily defendable. It is surrounded by houses which make a natural wall of defense AND can be used as housing. Also, it serves as a nice entry-way to Diamond city, which would make it a perfect (cheaper) stop for many roaming vendors/travelers/mercenaries.
What a fantastic informative video. Thank you very much. Your ladder trick, I used about a month ago. I use the ladder built into a floor space square. I love building in F4. The Starlight settlement is being built now. I will be releasing a video once I have built the North West Minutemen HQ.
The thing I hate about covenant is the fact that you can’t scrap any of the beds like I’m trying to make a base but most of the space is taken up the god damn bunk beds
In the nuka world red rocket settlement, you can build robots to farm, as far as i know, they dont affect raider happiness! (did have a few issues with the raiders attacking the robots, but since they dont die, they just return to work when they wake up).
A lot has to do with what you like. I love trying to rebuild the settlements. The Castle is fun. Fixing the walls is always fun. I keep the center open with the crops on the walls. I put the artillery back in the corners. The halls in the walls I turn into small rooms, bathrooms and showers, and stores. The large room with the sinks I run into a cafeteria style dining area. I keep the captains chambers as mine. The end one is a barracks. The room on the far end is for power. The armory becomes the weapon shop for Ronnie and the room behind her then houses all the workstations and storage. I put turrets above the radio station. I put extra turrets on the wall above the two ways to approach the Castle. I run a lot visual mods including a lot for settlement building so I can repair a lot of the typical houses in Fallout 4. It is like putting together a puzzle. You can not do much with ones like Sanctuary as the build is one asset, the foundation is another, and a roof is another and it is a pain to fix them. There are mods out there to fix the homes. I did find one that still has them rusted a bit but all the holes are patched as well as the roof. I do not like the look of the roof or the flooring. I do not like the ones I have to either start from scratch or what is there is just shacks or ruins. Sadly even with the mods I have to pretty much rebuild some because you can not snap anything to what is there... or even place things on them. This makes them MUCH harder to rebuild. I still try though. Covenant is a tough one because it is so small and if you put a beacon down there will soon be too many people to fit everybody. I put the power and water behind the building and run the power lines underground by putting a conduit on the edge of the foundation and glitching the wire to it so it is hidden. I then replace the turrets with the same type of wall mount and turret. One of the mods allows the larger beds to sleep 2 and the bunk beds to work (but you have to replace them with a mod one that looks the same), but that is not enough so I put a sleeping bag under every bed and a set of bunk beds in the little jail room. That leaves no bathrooms so I put outhouses outside the walls. The mod lets me place mats for guards to be assigned to so I can have guards outside the wall. Jamaica Plains is a fun one to rebuild as it is two types of building combined, wood and brick and I have mods that let me fix both. The tiffany Boat house and the one with the light house need to be completely replaced so I do it one section at a time to make sure it is identical. The lighthouse really bugs me because it is the roof. I can delete the damaged roof, but I can not get the new roof to place on it. I could install a place anywhere mod, but it does not work because of conflicts with some other mods I have. The Lumbermill in Far Harbor is a fun one to rebuild. It is a big place though and oddly shaped so it can be a pain to fix without just replacing whole sections. Plus some parts can not be deleted and get in the way. I wish I could do mods as I want to see a whole bunch of stuff, like children, mothers carrying babies in front packs while working, grandparents sitting in rocking chairs or playing checkers on the front porch... Maybe properly done seasons and the happiness be effected by homes with heating, kitchens, bathrooms... Maybe get one of the train lines working. That would be so cool to have a train slowly ride around the city.
I love Sanctuary Hill and Spectacle Island so much that i spend most of the time building those two into the best place in Commonwealth that make Diamond "City" look like a little green slump.
heavent played fallout 4 in ages, but the noir penthouse really got that cyberpunk/art deco feeling i really love. its a nice home for solo relaxation, or to bring your loved one to impress them.
I fixed the hole at costal cottage by using the group placement glitch to put a round metal shack into it, and from there it became a little bunker/ strong room 😁😃😃
Loved this breakdown! I'm planning a Fallout TTRPG and this was a great way to kind of take the game's settlements into consideration that I think my players will enjoy. Somewhat related, I really wish Bethesda would have made Quincy a settlement option when clearing out the Gunners. Especially with the Creation Club addition of how you acquire the Minutemen and Gunner paint jobs for Power Armor. I know there's mods that add this, but just feel like Bethesda missed a huge opportunity there.
I like making it in to Sheffield's Salvage, a huge junkyard. Placing all the junk was a unique challenge and it was fun finding all the weird stuff in the menus, since I use mods.
Glad Greygarden got a top 10 spot, one of my favorite spots for sure. It has an issue where the water drops back to 3 after its first attack, but it's not too big an issue to enjoy building and living there.
Most of the lower tier settlements are good artilerry spots.Low tiers are generally dangerous on your list but it helps kill the danger with high precision artilerry.
I do like Murkwater, it's nice having a large settlement down there and I like making a boardwalk style settlement there. I also like bringing the higher level monsters around the area for the settlers to fight.
Covenant is also a great place to stock up on supplies without putting yourself at any undo risk in survival. From the Mystic Pines you can either walk around or swim across the river to reach the settlement and, if you're so inclined, obtain the Destroyer's Helmet and Justice combat shotgun. Otherwise its a great trading post for ammo early on
I built a huge settlement in Hangman's Ally using Vault Tech Workshop Stuff, it worked out great. I think I got 4 levels if not 5, I forget now as it was months ago. The Vault Tech Workshop DLC is wonderful for the added building items alone.
Croup manor is one of my favorite settlements in my current playthrough its my main base you can easily restore it with the floor mat/ pillar glitch and build a nice market around the statue in the middle
I actually love croup manor, you can repair it pretty damn well, and if you use it more like a player home than a settlement, you can make it pretty cozy. The walls can be a pain in the ass to "repair", but I love it, the patchwork look after you're done, and if you did it good, feels really in the fallout theme. You can even build turrets on the roof, and because brotherhood vertibird patrols come close, you can have a free AA platform that looks sick as fuck while taking out the vertibirds. To be fair, I am also very slanted towards all of the singular dilapidated home settlements, I love the challenge of trying to repair
I don't know what it was that attracted me to it but my last play through i resided a lot between wondering the commonwealth at oberland station, perfect for me at the time but this was only because i had not explored the map fully, i used as a trading post being as pretty central, great place that can defend itself with proper defences without much if any help from yourself, as every time it was attacked, by the time i arrived all enemies were dealt with, especially with the high chainlink fence around the settlement, obviously there are better settlements but when you don't use fast travel it's nice to find a safe place to trade, rest up & dump supplies.
Wait, Vault 88 snaps lightning? I thought for sure that doesn't happen. It's one of the reasons I just grabbed a Bright Light mod and just used the basic light because it was the most affected to said mod and I simply got tired of fixing dark spots.
I've recently started using Scrap Everything and I'm here to say, it's a game changer. Be very careful because you can scrap things like Cave Floors which will cause a crash and force you to your last save; so save often using it. I've gotten used to it and learned not to scrap certain things as Cave Floors and Pillars. It also allows you to move things, such as huge rocks and various items, to patch holes or simply open up certain things that normally you won't have access to such as the few closed off houses you mentioned. Simply remove a door and you're in... I also use Place Anywhere as these two mods really change the game. In short, remember to grab the item first, via place anywhere, then if you don't see a white light, then it's ok to move or scrap. If you see a white light, and scrap that piece, just know death is imminent LOL... Enjoy....
Scrap Anything and Place Anywhere are required to turn Vault 88 into a Mega Gem, just be very carful as to not remove cave floors. Here you can remove all the stuff in the Train Tunnels to include the added railroad tracks. You can also remove certain walls that allow access to other parts of the underground but, again, be carful because it's easy to remove game limit walls too which expose the dreaded White Light of Death... Remember to grab and item, cave wall or rock or machinery, and make sure you can first move it, then scrap it while it's in your grasp. This is the safest way to scrap without removing game limitations and whatnot. Also you can easily link the entire area, as you wanted to in this video, via the Vault Tech Workshop items and have it all match. If you do it right you can get double tunnels in the train tunnels to link the different areas. I start at the very beginning and attach the Atrium Door to the original door. Even with Remove Everything certain Vault 88 items are not removable. You can also remove all the Metal Structures too in order to reclaim a shit ton of metal and free up a shit ton of space. The main area is huge simply going up 5 or 6 levels and you'd not ever fill it regardless of what you do. You can section off the 3 tunnel dead ends with a door and put planters down to grow in that area because there's not much else you can do once you remove all the excess railroad items. Again, be careful removing the railroad flooring, especially near the connecting areas, as they lead to white light. If you don't know what white light is, you will find out when you delete the wrong thing. Make sure to first grab it and if you see the white light, every sink it downward or let it go. I've spent weeks just in vault 88 building and I'm here to say have yet to scratch the surface of it's true potential. Vault 88 RULES....
42. Download Scrap Everything, Place Everywhere and BYOP. Scrap all structure including around the hole. Then enjoy a nice area for your personal home with a pool
mechanic's lair is the best place to build a player base imo; it doesn't get raided, and it has so many space that you can build decoration for your unique weapons and power armors. and it is really easy to crave out some nice room for yourself with some concrete building parts. in anyway definingly top 3 base for me
My top 5 settlements in Survival/Permadeath-Mode were: 1. Home Plate, I just stored all my stuff in there and used the workshops in Dimond City itself. Its central its safe and you can use the shops Thus I dind had much charisma in my build I never could make a supply-line 2.Oberland Station, central, near to Dimond City (hated hangmans Alley, never trusted that the vertibird would land there...^^"), save no risks or strange encounters. 3.County Crossing, also very central and good to reach from bunker hill, good for a safespot befor going further east. also relativly safe. Used it also for getting some quality sleep when visiting the railroad. 4.Taffington Boathouse, It was one of my best settlements in my first survival playthrough, send lots of settlers there and built a lot there, also used the house itself a lot for everything. nice little home^^ 5.Starlight-Drive-Inn, huge Place, build my home inside the screen-rooms. Best you dont claim it till you get the quest from the Railroad, becuase its an easy Settlement to get. I also build my Robo-station there and the thingy to get to the institute.
For Jamaica Plains, you only need to kill the ghouls on the 2nd floor of the Town Hall. There is 3 of them guarding a corpse with a full set of lvl'd combat armor sans helmet. Kill them and , even with every other ghoul alive, you can claim the settlement. This is bc each settlement where you have to clear enemies marks a small number of them as "Primary targets." Similar to how Knight Rhys' Cleansing the Commonwealth radiant quests go by picking a location and then marking an enemy as the "boss" or "primary target"
The main problem I had with covenant was that the game kept glitching and I couldn’t have settlers there because the doors to the houses and shops kept re-locking themselves so my settlers couldn’t get in without me having to unlock them in which when I left they’d lock all over again
I agree with this video. I have mods for all the crap settlements. Once you get to the fun to build on settlements I do it myself. While my order might be a bit different I play on survival mostly. As others have noted location counts for a lot on survival mode.
I installed 2 mods for building so I can have some fun and mess around with building without any issues. 1 mod has infinite resources accessible from chemistry stations and the other removes the cap for amount of things you can place. I've turned Greentop Nursery into a raised marketplace with a bar😂
I have to disagree about home plate, whilst hangman’s alley is good to get early on having somewhere that’s customisable to your liking where you don’t have to worry about things going missing is a huge huge advantage and ends up paying for itself. Once you’ve set up base there you can begin funneling resources to hangman’s alley and set up supply chains. Plus all you have to do is a couple of quests for danse to get access to vertibird drops so if you’re on survival all you have to do is get picked up or dropped off at fens street sewer and then it’s a 10 second walk. And for people saying no water pump in diamond city, if you have the vault dlc you can build water fountains where you can drink and fill bottles from. Using them you can also do it at two to three times the speed of a water pump.
The worst settlement possible, for me, is *the Mechanist's Lair...* if you can EVEN call it a "settlement". No food or water allowed and confined inside a small (even if tall) room. And unlike Vault 88 and your room in Diamond City, you have to use the fast travel to get in and out, because it would take forever, by walking. If you think that *Hangman Alley* deserve to be one of the top "worst", then consider that is basically the same as *the Mechanist's Lair,* with the little difference that is has food, water, many "loading free" accesses and SUNLIGHT. (you can also reach the roofs easily and get in and out from the Super Mutants building nearby). And it's next to Diamond City, defended by the guards, instead of in the middle of nothing.
It's a player home, that you can use to build a supply hub to a lot of your other settlements. I usually have Red Rocket supplying my settlements north of the river, with hoverbots or Robobrains. ML supplies Red Rocket, Longfellows, and anything south of the river with SENTRY BOTS OF DOOM! Red Rocket is where I make my home until I complete Automatron, then send my companions and gear to ML via Vertibird transport.
Common practice for mechanists lair is to make one robot for each settlement you do anything with, set them as a supply line to that settlement. The lair becomes a supply hub with no concern for happiness, and that won't send you on any radiant quests.
My sanctuary has a sprawling 4 story above ground vault. It's very nice interior wise..but it's an eyesore from red rocket truck stop. It does at least look relatively realistic, like a smaller makhra fishpacking
In Survival, Murkwater is the best. You want an HQ in by far the highest level content area in non-DLCs. It also has water for purifiers to get that steady supply of water. Hangman is great for early-mid levels, but becomes pointless late game when nothing in those areas can really harm you. Great just as a junk dump if anything with local leader perk.
If you are using any settlement building mods (like ss2), you can only build at 2 of 3 of Sanctuary, Red Rocket, and Abernathy. Doing 3 of 3 results in the triangle of death
I end up sectioning most giant settlements off with a wall to limit the area I have to work with lol. It's my cannon settlers stay within my arbitraty boundaries when I leave. If they were smart they would anyway because that's where the turrets are. It does drive me a little crazy though how I'll have a lovely wall built, defense posts, several turrets, and my settlers in armor and I still "fail" to defend them most of the time. I don't like travelling to them when I get the notification because it doesnt make sense that I would get some kind of heads up and then hours of leeway to travel there to help shoot off the baddies.
Not only does Nordhagen have a great view, it's pretty easy to defend, has plenty of build potential, and is just far enough from the airport that I don't have to hear LP stomping around. 8/10 would recommend.
2:24 try not to make a grand unified stash. Treat each settlement like loot piles you’ll be able to build much easier and level up way faster. Provisioners are only worth it if you want npc in the wastelands. You still need to go to each settlement individually for caps and purified water. Trade water for junk, or weapons to scrap.
Sanctuary was my main base even after I retook the Castle. I built a laboratory full of Institute loot for Curie, a bank full of gold bars for Macready, a power armor museum for Danse, a well-stocked armory for Preston, a milk vending machine for Strong, and lots of drink stands for Cait
Sanctuary red rocket, Starlight Drive In, and the couple local farms really are a home run of a starting location mix. All the food you could need from farm, massive build size to factories or storage at the drive in, a VIP lounge at Red Rocket, and a main base at sanctuary.
Hangman's Alley is one of the best settlements in survival. It's pretty central on the map (you gotta plan your routes in Survival). It's Close to Diamond City to shop for resources. It's close to the CIT ruins (the singular exit point for the Institute transporter) and it can easily be built in layers on top of each other (with the Wasteland Workshop DLC, I believe).
That was my power armor base of operation
I built 3 floors for this settlement. First is mostly turrets, robots tending to plants, guarding Sentrybots, and shopping stores. Second floor is beds. The last one on top is 3 pieces of artillery. Instant heavy fire support with good coverage.
Oberland station too, not sure if it still works, but you can glitch a weapon workbench into the bottom room of the tower, and by interacting with a bench, you can glitch into there, making it a pretty good option
It's one of the worst settlements outside of survival.
It’s also a nice place to put down an artillery if you have any plans on using them
1# Vault 111's Cryopod: PROS: Air conditioning, cozy, automatic doors , lovely view of your dead spouse.
This can all be yours for only: liberation of anchorage alaska
Cons: limited build space
It sucks you can't make West Everettes Estates an extension of Taffington Boathouse, being able to build a bridge to connect the two would make it an awesome settlement
Or a ferry.
Bro, I was so upset when I saw what was basically a mini Sanctuary Hills across from one of the most mid settlements. Mid for me at least
Felt like I got the bargain brand steak when I could have had sirloin lol
im pretty sure one of the mods i have allows that or at least makes it pretty dam close to both being joined but with over 60 plus settlement mods that expand and add new ones i have no idea which one allows them to be considered one settlement
Jamaica Plain wayyyyyyyyyyyy too high imo. Outside of vanilla Coastal Cottage and Murkwater, every other base game settlement is far easier to build at and manage. It's also the game's biggest missed opportunity, as it should be a town the size of Sanctuary -- complete with diner, church and town hall. Instead, here's one ruined building and a one-third of a street.
Also seems to have a really low build limit if you toss together a 2-storey structure in the parking lot.
Jamaica plain is in a really good position on the map, especially for survival
Not to mention, without mods it is one of the worst areas in the game for performance.
Wait, it's that small? I guess the mod I am using expanded the area a lot then.
I agree about the missed opportunity. However, most seem upset with the difficulty of build there. If everything in the game was easy, this would be a game for 6 year old kids. I build for 20 settlers, but not a highly decorated palace. The biggest problem I have there is I cannot give all settlers beds. Some have to sleep nuts to butts in bedrolls.
Croup Manor: If you place a floor tile in the corner of the lower roof, you can from there build to perfect dimensions all the way up, incorporating the building, including the taller floor above, in to the ground floors of a massive tower. Use warehouse or barn walls, to get the height right. No rug or pillar glitches required.
Thanks!
I love turning home plate into an indoor shooting range with a working timer that stops at 10 targets hit
If I’m going deep into roleplay, I put in a few bunkbeds and a minuteman flag on the wall and call it a Minuteman barracks/recruitment center.
@@daydreemurr8227 This is a very good idea. Good enough to post, with obvious audio and video credit to you for the idea.
@@FuriousMaximum I mean, sure, if you want to. First time someone used a comment of mine for a video.
@@daydreemurr8227 So I went and did it. I made sure to give you the credit.
Your placement of Hangman's Alley has angered *_many_* Survival Mode players 😅.
_Even without that I find the Alley my favourite as I always do my best to turn it into a Blackmarket Street Vendor Centre in my playthrough._
I use Oberland station for my market to rival Diamond city. Hangman's ally is redundant with Diamond city right outside.
Murkwater Construction inexplicably turned out to be one of my favourite builds. Atom Cats inspired garage surrounding the workbench, stilted apartments for the settlers, a fish market overrun with cats, an open air market and bar where I went nuts with neon and x-mas lights giving it kind of a bayou nightlife vibe. Razorgrain crops blend in nicely with the swamp grass. I wouldn't live there IRL but it looks cool and my settlers are happy. Probably because of all the cats.
I'm less concerned with build height than with maximum size. It's maddening doing all the work of building a structure only to find you've run out of space to decorate.
To remove the build limit drop guns on the ground then use the workshop/build mode to store them in the workshop, repeat that till the limit is empty and then take your guns back. You can only successfully do that 2-3 times before frame rates drop.
@@MaryMDoyle will give that a try next time, thanks for the tip
@@ZombieMurdoc You're welcome.
@@ZombieMurdocseriously it will change the way you build. It really opens the game up
I play on survival exclusively. All my routes are planned, and I think of the map in 6 areas, each with a major settlement with traders and the like. Sanctuary is great for building, but I rarely go there, I make it into a major farm to set up vegetable starch farming and forget it exists the majority of the time. My main ones are starlight drive-in, the slog, county crossing, hangmans alley, the castle, and one in the southwest for the glowing sea. If I had to pick one, it would honestly be county crossing. It's close to Bunker Hill for supplies and a good jumping off spot for exploring, and it's pretty safe once you send the robot to the satellite array from the disposal ground from near sanctuary. If you follow it, it should agro everything and make any fights easier to clear the way. Hangmans alley takes a close second. The castle is fun to build at and is awesome overall, but it's an absolute pain to get there. There's always something around the corners of every building on the way there.
32:12
... I understand not everybody knows the difference between a lobster and a hermit crab... but there literally is a giant RED NAME over his head ^^;
I felt that, I was screaming that they are different, hermit crabs aren't a fake creature made by fallout qwq
The only nice thing about coastal cottage is the proximity to the fish packing plant…but again, you could just fast travel to the plant instead of the cottage. Context: really, REALLY, nice source of aluminum.
Gonna use this to send Marcy long to the worst one
Preston is at home in the construction site.... mutants, crabs, raiders gunners oh my.
Buy the mechanist lair expansion, send her and Preston to the lair then delete the DLC to permanently get rid of both
@@scott8448no way because the game will be potentially unbeatable
@@scott8448 but then your cutting yourself out of a really good dlc
🤣🤣🤣
Thank you for not drooling over Hangman's. Location is the ONLY thing it has going for it.
It's only good if you're playing on Survival. Other than that, it sucks.
I like the challenge of it, and any scrap mod solves it's biggest problem.
I like it because it makes a great outdoor player home. But as an actual settlement, yes I agree it's a terrible choice.
Unfortunately location is everything and even runs I intend not to use Hangmans, I use Hangmans anyway.
Rear carpark thing after you delete the back wall is flat and defendable with it easily being able to have mortars if your thinking of messing up diamond city. Stop using the parts in between the shacks already there and it’s a good settlement that is in the ideal location to either rain down hell on Boston or as a simple storage place close to everything
At oberland I built a settlement with a bar shops and trader stop next to the tracks, traders and provisioners walk the tracks like it's a road anyway. I had two provisioners and a crew of minute men go buy just the other day. Named the bar "not so soberland station "
One thing I love about the Mechanist's Lair is the potential for it to be a hub for all your supply lines if you want to use robots for that and have them base at the lair. They don't need food, water, defenses, anything. Yeah, it is kind of a boring way to do it but it keeps all your provisioners in one spot effectively, attacks are generally rare and it is always good as a hub spot for that since making it into a proper settlement can be a bit of a pain.
Also no rad storms there, fast travel if your difficulty allows it. the top sections are easily floored and walled to make very cosy rooms too. As a main home it rocks!
I have never found a valid excuse to build there. Maybe the next time I clear it out I will look a little closer.
let's be honest Red Rocket down from sanctuary is pretty much everyone's home.
I preferred fixing up the SS' old home and keeping it as my home. Even added the fast travel rug right at the front door like you would a real one, and turned the small garage into a crafting station area, complete with my personal suit of PA instead of the car.
Nope. That's in the middle of nowhere - i always go with the castle instead
I’ve got my house set up in the castle.
With Shawzzy's red rocket guide it's an amazing community
In my first playthrough it was my home but in my second playthrough, my home is just one room in The Castle. In my second playthrough red rocket is just an abounded tato farm. (There is people there but they don’t have enough food or water and they spend all day harvesting tatos for me to steal and sell.
Hangmans Alley is a fantastic settlement, especially with Spring Cleaning letting you remove the 1st floor shacks. It has enough dirt even without Spring Cleaning to provide 200+ water and 30+ food, more than enough, you can build 4 stories if you are clever, very close to DC, you can jump out of it onto the roofs of Boston, etc.
I like to keep Abernathy farm independent for a while, Lucy buys melons for 5 caps. Good easy money at the start of a playthrough. As far as Hangmans Alley and Home Plate go, I steal the key to Kelloggs house for a free place to sleep.
Croup manor used to have just enough space for a large water purifier along the cliffside... they took that away.
After years I have finally made a player home that is worth a shit at coastal cottage. Trying to make a settlement is a nightmare
I usually take over the cabbot house after they’re dead. It’s a nice house and settlers can’t steal your weapons you store there. Put power armour in mechanist lair so they can’t get to that either so can simply leave fusion cells in them for easy access
I use oberland station as my personal home, because of location, next to diamond city and starlight drive taffington boat house is great because it has bunker hill, starlight drive. Short walk to the river offers a great cityscape view
Ironically, while I don't disagree with the settlement placements on the list, I laugh at the reasons they were placed so low (the non-creation club stuff at least). I've spent so much time and effort on settlements, I've actually learned to work around the weaknesses of the lower settlements. Hell, Croup Manor and Coastal Cottage heavily increased my understanding and versatility of the settlement system. I wouldn't be able to build Starlight Drive-In as elaborately as I do if not for spending hours building Coastal Cottage to a thriving 20 person settlement with houses, food, waters and defenses without mods.
There's mods that will allow you to scrap everything including existing buildings or repair broken walls on existing buildings. I find it's better & more satisfying than having to work with the frustrating vanilla system.
Why no mods though? You can't BOTH love building, and not play with a scrap mod. How can you stand piles of garbage everywhere, in your settlements?
@@bhart3321The commenter: I've learned how to build without mods
You: ThErE aRe MoDs ThAt ArR bEtTeR
Like dude, let people have fun and enjoy working with the vanilla game's intentional (and unintentional) mechanics. No need to shout about how mods are superior all the time, we get it.
@@Tijuanabill You do remember it was like a year or more before mods came to console, don't you? Don't get me wrong STS is one of my absolute favorite mods and one that's on almost all of my mods lists, but I still had a long, LONG time to learn the settlement system without mods.
@@MandalorianRevan I'm not saying you can't fall in love with building, without mods. That's true of most of us. I'm saying you can't BOTH love building, and resist the urge to delete trash piles.
If we are all being honest, the real issue here is not flagging trash piles for scrapping, is among the worst decisions Bethesda ever made, in the history of their company. It's not hugely impactful, but it's just fantastically stupid, and the chance that the decision was made by someone really smart, is slim.
I always make taffington a brotherhood outpost, if any ghoul settlers show up I send them to the slog. Don’t ask me how to get all the uniforms and bomber jackets though…
Hmm. I always assign Taffington to Minutemen and, Covenant to Brotherhood, as shown in my build videos.
@@FuriousMaximum to each their own. I like covenant as a trading post, all maxed stores and free lemonade each visit for doughnuts. Taffington could be used the same, if you build a platform over the water and. Build a mall beside the main building. I just rather have guys in power armor, BOS uniforms and armor, and give them all Gatling lasers and automatic laser rifles. If you put up enclave turrets, it makes for quite the light show 😁
@@IamHomelander I mean, my Covenant has "Covenant Commissary" and "Covenant Cooking Corner" and Taffington has "Taffington Thrift Shop" and a diner I forgot to name. They're both good settlements.
And your tons of T60 Power Armors... I see :D
@@Vixen1525 I think my settlement inventory of BoS T-60s (including guards) are: Covenant 2, Airport 3, Spectacle 5, Zimonja 2
Every settlement has it’s pros and cons. It’s how they’re utilized and developed that counts.
But they need to be a decent size, if you want it fully populated. Hangman’s Alley can never properly accommodate 20 settlers. It’s to small. So, it’s a pit stop for the player.
Personally I think Starlight Drive-In has the biggest potential.
Edit. If you’re worried about turrets, build scaffolding for multiple story platforms for turrets. I usually bother with two story height, so basically three turrets (gates/unwalled sections of the perimeter) or two turrets protected by walls.
You can get more than 20 settlers in Hangman's Alley, but you shouldn't. Settlers don't do multi level settlements well and end up clustered into a corner. It's still my favourite and always my player home.
For Hangman's, there's actually a fire escape you can Jimmy a few turrets onto
Kinda nice and they're mostly out of the way there
Playing the game for the first time, can confirm my starlight base in awesome
@@somebloke3869 Hangman's Alley is the only settlement I do not build to accommodate 20 settlers. I can do it, but I don't like the settlement if I do.
@@edmartin875 yeah, it gets crowded quickly and the settlers get stuck. Normally I'll just have a few companions farming, with Sheffield on the artillery.
I usually get Home Plate when I do a Survival play throughs for storage and for the Water fountain for a Purified Water source
So many places have so much potential but the vanilla game just don't allow you to make smth out of it. There is still a mod in which allows you to build a lot of vanilla structures which I love. Now I got a lot more options to build and close gaps between building that can't be destroyed
I was today years old when I realized the lights snap into the ceilings in vault 88 😮
looks like its from that mod Sam describes later, or some other mod. I've tried **so much** to place those specific lights on many Vault ceiling pieces but it just wouldn't work, they'd always hover above it and it irked me. Vault 88 was what ultimately made me download the building mods that let you toggle snapping on and off.
It's from a mod: Vault 88 Essentials
I’m simple.
I see Dogmeat, I click
Same
With some creation club item (the red white checkered upper floors with a roof underneath, the pillar glitch and a bit of self centered sadism it's possible to create awesome buildings in every corner of the Commonwealth. I even build a giant Cat Robot at Boston Airport.
I'd love to see that
Don't know too many people who underrate Abernathy Farm. In fact, many rate as the best settlement in the vanilla game because of its build height.
That settlement always glitchy
It's also my defacto Northern minuteman ammo depot and artillery command
Every non-MM game I do I refuse to do their quest. Lucy gives 5 caps a melon but stops once they become a settlement. Even on MM runs I hold off on theirs as long as possible
@@toakongu1 even in the early game, it's not much of a money-maker. Far better to take a settlement with no starter NPCs and load it up with water pumps (Red Rocket is a perfect initial location, and then I use other settlements that are a pain to build up like Coastal Cottage and Murkwater Construction Site) and come by every few days and collect purified water to sell to the different merchants. It's best to use settlements that don't already come with settlers because there will be no attacks on uninhabited settlements. I tend to have my "999 water" settlements double as my personal residences. Just a lot less hassle all around.
@@geraldlamb9587 totally agree it's not a long term strategy if you're just relying on the ones they have. But if you set up a proper melon farm it could be done.
Ideally you'd want 1 settler working a crop of tatos and the rest farming melons to maximize profits. Settlers are programmed to consume tatos before any other food item in a settlement, so that prevents them eating the melons. All the farmable produce, minus mutfruit, have to be planted in batches of 12 for max of 6 food units per settler. So 12 settlers, 1 on tatos to provide separate food source for them and the other 11 on melons for the empire. 11 workers x 12 melons = roughly 130 melons produced each cycle. Assuming you pass the speech check to get 5 caps per melon, that's 5 caps x 130 melons = 580 caps. Thats more caps than most actual merchants have at any point.
In all seriousness it's not a viable strategy, but it would be damn funny to see somebody pull it off and fund the Minutemen through melon sales alone.
This was by far the best expansive build video to Fallout 4. Thank you very much.
This is a straight up piece of artwork! emphasis on "work." Unbelievably great review and so much info I didn't even realize! Kudos to you, buddy.
Excellent video. I love the settlement building part of FO4. I wish the latest update had added improved default settlement scrapping or a creation club scrapping option. I started with a base game scrapping mod but found it affected floor collision in some settlements. The Castle is the worst where rugs can not even be placed. The Boathouse and Sommerville Place allow rugs to be placed and then furniture will be able to be placed.
I disabled the mod and now all the floors have proper collision, but now all of the scrapped junk has returned. Thankfully that did not mess up the game. Also my flat roof installed at the Boathouse remains after the scrapped roof returned. I'm gonna try some other scrapping mods after I download Far Harbor and Nuka World.
In Easy City Downs, by the main building, there is a interior location shed (not the one w/ destroyed robots). In that shed is a workbench, and you can make it a decent player home. You do have to clear raiders, so it's kinda inconvenient, but it's near Boston location might make up for it.
I installed plots and was able to grow in the Mechanist Lair. I also installed plots when building in Hangman's ally to expand the growing area.
The hangmans alley slander here is something i can not abide.
Hangman's Alley is basically the best and the most logical one. It has very narrow and only two entrance points - making them easily defendable. It is surrounded by houses which make a natural wall of defense AND can be used as housing. Also, it serves as a nice entry-way to Diamond city, which would make it a perfect (cheaper) stop for many roaming vendors/travelers/mercenaries.
What a fantastic informative video. Thank you very much.
Your ladder trick, I used about a month ago. I use the ladder built into a floor space square.
I love building in F4. The Starlight settlement is being built now. I will be releasing a video once I have built the North West Minutemen HQ.
The thing I hate about covenant is the fact that you can’t scrap any of the beds like I’m trying to make a base but most of the space is taken up the god damn bunk beds
The beds (and smoldering turrets) can be scrapped, do a search.
It would be nice then if you tell us how to scrap them... @@torencalduris3114
A whole 1 hour video on settlements! My favorite!
In the nuka world red rocket settlement, you can build robots to farm, as far as i know, they dont affect raider happiness! (did have a few issues with the raiders attacking the robots, but since they dont die, they just return to work when they wake up).
I like how number 7, Sanctuary Hills, is so Symbolic.
The Name, Number and the Circular Stone ground features. Very subtle but nice.
A lot has to do with what you like. I love trying to rebuild the settlements. The Castle is fun. Fixing the walls is always fun. I keep the center open with the crops on the walls. I put the artillery back in the corners. The halls in the walls I turn into small rooms, bathrooms and showers, and stores. The large room with the sinks I run into a cafeteria style dining area. I keep the captains chambers as mine. The end one is a barracks. The room on the far end is for power. The armory becomes the weapon shop for Ronnie and the room behind her then houses all the workstations and storage. I put turrets above the radio station. I put extra turrets on the wall above the two ways to approach the Castle.
I run a lot visual mods including a lot for settlement building so I can repair a lot of the typical houses in Fallout 4. It is like putting together a puzzle. You can not do much with ones like Sanctuary as the build is one asset, the foundation is another, and a roof is another and it is a pain to fix them. There are mods out there to fix the homes. I did find one that still has them rusted a bit but all the holes are patched as well as the roof. I do not like the look of the roof or the flooring.
I do not like the ones I have to either start from scratch or what is there is just shacks or ruins. Sadly even with the mods I have to pretty much rebuild some because you can not snap anything to what is there... or even place things on them. This makes them MUCH harder to rebuild. I still try though.
Covenant is a tough one because it is so small and if you put a beacon down there will soon be too many people to fit everybody. I put the power and water behind the building and run the power lines underground by putting a conduit on the edge of the foundation and glitching the wire to it so it is hidden. I then replace the turrets with the same type of wall mount and turret. One of the mods allows the larger beds to sleep 2 and the bunk beds to work (but you have to replace them with a mod one that looks the same), but that is not enough so I put a sleeping bag under every bed and a set of bunk beds in the little jail room. That leaves no bathrooms so I put outhouses outside the walls. The mod lets me place mats for guards to be assigned to so I can have guards outside the wall.
Jamaica Plains is a fun one to rebuild as it is two types of building combined, wood and brick and I have mods that let me fix both. The tiffany Boat house and the one with the light house need to be completely replaced so I do it one section at a time to make sure it is identical. The lighthouse really bugs me because it is the roof. I can delete the damaged roof, but I can not get the new roof to place on it. I could install a place anywhere mod, but it does not work because of conflicts with some other mods I have.
The Lumbermill in Far Harbor is a fun one to rebuild. It is a big place though and oddly shaped so it can be a pain to fix without just replacing whole sections. Plus some parts can not be deleted and get in the way.
I wish I could do mods as I want to see a whole bunch of stuff, like children, mothers carrying babies in front packs while working, grandparents sitting in rocking chairs or playing checkers on the front porch... Maybe properly done seasons and the happiness be effected by homes with heating, kitchens, bathrooms... Maybe get one of the train lines working. That would be so cool to have a train slowly ride around the city.
I love Sanctuary Hill and Spectacle Island so much that i spend most of the time building those two into the best place in Commonwealth that make Diamond "City" look like a little green slump.
heavent played fallout 4 in ages, but the noir penthouse really got that cyberpunk/art deco feeling i really love.
its a nice home for solo relaxation, or to bring your loved one to impress them.
I fixed the hole at costal cottage by using the group placement glitch to put a round metal shack into it, and from there it became a little bunker/ strong room 😁😃😃
I'd actually rank the Vault 88 settlement at the very bottom due to how buggy the entire thing is during my playthrough.
On covenant, Swanson in my case curiously remained alive and continues to hang around without being agro.
Loved this breakdown! I'm planning a Fallout TTRPG and this was a great way to kind of take the game's settlements into consideration that I think my players will enjoy. Somewhat related, I really wish Bethesda would have made Quincy a settlement option when clearing out the Gunners. Especially with the Creation Club addition of how you acquire the Minutemen and Gunner paint jobs for Power Armor. I know there's mods that add this, but just feel like Bethesda missed a huge opportunity there.
I just built a tall 1 story building above Coastal. I got the idea from doing the same at Murkwater and Somerville.
I like making it in to Sheffield's Salvage, a huge junkyard. Placing all the junk was a unique challenge and it was fun finding all the weird stuff in the menus, since I use mods.
Glad Greygarden got a top 10 spot, one of my favorite spots for sure. It has an issue where the water drops back to 3 after its first attack, but it's not too big an issue to enjoy building and living there.
Most of the lower tier settlements are good artilerry spots.Low tiers are generally dangerous on your list but it helps kill the danger with high precision artilerry.
This video makes me think that they should make a fallout version of the sims.
I mean Fallout shelter has aspects of that but yeah an actual fallout Sims would be cool!
I do like Murkwater, it's nice having a large settlement down there and I like making a boardwalk style settlement there. I also like bringing the higher level monsters around the area for the settlers to fight.
Somerville gets some extra points for all the times I barely made it back there with angry deathclaws chasing me
When I got the latest CC update, my Noir Penthouse had lots of panels missing.
So they did add the CC settlements/homes to next gen update? Sam must have rolled it back & that's why he had to pay for them.
@@bhart3321 The update includes zero player homes from CC. I think he is saying the update broke his already purchased player home.
Covenant is also a great place to stock up on supplies without putting yourself at any undo risk in survival. From the Mystic Pines you can either walk around or swim across the river to reach the settlement and, if you're so inclined, obtain the Destroyer's Helmet and Justice combat shotgun. Otherwise its a great trading post for ammo early on
Starlight Drive-In, Spectacle Island, Nordhagen Beach, Longfellow's Cabin. These are the perfect spaces. (Non- Survival)
I didn't even know about the Charlestown home base and I've been playing this game for like 6 years
I built a huge settlement in Hangman's Ally using Vault Tech Workshop Stuff, it worked out great. I think I got 4 levels if not 5, I forget now as it was months ago. The Vault Tech Workshop DLC is wonderful for the added building items alone.
You know, I really don't think I'd mind a series of settlement builds, in fact, it sounds amazing given what we saw from the vault!
man every Fallout youtuber made this exact same video way back when fallout 4 came out
A actually love Hangman's Alley. And preupdate I always ran a mode that raised the build height and increased the road around the settlement
Croup manor is one of my favorite settlements in my current playthrough its my main base you can easily restore it with the floor mat/ pillar glitch and build a nice market around the statue in the middle
I actually love croup manor, you can repair it pretty damn well, and if you use it more like a player home than a settlement, you can make it pretty cozy. The walls can be a pain in the ass to "repair", but I love it, the patchwork look after you're done, and if you did it good, feels really in the fallout theme. You can even build turrets on the roof, and because brotherhood vertibird patrols come close, you can have a free AA platform that looks sick as fuck while taking out the vertibirds.
To be fair, I am also very slanted towards all of the singular dilapidated home settlements, I love the challenge of trying to repair
1:02:00 you can place down guns and scrap them and it makes the build limit go down
I love grey garden . I always use the highway pillars to make a huge spiral staircase from the ground to first level up
I don't know what it was that attracted me to it but my last play through i resided a lot between wondering the commonwealth at oberland station, perfect for me at the time but this was only because i had not explored the map fully, i used as a trading post being as pretty central, great place that can defend itself with proper defences without much if any help from yourself, as every time it was attacked, by the time i arrived all enemies were dealt with, especially with the high chainlink fence around the settlement, obviously there are better settlements but when you don't use fast travel it's nice to find a safe place to trade, rest up & dump supplies.
I love Jamaica plain. I play on survival. After living at hangman’s alley for 30 days I moved to JP and have had fun building in the empty lot
To fix some of the less desirable sites, I just modded several settlement locations to make them MUCH better.
Wait, Vault 88 snaps lightning? I thought for sure that doesn't happen. It's one of the reasons I just grabbed a Bright Light mod and just used the basic light because it was the most affected to said mod and I simply got tired of fixing dark spots.
Murkwater is the best settlement. Nothing can change my mind.
Best settlement or your own personal best build? I have a lot of love for what I build there, but not much for what is there when I arrived.
I like using tree mods, double down on that area being a swamp and, use it as my Mercer safehouse hideaway.
I'm thinking of making an Evil Dead cabin there
Nice Back to the Future reference at 44:57!
I've recently started using Scrap Everything and I'm here to say, it's a game changer. Be very careful because you can scrap things like Cave Floors which will cause a crash and force you to your last save; so save often using it. I've gotten used to it and learned not to scrap certain things as Cave Floors and Pillars. It also allows you to move things, such as huge rocks and various items, to patch holes or simply open up certain things that normally you won't have access to such as the few closed off houses you mentioned. Simply remove a door and you're in... I also use Place Anywhere as these two mods really change the game. In short, remember to grab the item first, via place anywhere, then if you don't see a white light, then it's ok to move or scrap. If you see a white light, and scrap that piece, just know death is imminent LOL... Enjoy....
Scrap Anything and Place Anywhere are required to turn Vault 88 into a Mega Gem, just be very carful as to not remove cave floors. Here you can remove all the stuff in the Train Tunnels to include the added railroad tracks. You can also remove certain walls that allow access to other parts of the underground but, again, be carful because it's easy to remove game limit walls too which expose the dreaded White Light of Death... Remember to grab and item, cave wall or rock or machinery, and make sure you can first move it, then scrap it while it's in your grasp. This is the safest way to scrap without removing game limitations and whatnot. Also you can easily link the entire area, as you wanted to in this video, via the Vault Tech Workshop items and have it all match. If you do it right you can get double tunnels in the train tunnels to link the different areas. I start at the very beginning and attach the Atrium Door to the original door. Even with Remove Everything certain Vault 88 items are not removable. You can also remove all the Metal Structures too in order to reclaim a shit ton of metal and free up a shit ton of space. The main area is huge simply going up 5 or 6 levels and you'd not ever fill it regardless of what you do. You can section off the 3 tunnel dead ends with a door and put planters down to grow in that area because there's not much else you can do once you remove all the excess railroad items. Again, be careful removing the railroad flooring, especially near the connecting areas, as they lead to white light. If you don't know what white light is, you will find out when you delete the wrong thing. Make sure to first grab it and if you see the white light, every sink it downward or let it go. I've spent weeks just in vault 88 building and I'm here to say have yet to scratch the surface of it's true potential. Vault 88 RULES....
42. Download Scrap Everything, Place Everywhere and BYOP. Scrap all structure including around the hole. Then enjoy a nice area for your personal home with a pool
Also, I LOVE red rocket, but I only wish it was in a more central location.
It always feels so silly having sanctuary and Abernathy farm so close.
mechanic's lair is the best place to build a player base imo; it doesn't get raided, and it has so many space that you can build decoration for your unique weapons and power armors. and it is really easy to crave out some nice room for yourself with some concrete building parts. in anyway definingly top 3 base for me
My top 5 settlements in Survival/Permadeath-Mode were:
1. Home Plate, I just stored all my stuff in there and used the workshops in Dimond City itself.
Its central its safe and you can use the shops
Thus I dind had much charisma in my build I never could make a supply-line
2.Oberland Station, central, near to Dimond City (hated hangmans Alley, never trusted that the vertibird would land there...^^"), save no risks or strange encounters.
3.County Crossing, also very central and good to reach from bunker hill, good for a safespot befor going further east. also relativly safe. Used it also for getting some quality sleep when visiting the railroad.
4.Taffington Boathouse, It was one of my best settlements in my first survival playthrough, send lots of settlers there and built a lot there, also used the house itself a lot for everything. nice little home^^
5.Starlight-Drive-Inn, huge Place, build my home inside the screen-rooms. Best you dont claim it till you get the quest from the Railroad, becuase its an easy Settlement to get. I also build my Robo-station there and the thingy to get to the institute.
You don't have to land a vertibird in Hangman's Alley. There is plenty of room west of there.
For Jamaica Plains, you only need to kill the ghouls on the 2nd floor of the Town Hall. There is 3 of them guarding a corpse with a full set of lvl'd combat armor sans helmet. Kill them and , even with every other ghoul alive, you can claim the settlement.
This is bc each settlement where you have to clear enemies marks a small number of them as "Primary targets." Similar to how Knight Rhys' Cleansing the Commonwealth radiant quests go by picking a location and then marking an enemy as the "boss" or "primary target"
The main problem I had with covenant was that the game kept glitching and I couldn’t have settlers there because the doors to the houses and shops kept re-locking themselves so my settlers couldn’t get in without me having to unlock them in which when I left they’d lock all over again
Remove the doors then rug glitch new ones in.
I agree with this video. I have mods for all the crap settlements. Once you get to the fun to build on settlements I do it myself. While my order might be a bit different I play on survival mostly. As others have noted location counts for a lot on survival mode.
I installed 2 mods for building so I can have some fun and mess around with building without any issues. 1 mod has infinite resources accessible from chemistry stations and the other removes the cap for amount of things you can place. I've turned Greentop Nursery into a raised marketplace with a bar😂
I have to disagree about home plate, whilst hangman’s alley is good to get early on having somewhere that’s customisable to your liking where you don’t have to worry about things going missing is a huge huge advantage and ends up paying for itself. Once you’ve set up base there you can begin funneling resources to hangman’s alley and set up supply chains. Plus all you have to do is a couple of quests for danse to get access to vertibird drops so if you’re on survival all you have to do is get picked up or dropped off at fens street sewer and then it’s a 10 second walk.
And for people saying no water pump in diamond city, if you have the vault dlc you can build water fountains where you can drink and fill bottles from. Using them you can also do it at two to three times the speed of a water pump.
The worst settlement possible, for me, is *the Mechanist's Lair...* if you can EVEN call it a "settlement".
No food or water allowed and confined inside a small (even if tall) room.
And unlike Vault 88 and your room in Diamond City, you have to use the fast travel to get in and out, because it would take forever, by walking.
If you think that *Hangman Alley* deserve to be one of the top "worst", then consider that is basically the same as *the Mechanist's Lair,* with the little difference that is has food, water, many "loading free" accesses and SUNLIGHT. (you can also reach the roofs easily and get in and out from the Super Mutants building nearby).
And it's next to Diamond City, defended by the guards, instead of in the middle of nothing.
It's a player home, that you can use to build a supply hub to a lot of your other settlements.
I usually have Red Rocket supplying my settlements north of the river, with hoverbots or Robobrains. ML supplies Red Rocket, Longfellows, and anything south of the river with SENTRY BOTS OF DOOM!
Red Rocket is where I make my home until I complete Automatron, then send my companions and gear to ML via Vertibird transport.
Common practice for mechanists lair is to make one robot for each settlement you do anything with, set them as a supply line to that settlement. The lair becomes a supply hub with no concern for happiness, and that won't send you on any radiant quests.
I don't build a settlement at the Mechanist's Lair. That one is more trouble than it's worth, even for me.
Great vídeo.. just wish i didn't catch that many spoilers.. anyway, thanks, great coverage
Coastal Cottage is one of my absolute favourites (although granted that factory IS an eyesore).
I really need to learn how to post a video tour of it.
What mod are you using to make the game look so freaking good??
My sanctuary has a sprawling 4 story above ground vault. It's very nice interior wise..but it's an eyesore from red rocket truck stop. It does at least look relatively realistic, like a smaller makhra fishpacking
Bunker Hill is full of idiots --- they have walls + turrets, yet go out to fight --- and only have one farmer by default.
In Survival, Murkwater is the best. You want an HQ in by far the highest level content area in non-DLCs. It also has water for purifiers to get that steady supply of water. Hangman is great for early-mid levels, but becomes pointless late game when nothing in those areas can really harm you. Great just as a junk dump if anything with local leader perk.
I really to make my main home in the castle just because i enjoy living in my trade hub/merchant city
Boston Airport is my power armour yard, no settlers trying to hop in as a random raider shows up.
If you are using any settlement building mods (like ss2), you can only build at 2 of 3 of Sanctuary, Red Rocket, and Abernathy. Doing 3 of 3 results in the triangle of death
I end up sectioning most giant settlements off with a wall to limit the area I have to work with lol. It's my cannon settlers stay within my arbitraty boundaries when I leave. If they were smart they would anyway because that's where the turrets are. It does drive me a little crazy though how I'll have a lovely wall built, defense posts, several turrets, and my settlers in armor and I still "fail" to defend them most of the time. I don't like travelling to them when I get the notification because it doesnt make sense that I would get some kind of heads up and then hours of leeway to travel there to help shoot off the baddies.
Thanks for the video.
Not only does Nordhagen have a great view, it's pretty easy to defend, has plenty of build potential, and is just far enough from the airport that I don't have to hear LP stomping around. 8/10 would recommend.
2:24 try not to make a grand unified stash. Treat each settlement like loot piles you’ll be able to build much easier and level up way faster. Provisioners are only worth it if you want npc in the wastelands. You still need to go to each settlement individually for caps and purified water. Trade water for junk, or weapons to scrap.
Another Settlement does not need your help....but they do want a Weapons Ranked for Fallout 4. XD