5 Locations In Fallout 4 That Should Have Been Settlements Commenter Edition

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  • Опубліковано 28 лис 2024

КОМЕНТАРІ • 265

  • @masterdarklink1
    @masterdarklink1 Рік тому +145

    The lore ideas of a settlement outside Vault 81 gives me big Vault City vibes from Fallout 2.

    • @slateGray5649
      @slateGray5649 Рік тому +15

      The idea that prospectors would trade things salvaged from the other vaults. Finding much needed parts and materials they wouldn't find elsewhere.

  • @kongilian
    @kongilian Рік тому +238

    Thicket Excavations or Dunwich Borrors. Horrible sites from a practical view, but the novelty of building a settlement inside a quarry would be awesome. Especially if the build limit was at the top to allow you to fill the hole to the brim.

    • @Theegreygaming
      @Theegreygaming  Рік тому +62

      at least at thicket, it's proven that the pumps work, so that could keep it from filling back up. but if those pumps ever died the whole settlement would slowly flood again.

    • @XSilver_WaterX
      @XSilver_WaterX Рік тому +17

      Would be hilarious and horrifying of the cosmic monster that resides there does in-game weekly attack by possessing a bunch of you settlers to become raiders, or worse ferals. Like how can you destroy an Elder God even with a plasma-modded assault rifle!?

    • @jak356
      @jak356 Рік тому +4

      There’s a mod for thicket settlement I’m using rn. It’s pretty good but it won’t let you build on the stone, so place anywhere is pretty much required.

    • @Anderson_S17
      @Anderson_S17 Рік тому +4

      We have utapau at home....
      Jk that would be rad

    • @dixiexcord8266
      @dixiexcord8266 Рік тому +2

      Thicket Excavations is a settlement, isn't it? There's a workshop there

  • @maxfieldjoyner5244
    @maxfieldjoyner5244 Рік тому +115

    I'd like to throw the Atom Cats Garage in there for a part 2. They make a lot of sense given their knowledge of PA, their constant fights with the Gunners, and relationship with Warwick. They'd be a nice addition and if recruited you could have seen Minutemen in Power Armor roaming around.

    • @flimsypopcorn638
      @flimsypopcorn638 Рік тому +8

      There is a mod to make it a settlement

    • @molassesman4066
      @molassesman4066 Рік тому +7

      ​@@flimsypopcorn638theres a mod to make anything a settlememt we are yelling at bethesda no ourselves

  • @aderodtheeternal5262
    @aderodtheeternal5262 Рік тому +8

    I wish instead of "random" settlements we could rebuild more "special" places, for example:
    - Poseidon Energy Turbine #18-F to create passive energy
    - Weston water treatment plant to create passive water.
    - A dam north of the Sunshine Tidings co-op could create passive energy/water
    - Saugus Ironworks could be used to turn salvage into proper materials and basically restart industry in Commonwealth
    - People have been drinking alcohol for thousands of years and they won't stop because of some nuclear war... place like Beantown Brewery/Gwinnett Brewery could be a gold mine
    As for the "ordinary" settlements:
    - Lynn Woods would be a good outpost, last safe place before leaving Commonwealth or first while entering from north. With that big tower, this place is begging to be set up as a outpost.
    - Nahant have good connection to mainland and wall next to Nahant Red Rocket will make good place for checkpoint, Libertalia riders can be a problem, but a few rocket turrets will solve that. I would much more prefer this place instead of Spectacle Island
    - Fort Hagen hangar and Fort Hagen satellite array these are fantastic places to make base, all of factions could benefit from this location one way or another and "solo" players will make cool secret base for themself. I don't know why Bethesda didn't give the opportunity to take over this place.

  • @geraldlamb9587
    @geraldlamb9587 Рік тому +117

    I'll tell you one location that would have made for an interesting settlement: the Nakano Residence. Access to the workshop could have been a quest reward for bringing Kasumi home (you could even have had Kasumi persuade her dad to allow workshop access, given her obvious desire for community). The terrain isn't the best, but if enough real estate were available there would still be a decent amount of building space and it could have served as a logical port of call between Far Harbor and the Commonwealth. Lots of water allows for a lot of water purifiers to be put down; and depending on how far over the ocean the settlement extended there would have been plenty of space to build residences on the coastline and over the water itself, much like the Dalton Farm. The buildings already there would probably not be scrapable, but they could be utilized as part of the settlement itself.
    (A similar argument could be made for the Nuka World Transit Center as a trading hub settlement between Nuka World and the Commonwealth, but only if the Nuka World Raiders are wiped out.)

    • @jcohasset23
      @jcohasset23 Рік тому +6

      That would be an interesting choice for a settlement there and almost certainly better than the not far off Coastal Cottage as the nearby trading store is one of the very few benefits CC has. What most players likely don't realize with the Nakano Residence is the beach northeast of the house extends for quite a long ways before the player reaches the edge of the map. There isn't really much in that area but it's a surprisingly large beach, flatter than Nordhagen Beach and with far less ground vegetation to clip into builds. I don't recall there being any mirelurks or other enemies there, and with how out of the way it is I spent awhile looking for secrets because it didn't make any sense of why such a large area has almost nothing in it.
      I think the main reason Bethesda wouldn't have it be a quest reward is because depending on the player's actions the Institute, BoS, or the citizens of Far Harbor can destroy Arcadia (resulting in Kasumi's death each time) and even with a peaceful resolution to the island the player can convince Kasumi to stay. A way around that could be that perhaps the player could purchase the settlement property (for say a few thousand caps. Seriously it's not difficult for the player to break the economy and have a vast horde of wealth) if they don't want to or end up not bringing Kasumi home, or they could attempt to take it by force and bring direct conflict between Nick Valentine and the player.

    • @marktaylor6553
      @marktaylor6553 Рік тому +4

      I've used one mod that cleaned it up and made it a settlement, and I used it on several play-throughs and loved it. However, I am now using the much better Greekraged version, which is actually two settlements, and comes with so many extras. And yeah, obviously I agree the Nakano residence should have been a settlement you could unlock once you finished the quest (because giving her actual people for Kasumi to hang with would be the most logical things for her parents to do, so she wouldn't be tempted to leave again).

    • @R-YR29
      @R-YR29 Рік тому +3

      You should be able to just kill them & take it lol

  • @catiebird
    @catiebird Рік тому +48

    I wish Libertalia could be a settlement. It has such a cool structure and interesting ex-Minutemen lore. I’m always disappointed when such unique locations are just used to house raiders and have no other purpose.

    • @SoupyMittens
      @SoupyMittens 7 місяців тому +2

      Libertalia would have been horrible to build at though, the ship is at an angle, the boats are strewn about randomly, and there is no solid ground.

  • @danmallery9142
    @danmallery9142 Рік тому +24

    I remember when I discovered Breakheart and I cleared the super mutants, I kept trying to figure why I couldn't make it into a settlement. It seemed like everything was there for one and couldn't believe it wasn't.

    • @jasontoddman7265
      @jasontoddman7265 Рік тому +10

      Yeah, I kept searching for a workstation that never existed.

  • @critfish7545
    @critfish7545 Рік тому +68

    Two words: Sentinel. Site.
    - It's an open, flat area with plenty of space to build. The pyramid could be right in the center with the four concrete towers marking the edges of the settlement.
    - There are no settlements in the Glowing Sea, making this potential settlement site very unique. You'd need to build some pretty tough defenses to prevent the various dangerous creatures there from getting in. It'd also be very useful in Survival Mode as the next nearest settlement is Somerville Place, fairly far out on the edge of the Glowing Sea.
    As a fun gimmick, you could have it so that only Ghoul settlers can go there because of the radiation. I can imagine some really cool, all-Ghoul concrete fortress builds being made here.

    • @maggi98mw
      @maggi98mw Рік тому +15

      But you can't sleep in radiation. Maybe the site could have a special gimmick "shield" which you activate from inside that shields from radiation

    • @critfish7545
      @critfish7545 Рік тому +6

      @@maggi98mw You could sleep inside the building, provided you were able to build there as well. That could be really cool to work with.

    • @johnwiebe8581
      @johnwiebe8581 Рік тому +11

      I like this idea, The thing that 'The Todd' missed was allowing us to build Leaded walls that negate radiation. Leaded Concrete that eliminates all environmental rads would be best.

  • @daveryder9617
    @daveryder9617 Рік тому +31

    Here's an idea for another video; NPC's that you should have been able to recruit as either settlers or even full-fledged companions.

  • @luvondarox
    @luvondarox Рік тому +15

    I know it's kinda "Oh, no, Vault City repeat!" but I genuinely love the idea of creating a little trades town outside of Vault 88. It's both practical and lore friendly.

  • @Elderrion
    @Elderrion Рік тому +4

    I sort my settlement wishlist in three sections: reclamation, consolidation, expansion. (Note: I am a minutemen fanboy)
    Reclamation: the resettlement of settlements that once existed:
    1. Lynn woods
    2. Breakheart Banks
    3. Salem
    4. University point
    5. Lake Cochituate village (unmarked)
    6. Fairline hill estates
    Consolidation: these are locations that would reinforce vanilla settlements by being located at road junctions to improve trade
    1. South Boston military checkpoint
    2. Lynn pier parking
    3. Gibson pier point
    4. Roadside pines Motel
    5. College square
    Expansion: these are locations that could be decent settlements.
    1. Mystic pines
    2. Rocky Narrows park
    3. Neponset Park
    4. Evan Ways cul-de-sac

  • @blacklightblade6205
    @blacklightblade6205 Рік тому +4

    Fun fact, the general atomics Galleria is supposed to be the fallout version of my local mall. Also, a movie called Mall Cop was filmed there!

  • @wastelander138
    @wastelander138 Рік тому +9

    As I said in the last videos comments, not really a settlement, but another alternative player home: Federal Surveillance Center K-21B. Being able to build a secret player home in a underground bunker out in the Glowing Sea just seems like a cool idea.

  • @T1ttyLedz
    @T1ttyLedz Рік тому +11

    "Settlements that shouldve been expanded" as a video could be cool, taffington boathouse and the vault tec thing made me think about how many settlements couleve been better with expansions, I'm currently playing with two Jamaica Plain expansion mods since it had no water and would be good as a hub, the castle should've taken the lake and made ivans repairable, red rocket and sanctuary should've shared a boarder at the bridge so you could funnel people through
    There's a ton of mods to expand settlements but I'd like to see your take, show the current lay out show the expanded lay out bam .
    I find quincy, university point and outside of the glowing sea cave for vergil would've been good
    Quincy is big, got a whole premade city settlement already working
    University Point would be a good place for an either institute or post institute railroad settlement
    Glowing sea would give you another slog like settlement.. add a few unique plants that only grow in high radiation as a logical food source along with a group of supermutants who need a safe home but away from humans.

  • @Slimurgical
    @Slimurgical Рік тому +5

    Tbh I always wanted the Crater of Atom as a settlement site, sure it's a radioactive hellhole (literally) but the settlement build potential I think would be really high, both in terms of aesthetics, but also lore implication, given how it's the most obvious landmark closest to Virgil's cave.
    I'd love to enclose the whole thing in a giant 5-story tall complex, but also scrap all the shacks and make it into some kind of radioactivity research center using Vault-tec stuff with the outer perimeter just bristling with turrets. It's not like the Glowing Sea has any other kind of settlement so you could feasibly be given massive build space both vertically and horizontally and there would be little performance hit, considering how utterly empty the surrounding area already is to begin with.

    • @edmartin875
      @edmartin875 11 місяців тому

      Just imagine the quality of NPCs willing to settle there. A settlement full of crazies is not happiness making.

  • @wolfmantheimpaler
    @wolfmantheimpaler Рік тому +2

    Alright, in the original video I suggested making Nuka World like Vault 88, and while I still think it'd be cool to build in every park, I'm suggesting Fizztop Mountain and Fizztop Grill, even when doing a Raider playthrough, I never really used it as a player home despite it being where Coulter, the previous Overboss, using it as his castle, so why not build up in that area, build turrets that would attack whichever raider gang turns on you at the end, while since it's in Nuka World proper, you can assign slaves to say growing crops or something like that, or "recruit" the Level 4 vendors to basically be your personal servants in your customizable castle, overlooking the park, make it the best of both worlds

  • @mrman2352
    @mrman2352 Рік тому +9

    Someone needs to work with Grey Gaming on some mods that include these things. Like his “5 ways to improve ___ “ series or these. I think they would be greatly appreciated by the community

  • @adammoore3703
    @adammoore3703 Рік тому +4

    Leading the MM to take over Gunners Plaza would have been a wonderful opportunity.

    • @johnnycoolguy9554
      @johnnycoolguy9554 2 місяці тому

      If you’re on PC, the mod Sim Settlements 2 + Chapter 2 has you take it over and turn it into your own personal faction’s HQ.

  • @j.m.2022
    @j.m.2022 Рік тому +14

    I'm absolutely fine with the settlements as they are in the game already with one exception - Please Todd, in this update, allow us to scrap everything inside a settlement without the need for any mods to do so. Then, add build options, like walls for all current textures that are half as wide as the standard and floors in all textures that come in half and quarter slabs. Also, please add pieces with intact windows for all textures that currently only have "broken window" option. (ETA: I'd also like to be able to plant some trees that are native to the Commonwealth, as opposed to just the palm trees that were added to the build menu with the Virtual Creation Club mod.)
    One concern I do have if we're given more settlement sites is how they would affect the ongoing random spawns of enemies in the game. Would more settlement sites "substitute" random encounter sites with settlement attacks. If that's the case, I would "tone down" the expectation that the player is notified of every settlement attack (which adds pressure on the player to defend these settlements). This mechanic gets annoying and derails story progress in the game as it is. Adding the potential for more and more attacks would just exacerbate this issue.

    • @hanzzel6086
      @hanzzel6086 Рік тому +1

      That could be solved by simply allowing the player to send reinforcements from whatever faction(s) they are friendly with to aid the settlements (potentially with results varying depending on the state of said faction(s)). Or just make it so that you can decrease the chance of an attack/increase the chance of a successful defense to effectively zero (instead of 50/50).

    • @j.m.2022
      @j.m.2022 Рік тому

      Interesting idea. It would be nice to be able to increase the chance of successful defence to 100% - and then to be able to turn off the notification pop ups regarding that settlement altogether. @@hanzzel6086

    • @general0ashnak
      @general0ashnak 4 місяці тому +1

      @@hanzzel6086 it's insane that I can have a settlement with over 1,000 defence rating, and a full wall including powered gates, be successfully attacked and damaged by less than 10 of anything (since that seems to be the number that spawns). When I am in a settlement like that which gets attacked I never even see any of the attackers as they just get blitzed down by my laser turret networks and I just can't be bothered looking for the ash piles.

  • @alexdrake4063
    @alexdrake4063 Рік тому +4

    Neponset Park could be a good one. Plenty of water, reasonably flat ground and an overhead pass road could easily be within the bounds. It's also close to a fair few other locations, and depending on how big the build zone is you could try a bridge to link up the Atom Cat Road aread, make it a bit safer/quicker. It is right down from Jamaica plains, but it could still work. With a decently high floor build/stack it could be a fairly decent settlement area.

  • @SophiesDriver
    @SophiesDriver Рік тому +19

    Just a recent subscriber, I'm really liking your content so far. A workshop at West Everett Estates that touches, or overlaps, Taffington would be way cool.

  • @Blackheathenly
    @Blackheathenly Рік тому +1

    I agree with all of these but would also suggest:
    1. Lyn Woods
    2. College Square
    3. Quincy Ruins
    4. Salem
    5. The Amphitheater
    6. Cabot House Surrounds
    7. Mystic Pines
    8. University Point
    9. Fairline Hills Estate
    10. The unmarked village adjacent to the Nuka World station.

  • @cstains5543
    @cstains5543 Рік тому +7

    For the DLCs I still would like Old Pond House and the Ruined Church for Far Harbor. Both locations as settlements would give you someplace to go, unload and rest in areas of the map where there is literally nothing nearby without fast traveling and each main structure is still intact enough to use as a main base camp for a settlement, add some walls and turrets and a few shops and beds and you'd really have something. For Nuka World the Hubologist's Camp should have been a settlement build location no matter what you end up doing with those crazies. Overall decent spot for a farm or raider settlement. As would the Morton House outside Bradberton.
    The other site I wish they had was an idea that got junked in the original game, the underwater vault. Depending on your choices in the quests located there you might get to develop it as a settlement site with a connecting minisub base with one of the major factions, The Castle, the Airport, or by the Atom Cats Garage if you went with the Railroad to the mainland or it might end up hostile or even destroyed, if you side with the Institute as the Institute sends you in Kellogg style to take some tech vital to the place's survival even if it means killing everyone there.

  • @whitechapel8959
    @whitechapel8959 Рік тому +2

    I'm bad as names but here, first off Far Harbor:
    Brookshead lighthouse. Far south west map.
    Far harbor dock itself once you have fortified it and helped the people.
    Vip pop factory, lore being to restart making the soda.
    Southwest harbor, the main trappers base or operations.
    Cranberry bog farm, biggest pre war farm on the island.
    Hunters Island.
    Fringe cove docks.
    Now the Commonwealth:
    Cambridge cratoer.
    Fiddlers green estates.
    Wattz consumer electronics, this could be a external and internal settlement.

  • @SaidNoGaming
    @SaidNoGaming Рік тому +2

    I think the Evans Way Cul-de-Sac would’ve been an ok location for a settlement. It’s in downtown Boston and while it doesn’t have a lot of space, most of the space is open which would allow for unobstructed buildings going to the hight limit.
    I do think the Nuka-World transit center would’ve been a good place for a settlement. There’s a fair bit of open space to build in. While the Cherry Garage is mostly beyond repair, I could see being able to clear out the rubble from the Quantum Garage.
    I think Huntress Island could also be a viable settlement location. It seems fairly similar to Longfellow’s Canon, at least according to the fallout wiki/fandom. There’s plenty of dirt for farming and water for purifying (it’s an island). The buildings also seem in somewhat ok condition and have enough distance between to at least build a couple shacks in between and around. From a lore perspective, it could be said that Huntress Island is far enough and depressed enough from the main island to not have any fog, or it could be turn back the fog 2, or it could be that there were previously inhabitants who had fog condensers but all the previous habitants died somehow.
    The edge of the glowing sea seems like a terrible settlement location, but it might not be. The crumbling overpass is an overpass and I think you like them (according to all settlements ranked vid). There’s plenty of dirt to farm and the area is unobstructed allowing for any building you want. It does also provide an excellent jumping off point for the glowing sea (I assume I don’t do “jumping offs” I just fast travel right to the location or the nearest location if I don’t have it)
    Evan’s home is (I think) a lore friendly and good location for a settlement. It has plenty of scrap and a fully intact structure. It would also presumably have one settler automatically (Evan) and would double the amount of currently available settlements in Nuka-World (there’s currently 1 if Evan’s home was added it would be 2). From a lore perspective, you could say Evan used the workbench to build the home and if your nice to him or kill him, you gain access to the settlement.
    That’s 5 locations (an entirely new top 5 list)

  • @earthtree7638
    @earthtree7638 Рік тому +4

    Possibly the missle silo in the glowing sea you go to for a Brotherhood quest, specifically the Fatman holding room. After the quest is over and you're "finished" with Dance (however way you want) you could turn it into a giant version of Homeplate, or maybe a spot for any of the Factions to have a quest based off for needing a safe spot in the glowing sea without being just off the edge. It wouldn't be much of a trader send off point (obviously) but the lore idea I'd like to imagine would be nice, along with a bigger version of homeplate

    • @earthtree7638
      @earthtree7638 Рік тому +1

      I believe it was called Sentinal Site. Anyways, Brotherhood could move all the fatmen out and you'd start taking quests here, or another Faction could get there first, OR a Faction could want the Brotherhood removed, then the fatmen would be after an in-game week or so. Not perfect, but I imagine it would be decent

    • @edmartin875
      @edmartin875 11 місяців тому +1

      Your provisioner would need a couple of guards to help him/her get thru to clean air.

  • @cgcouch
    @cgcouch Рік тому +5

    The forged location would instantly make the minutemen a very powerful faction

  • @SaidNoGaming
    @SaidNoGaming Рік тому +9

    A made a couple “5 locations that should’ve been settlements in (fallout 4, Far Harbor, Nuka-World)” and I think there’s about 29 or 30 unique locations I’ve mentioned so far. I did try to seriously think about each location and how good of a settlements it would be instead of “no interior cell = automatic good settlement”
    Actually, some are mentioned on this video (which I excluded from the list before) and there’s a couple in this video I was planning on using
    I’ll list all the locations here
    Nuka-World:
    Dead End Houses
    Pool House
    Evan’s Home
    Red Tent Camp
    Northwest maintenance buildings
    Far Harbor:
    MS Azalea
    Fringe Cove Docks
    Wave Crest Orphanage
    Oceanarium
    Commonwealth:
    Nahant Wharf
    Mystic Pines
    Hillside Home (Costal College Pt. 2)
    Wicked Shipping Fleet Lockup
    Shenley’s Oyster Bar (Hangman’s Alley Pt. 2)
    Greater Mass Blood Clinic
    Weatherby Savings & Loans
    Cambridge Church
    Drumlin Diner
    Coast Guard Pier
    Fiddler's Green Trailer Estates
    Fairline Hill Estates
    Peabody House

    • @marcosmaximum9719
      @marcosmaximum9719 Рік тому +3

      Now, this guy knows what he's talking about

    • @SaidNoGaming
      @SaidNoGaming Рік тому +4

      @@marcosmaximum9719 ? Wdym i don’t understand

    • @marcosmaximum9719
      @marcosmaximum9719 Рік тому +4

      @SaidNoGaming In short, I'm agreeing with your list

    • @NorseGraphic
      @NorseGraphic Рік тому +3

      There was several mods that allowed settlements in Mystic Pine, Fiddler’s Green Trailer estate, Natick Powerstation, Fairline Hill estates etc. Not sure if they’re still up at nexusmods.

    • @SaidNoGaming
      @SaidNoGaming Рік тому +4

      @@marcosmaximum9719 oh ok thxs

  • @godgod3367
    @godgod3367 Рік тому +6

    Its an unmarked location but id have loved to see the floating raft as a location. Imagine building a floating city that would be a lot of fun.

  • @baird5682
    @baird5682 Рік тому +1

    That skyscrapper where the flying ship lands afer helping robot captain.

  • @Zack-ni4hs
    @Zack-ni4hs Рік тому +1

    i love that i keep coming back to watch these

  • @gaudierlace
    @gaudierlace Рік тому +3

    im happy fallout vids are released still after how old the game is

  • @Benjgj
    @Benjgj Рік тому +2

    Fantastic video and that little nod to outside Xbox made me spit out my drink!

  • @JTL1776
    @JTL1776 Рік тому +2

    Considered there are Mods allowing all Red rockets and Train stations to be settlements.
    And the sheer realism in this for Trade and Defense outposts.
    All Red Rockets and Train Stations should be Settlements.

  • @Meop79
    @Meop79 Рік тому +2

    Yes, this was excellent, I would like seeing more.
    My picks, Salem, Boston Mayoral Shelter, USS Riptide, Atom Cats Garage, Wildwood Cemetary

  • @nathandc
    @nathandc Рік тому +2

    I'm still pushing for Boston Public Library. :-) Plenty of growing space between the rooms and the central section that is already 90% of the way to being a greenhouse.

  • @44WarmocK77
    @44WarmocK77 Рік тому +2

    A few settlement areas I'd love to see (so I can free up some slots in my mod list):
    Listening Post Bravo
    Lake Conchituate
    The overlook behind ArcJet Sysems
    The tiny circular island south of Bunker Hill
    Personally I love these small and somewhat remote areas and their potential restrictions, it makes them slightly more challenging to work with but without making it an absolute chore.

  • @Ennio444
    @Ennio444 Рік тому +1

    I used the settle everywhere mod to build a settlement on one of the parking buildings close to taffington, and on the quarry at dunwich. Both were a blast to build.

  • @matthewcrooks29
    @matthewcrooks29 Рік тому +3

    The one big thing that i kind of wish Fallout 4 did was not so much add new settlements build at but more actual established towns to visit with their own npcs, shops, and characters which Is another disappointment about covenant lol. It's like one place that I think would have been perfect for that, which is actually not even in Fallout 4 but is in actual Bostonbis td gardens, which is where the bruins and Celtics play and located south of bunker hill. Though I appreciate the many options for settlement building, sometimes I feel like fallout 4 can be a bit empty which it would of been nice to have recruit unique settlers that have character to bring to your settlement that you could meet out in the world or in another settlement. Also if I had to Pick a settlement that would be perfect for settlement build, it would have to be fiddlers green and the cemetery, creepy I know, but those structures were built to last and maybe fort hagen or the area around it

    • @woodysmith2681
      @woodysmith2681 Рік тому +2

      Madison Square Gardens would have been amazing but felt redundant after FO3 AND the use of Fenway.
      And the lack of strong towns reflects the lore of the game: The Institute keeps towns either small or under their control.

    • @matthewcrooks29
      @matthewcrooks29 Рік тому +1

      @woodysmith2681 but that's the problem their are no small towns other than Bunker Hill and good neighbor, which aren't under their control. I think the only town that got on the bedside of the institute was the university point settlement, which they attacked because they had unique tech. Maybe td gardens could have been a large raider den or home to some sort of gang of merc group

  • @DJ_Bonebraker
    @DJ_Bonebraker Рік тому +2

    Glad to see the Eden Meadows Cinema make the list. As for suggestions for a future list, I'd like to re-state that the unmarked Natick Power Plant would make a great settlement due to not only location (it would be the only settlement anywhere near that section of the Western commonwealth, and would be in a perfect spot to provide artillery coverage for a large part of the Glowing Sea) and general buildability (I was able to establish a rather large settlement just inside the area originally surrounded by the chain link fence without it feeling too crowded using a mod that turns the location into a settlement), but lore as well, since it would make sense for, say, the Minutemen, BoS or even institute to want to secure & restore said power plant for their purposes. In fact, there is even special companion dialogue associated with the location when you first come across it, with Preston & X6-88 specifically mentioning how useful a working power plant would be for the Minutemen & Institute, respectively.
    Two others that would have been good are Fiddler's Green Trailer Park (for similar reasons to the Natick Power Plant, i.e. being in a location devoid of settlements, lots of relatively flat build area, etc) & at least part of Salem, again, due to there basically being nothing in that area, and it would have made a far more satisfying conclusion to Barney Rook's quest (maybe even get him as your first settler!)

  • @jasonstrong9378
    @jasonstrong9378 Рік тому +2

    Totally agree about the entrance to Vault 81. Stepping stone in part of a larger in world trade hub.

  • @BraddahSpliff
    @BraddahSpliff Рік тому +2

    General Atomics Galleria would be my pick for a settlement spot. I've actually used it as a settlement before using the mod Conquest that let's you create your own settements.

  • @matthewedwards7763
    @matthewedwards7763 Рік тому +2

    Outside of Vault 81 is a perfect spot, my first time using the conquest mod to make custom settlements that's the first place I thought of.

    • @FuriousMaximum
      @FuriousMaximum Рік тому +2

      There is a mod that features this location. I posted it and called it "Olivette Township".

  • @jimvanderpoel4467
    @jimvanderpoel4467 Рік тому +5

    What annoys me is had they made the map a little bit larger you could have included Plymouth, Plymouth plantation, the mayflower, battleship Cove and the USS Massachusetts battleship, foxboro stadium ( Gillette stadium) Gloucester and the cape the map is so off scale its comical. But they could have created a much better map and took nuka world and threw it in the trash. That said they could have easily made places that were settlements buildable locations like Quincy , university heights, and the tower.

  • @marek1shtar538
    @marek1shtar538 Рік тому +22

    Honestly, the Galleria shouldn't be a settlement but it should be come a Trade Hub with new quests and stuff. You become the new manager of the place so what better way to get it working than to actually try to fix it up and make it nice and operable. it becomes a settlement that's not tied to the game system but through worldplay and gameplay

    • @jcohasset23
      @jcohasset23 Рік тому +5

      Fallout 4 really needed more of these areas. Instead of giving the base game 30 settlements or player houses instead give it 20-24 and then 4 or 5 areas that can become trade hubs similar to what Bunker Hill is before it becomes a player settlement. It would help give the impression that the player/Sole Survivor is improving things within the Commonwealth (since radiant quests are essentially unlimited and are just busywork) and also give a reason to revisit some of these rather unique locations.

    • @marek1shtar538
      @marek1shtar538 Рік тому +2

      @@jcohasset23 I like the game but there needed to be a lot more done in order to get it that feeling of rebuilding the Commonwealth right

    • @edmartin875
      @edmartin875 11 місяців тому

      Even with the demise of The Institute and The BOS and double the number of settlements I cannot envision the Commonwealth being rebuilt without some community effort to clean the place up some. Even if all player built settlements were in play with 20 or more settlers each, the NPC settlers do nothing without being assigned to a task, except Marcy Long never needs to be assigned to tend the garden. She takes that chore on her own. The rest of the settlers just shamble around complaining about their aches and pains and their dirty fingernails. You would think these adults never actually worked a day in their lives, and they really don't want to change that. @@marek1shtar538

  • @imzesok
    @imzesok Рік тому +1

    I would have loved to build up Breakheart banks. the way it's setup it's easy to assume that it was originally meant to be, and someone just forgot to add in a workbench or something. I honestly don't even mind it's shack. it's clearly not nearly as big of a pain as say, hangman's alley. thicket escavations, maybe the trainstation, fairlane hills estate, university point, fiddler's green, libertalia maybe big jim's scrapyard would have also been nice. then again so would quincy and/or the peabody's. of course there are also those collections of boats and rafts floating around that at some point were definitely lived in and a couple that even had crops. there should have definitely been more in far harbor and nuka world as well.

  • @dragonbear98
    @dragonbear98 Рік тому +2

    Honestly, I am digging it. Keep going! As for my votes: Atom Cats Garage. This would be closer to something like the Castle where you can mod somethings but not everything. (I also like the Atom Cats as a recruitable faction, not necessarily one of the big 4 but that's another issue). Fiddler Green Estates, which again, has a little room to grow and is close to other things but is also pretty much ready for habitation should you clean it up. Salem. Again after dealing with the crabs and the one person who has been holding out for decades alone (who might be a recruitable mayor) it's a place perfect for a settlement, granted one of the most northerly ones. It can be argued it's too close to the lighthouse but look how close your first 3-4 settlements are (Sanctuary, Red Rocket, Abernathy Farm). I might add East City Downs but it is VERY close to Norhagen Beach so.. too close. Oh last one. And there is a mod for this that I liked: Fairline Hill Estates. it is so central to everything south of the city, has inhabitable housing, a massive culdesac which is ready for cultivation and only occationally get's yao-gui attacks or supermutant raids from the hosiptal area.

    • @NorseGraphic
      @NorseGraphic Рік тому +2

      There was a mod to allow Fiddler’s Green becoming a settlement. It was one along Natick Powerstation, and several others.

  • @SaidNoGaming
    @SaidNoGaming Рік тому +10

    You should do a video on what locations could’ve been settlements in other fallout games if the settlements system were in other games or if fallout 76 settlements were in set locations like fallout 4
    (I know I already said this but I wasn’t sure if you saw it and I think it’s a interesting idea)

    • @Theegreygaming
      @Theegreygaming  Рік тому +10

      it's a good suggestion. adding to the idea bucket.

    • @SaidNoGaming
      @SaidNoGaming Рік тому +2

      @@Theegreygaming ok!!

    • @edmartin875
      @edmartin875 11 місяців тому

      I've played every Fallout game except FO 76 and I don't intend to play that one. So, I'm not enthused about including anything from there into FO 4. If it were included I would be ok with totally ignoring everything FO 76ish and continue playing FO 4 as I have been for the past 8 years. Kinda like when I went to the Institute one time, didn't like it, and have never gone back. I am totally anti Institute. I rate all but gen 3 synths (not coursers) the same as Raiders, feral Ghouls, Super Mutants and wild, deadly critters.

    • @SaidNoGaming
      @SaidNoGaming 11 місяців тому +1

      @@edmartin875 i detect extreme fallout 4 BOS fan. When I said fallout 76 settlements in fo4, I meant if the settlements from fallout 76 were like in fallout 4 and you could build towns there. Also, fallout 76 is actually fairly good. It’s not the best, but you shouldn’t overlook it

  • @Davidsladky135
    @Davidsladky135 Рік тому +3

    Brakehart Banks has a settlement mod for PC that works very well, this is also a Mod for Far Harbor that opens up more settlements. I never thought of Vault 81!

  • @skywise001
    @skywise001 Рік тому +1

    Far Harbor; The Ruined Church (there is a patch to make it a settlement and Sim Settlements 2 had a design contest for it). The cranberry island where you ge the little girl's letters.
    Nuka; The Giant Fire Hydrant where the Hubologists once lived. Also the junkyard they move to. Or by the TV tree. Evens Home, and the Northpoint Reservoir.
    Vanilla; Salem. Fort Strong. The roads above Goodneighbor. There is a spot by Covenent where a mole rat attack spawns and a couple of settlers try to fight it off (Rotten Landfill?). Either way they wander off and it just sits abandoned. Lynn Woods. Outside or inside of the sanitarium Jack built. Bunker Hill.

  • @chakralinfusion4671
    @chakralinfusion4671 Рік тому +1

    The place that always yell out to me whenever I go past it, not so much as a settlement but more as a player home is the little parking setup just down a level in front of Corvega.
    Reasonable little concrete room, secluded indoor courtyard, semi detached carpark.
    It's not huge but it's goddamn perfect.

  • @trekkiejunk
    @trekkiejunk 11 місяців тому +1

    Whenever i see people's settlement builds, nearly every one has a different theory on building than i do. I try to think about real world applications. Like, a lot of people build these jangly settlements with junk everywhere. I do my best to replicate a pre-war neighborhood, or at the very least, an Old West town. Clean buildings, no trash, no broken windows, etc. But everyone seems to prefer building shacks with missing planks and trash everywhere.

  • @crazychristopherfromzoukon101
    @crazychristopherfromzoukon101 Рік тому +1

    I recommended West Everett Estates last time and I am happy it appeared on here. Now I can recommend another one only this one is going to be very tedious to obtain. The location I'm referring to this time is Hyde Park. Sure I mentioned before that it is over flooded with water but at least it is bigger than Jamaica Plain and the whole water thing can be worked around.
    There could've been a side quest where you not only defeat the raiders led by Scutter, but also drain the water very much like you would at Thicket Excavations Quarry while still keep some kind of water source for purifiers. The church nearby could've been a perfect location to set up the workshop and it would've been a perfect Minutemen settlement due to it being close to Quincy. It would also be a perfect location for The Brotherhood of Steel and The Railroad since both are keen on the whole technology thing and Gunner Plaza was once a radio station building. So whichever faction you align yourself with could used it to relay signals.
    Not to mention The Railroad has some connection with Quincy as well due to the dead drops as seen in their Augusta Safehouse quests and Hyde Park is walking distance from University Point.

  • @isntyournamebacon
    @isntyournamebacon Рік тому +1

    Two of these settlements candidates have mods to make them into settlements that i have used personally. Eden Meadows Cinema and General Atomics Galleria. Both work well. The Eden meadows one, that movie clips playing gets maddening after a time. So download the mod to disable or mute the movies. Also dont download the mods or versions of them that let you scrap everything. It makes those settlements buggy AF. The roofs in General Atomics Galleria are navmeshed too so you can build on top of them and settlers will walk up top. The main settlement attack spawn point for both is on the road. So put most of your turrets at the main road entrance. Each has one other spawn point that i know off. Most of the time they just walk around to the main entrance anyway. The General Atomics Galleria robots are not marked regular settlers/robot settlers. They can die and have bits of armor blown off. I dont think they even count to your settler total. Also dont think you can fix them with the robot workbench.

  • @allaltitudeproductions454
    @allaltitudeproductions454 Рік тому +3

    concord would have been a great town settlement, also i like how we even continue to shit on bethesda with their settlement logic of being unable to scrap certain entities that existed in the settlement before you get there, like the meat bags of super mutants

  • @marktaylor6553
    @marktaylor6553 Рік тому +1

    Also, another site suggestion: rather then the Boston Commons itself, right-off the commons is the entrance to the Combat Zone - the exterior is already set-up to have some folks there (it almost looks like Beth changed its mind about having exterior guards). More easy to defend than the Commons itself, with an opening right to the Commons so you could even include a bit of it (and make that generator repairable!) And I can't believe you didn't include the AC garage - how they left that out of the vanilla settlements is mind-boggling!

  • @warcrime7430
    @warcrime7430 Рік тому +2

    Fiddler’s Green Trailer Estate could be a good settlement for fallout 4

  • @maggi98mw
    @maggi98mw Рік тому +2

    Personally i built a settlement smack bang on the CIT ruins for institute playthroughs. The buildlimits encompass the walls fully, and extended down to the river. I basically built like 50 turrets on the walls, pointing inside and out, water purifiers in the river and a trading hub along the street. Close to the walls i built rooms for the settlers, basically going mostly vertical up the wall to use as extra protection, with the middle being a giant farm. Worked very well.

    • @MitsukiTakeda
      @MitsukiTakeda Рік тому +1

      I'm gonna assume you used the mod that allows you to place a Workshop anywhere. Yeah, that's definitely a good area.

    • @maggi98mw
      @maggi98mw Рік тому +1

      @@MitsukiTakeda yeah i did, should have mentioned that

  • @SaidNoGaming
    @SaidNoGaming Рік тому +2

    4:56 you could do the barn bridge connecting two buildings (like two tall buildings in Abernathy farm)

  • @theinfomusx1613
    @theinfomusx1613 Рік тому +2

    Lyn woods I was so disappointed when I learn it was not a settlement

  • @mecca6801
    @mecca6801 Рік тому +1

    the fact that the Norwegian Ship could not be a potential settlement or a Pacifist option isn't available for that mission speaks volumes

  • @woodysmith2681
    @woodysmith2681 Рік тому +1

    Eden is too big since the Fah Hahbah lore requires Fog Condensers and would require a ton for all that land and no water. The locations there were always meant to be difficult ones as a result.
    You do bring up an interesting point about trade-offs and sites that could be better than the nearby alternatives (cough trade Hangman's Alley for Vault 81 cough). I suspect that Fallout 5 will involve settlements but I'd love to see "earning" either Workshops to be placed or the "missing components" to repair a limited number of workshops to give choices. And there being more locations to chose from than possible Workshops.
    One plot idea I'd love to see is similar to Troubled Waters but instead offers a choice between pumping the water out of a (partially) flooded area that becomes a settlement OR restarting a hydro-electric station and gaining control over a reactivated workshop nearby. Like a choice between Weston Water Treatment or Forest Grove.

  • @MU-oi1su
    @MU-oi1su Рік тому +2

    I always use the Conquest mod to build a settlement at Charles River Lock and Dam. The settlement usually ends up being linear and tall, running the length of the dam.

  • @tombkeeper1397
    @tombkeeper1397 Рік тому +1

    I'd try and make one of the remaining towers in the Boston Financial District a build area, like the Baxter Building after the USS Constitution crashed into it. Or the Mass Fusion building at the conclusion of the Nuclear Option quest. You literally get access to the top three floors during that quest if you side with anyone. Makes sense that the tallest building in the game serve as the seat of power for the most powerful, and influential, character as a show of power to everyone in or around the Commonwealth.
    *Edit: Trinity Tower is the tallest building in the game, but that one is occupied by Supermutants. And the only time anyone goes there is to recruit String during their playthrough.

  • @lordwintertown8284
    @lordwintertown8284 Рік тому +1

    G'day again Grey Gaming,
    I would say a Part II or even a Part III would be a good idea & on a similar note maybe a small/ miniature/ player home settlement location video would be an excellent idea.
    In other news I remembered the name of a location I mentioned in the last video but it's the Rooftop Terrace, That imo could've made a cool little settlement being rasied above the Boston streets outta harms way and probably would've made a peaceful respite for the SS or a smol community, For it has some space for maybe a few overhang buildings like on some of the raised highway like at hub 360 & or renovate the old building to, it has iirc a pond for water and a nice plot of land for crops.
    Added bonus the monorail for access to other locations & if it was made a settlement they could remake the scaffolding into a staircase to the ground floor for steet access.

  • @melissasowell2413
    @melissasowell2413 11 місяців тому +1

    Eden Meadows Cinemas in Far Harbor was a missed opportunity for a great settlement in the game. I always use a workshop anywhere mod as well as a mod that gives me fog condensers and build a settlement there.

  • @headwrinkle9896
    @headwrinkle9896 Рік тому +1

    I may be wrong but I'm pretty sure I used to make a wooden bridge from Sanctuary hills towards Abernathy (usually also put a guard tower attached to it on the island to the right of the bridge) and from the other edge of sanctuary to the opposite shore to the left of red rocket. If you use the pillar and rug glitches you can swing the whole thing out by placing the "base" part inside the buildable area. Iirc the catch was once you put down the base item you couldn't pick the whole thing back up so you had to save before placing but I remember having escape and tactical bridges on my clean save

  • @philipstanley5611
    @philipstanley5611 Рік тому +2

    The USS Riptide (I think that is the name of the crashed barge) the flat platform would be nice for building, we have dirt plots, and easy to imagine the minutemen/brother hood/railroad want to control one of the few crossing of the Charles

  • @Mr._Anderpson
    @Mr._Anderpson Рік тому +1

    I'm going to lean in the opposite direction in regard to Breakheart Banks. It shouldn't be a settlement as is it too close to Greentop Nursery & The Slog. Bethesda shouldn't have placed it so close. Maybe place that location on the far side of the river to the north. That, or there should be the reverse of settlement building. You should be able to destroy a habitable location to drive off the super mutants.
    Sanctuary/Red Rocket/Abernathy Farm show us what we get when we put settlements too close together. We're rewarded with an area of the map which we have little incentive to revisit unless we're doing settlement building or base defense missions.
    While I'm on the same page as you in terms of sinking many hours into building for fun, I realize I am part of a very small minority of players who enjoy interacting with these systems.
    What could have been interesting is implementing challenges to the settlements beyond combat & feeding mouths. Let's say you have a settlement with tons of excess water. This settlement is hit by sabotage from Diamond City, as Sheng Kowalski hires thugs to hurt the competition. There could be crop failure issues caused by rival factions or settlements. A gangster like Skinny Malone could try to expand his territory by swaying the people with booze and drugs to encourage them to disaffiliate themselves with the Minutemen.

  • @baird5682
    @baird5682 Рік тому +1

    Quincy Quarry. Just because main Vault exit is pain in the butt after you unlock it.

  • @_Simoes
    @_Simoes Рік тому +1

    I would like to suggest the MS Azalea.
    Even though its a really broken ship, it could make a good defensive place and also could have a good flat surface to build a hub above it after scrapping the containers, while some other stuff would be under it.
    Also a quest to make some improvised hull repairs to keep it intact.
    I would suggest an entire ship actually, but a "small" challenging site its interesting too.

  • @elizabethopoussm
    @elizabethopoussm Рік тому +3

    Call me insane but like I would really love a glowing sea settlement, think how cool the potential challenge of trying to build up a settlement in the glowing sea would be I think it has a lot of potetnal

  • @SpellBinder_883
    @SpellBinder_883 Рік тому +1

    I've come across mods that open up Breakheart Banks, West Everette Estates, Eden Meadows, & General Atomics Galleria all as settlements. The only issue with any of them is how Breakheart Banks was coded, as the corn and melon plants have to be stored and replaced in order to not get any CTD when assigning a settler to work them. And of course there's the lack of viable cleanup in some instances (like recycling Breakheart's shanty).

    • @stormcry8202
      @stormcry8202 Рік тому +3

      TBH when it comes to crops, and settlements, storing and replacing the crops is something that everyone should be doing. I say this because there is a bug that if a crop gets destroyed, it can bug out, and prevent you from fixing them. Instead I use the method that YTber: Sardeliac uses. You get a settlement, put everyone in guard duty or on a scrapping station. Then dig up all existing crops, and store them. Then place back the ones you want, how you want. Then I assign settlers to farming duty. When the replanted crops get destroyed, you will now be able to repair them without the bug.

  • @Gamingturtle090
    @Gamingturtle090 Рік тому +4

    I honestly forgot that theatre existed in far harbour 100% should’ve been a settlement. Another place that should’ve had more settles was Nuka world, it feels so empty and worthless for minutemen players

    • @jcohasset23
      @jcohasset23 Рік тому +1

      It's a neat area in Far Harbor. My only complaint is that like with so many places in Far Harbor it's in the middle of nowhere and so it's always a hike to get anywhere if you aren't using fast travel.

  • @mouseblackcat5263
    @mouseblackcat5263 Рік тому +2

    The Quarry outside Vault 88 should have been part of the Vault 88 Settlement from the Beginning. Its ridiculous to keep it an irradiated Raider warren. :/

  • @jordansimms6213
    @jordansimms6213 Рік тому +1

    Great content. And i agree with almost all of it but I personaly think your view on vault 81 would be better described as a castle. the vault as the hevaly defendable keep and the surounding town becoming the rest of the castle behind some sort of wasteland makeshift wall or defences as a difrent part of the vault comunuty, rather then 2 diffrent towns and comunitys trying to live symbioticly on top of eatchother

  • @laernulienlaernulienlaernu8953

    %100 Breakheart Banks and a part of Nahant and Quincy. Perfect locations if you want that ready built look.

  • @hellfire439
    @hellfire439 Рік тому +1

    Suggestion for another video idea
    Areas in other fallout games that would make excellent Settlements.
    Keep up the amazing work!

  • @tlrlml
    @tlrlml Рік тому +2

    "There's a Mod for that."

  • @NewPaulActs17
    @NewPaulActs17 Рік тому +3

    i just wanted sanctuary and the neighboring red rocket to be a single settlement. so frustrating

  • @calebbraun9505
    @calebbraun9505 Рік тому +3

    Though I can't remember the name off the top of my head, I think the one quarry that you have to drain of water that eventually becomes a raider base by Concord would be really cool. I saw the limestone blocks outside the entrance, and thought "emergency shelter"

    • @kyleellis1825
      @kyleellis1825 Рік тому +1

      Thickett Excavations 100% should have had a settlement.

    • @jasontoddman7265
      @jasontoddman7265 Рік тому +1

      @@kyleellis1825 Totally. You even have some houses and beds already there, plus water holes to place purifiers in.

    • @kyleellis1825
      @kyleellis1825 Рік тому

      @@jasontoddman7265 We have a couple mods for Thicket Excavations that do turn it into a settlement. The one with the Thickway rifle just lets you build in the whole area but settlers don't like the top.
      One mod breaks the top and bottom into different settlements.
      And another upgrades the quarry so it looks like a real construction site. gets a eally cool bridge and stuff.

  • @patrickgoodwin3085
    @patrickgoodwin3085 Рік тому +1

    Everything you listed, except one is a I wish they would have given this as a settlement place. There was so much missed opportunity in this game with the rebuild this great nation of ours narrative.

  • @delvinciposterkid
    @delvinciposterkid Рік тому +1

    Just imagine the SS getting no respite fast travelling to each settlement under attack every few minutes.
    Myself have spent in-game days building settlements up to a minimal functional status, all the while getting alerts and radiant quests.
    The number of buildable sectors to me is as managable as humanly possible by one person. btw Sim Settlements 2 final chapter is out and my PC hates me.

  • @k.s.vilrod1964
    @k.s.vilrod1964 Рік тому +2

    Im so happy you made a another video, think you can make a part 3?

  • @supahgaming8249
    @supahgaming8249 Рік тому +2

    wait now we want the bridge

  • @ajalpha3409
    @ajalpha3409 Рік тому +2

    also the entrance to vault 88 itself should have been another settlement its a shame its just a door in a tunnel surrounded by raiders

  • @TheIamfrustrated
    @TheIamfrustrated Рік тому +16

    These would have been good locations. Maybe a remaster is in order.

    • @Cookedfrfrfr
      @Cookedfrfrfr Рік тому +7

      Maybe the next gen update will update some aspects of the game (not just the graphics). One can only hope.

    • @jlooks95
      @jlooks95 Рік тому +2

      How about we just get another game that’s done much better than this one and leave it to modders to make this one great, because we don’t need more re-releases from a company that doesn’t care about fans or lore and only wants to make money. We need better games not better remasters.

    • @Cookedfrfrfr
      @Cookedfrfrfr Рік тому +3

      @@jlooks95 There are mods that create more settlement locations but they are usually quite buggy. It would be much better if Bethesda themselves integrated more settlement locations into the game.

    • @edmartin875
      @edmartin875 11 місяців тому

      Best comment I've seen tonight.@@jlooks95

    • @edmartin875
      @edmartin875 11 місяців тому

      I think Bethesda considers Fallout 4 OBE and to be put on the fartherest back burner since it is no longer bringing in millions of dollars each week.@@Cookedfrfrfr

  • @nikoladedic6623
    @nikoladedic6623 3 місяці тому +1

    4:19 ? Vault 88 also comes with a water tower. And I do believe there are more of them in other settlements.

  • @DemonicGoddess
    @DemonicGoddess Рік тому +1

    Love the idea of outside vault 81 i didnt read the comments of last video but i might have to create something for this. I never cared to much for the vault since you got a tiny room. And a possible permanent de-buff. How ever link it to sim settlements, some custom ai generated dialog and making the overseer come out maybe some scripted event squables that can cause "realtion issues" and boom its a fun mod.

  • @lesser8531
    @lesser8531 Рік тому +2

    Ms Azalea, Cranberry Island or Huntress Island should have been settlement spots too, especially since there aren't any available on the south side of the Far Harbor Island.

    • @SpellBinder_883
      @SpellBinder_883 Рік тому

      There's a mod I've come across that opens up several locations in Far Harbor for settlements, though Cranberry and Huntress islands aren't there's nearby Sutton Island that is.

    • @jcohasset23
      @jcohasset23 Рік тому

      Yeah the lack of settlements or trading sites on the south end of the island really means it's worth going to those areas only once and that's unfortunate as there are quite a few really unique area there that would be enjoyable to revisit, especially if it wasn't such a slog to travel down to there.

  • @ErosXCaos
    @ErosXCaos 7 місяців тому

    My #1 is Nahant Plaza. That part of the map is practically deserted. The plaza has multi story businesses surrounding a large open space. Nahant is at the Northern edge of The Glowing Sea, which would give players a second settlement site to stage from. Maybe it could have had a cool mechanic, since it’s in one of if not the most dangerous area, that makes raids there more dangerous. An “advanced” settlement, that takes some skill to defend.

  • @sungarcia421
    @sungarcia421 Рік тому +1

    Loved this video! I wish Concord, Lexington and Quincy were settlements too.

  • @nosrin1988
    @nosrin1988 Рік тому +3

    I akm absolutely boggled that breakheart banks WASNT a settlement! west evert estates also was a wasted opportunity!

  • @WhiteTCircus
    @WhiteTCircus Рік тому +1

    They really should have had a tier system, in which places like sanctuary hills and west everett estates could be towns and places like hangmans alley/Jamaica plain were outposts and others could be farms.

    • @jameslars7391
      @jameslars7391 Рік тому +1

      I mean you could build your settlements like that if you link them all together with supply lines they don't need their own area to produce crops or water

  • @dison1172
    @dison1172 Рік тому +2

    Salem instead of costal cottage it even has cool post war settlement items already

  • @kadindarklord
    @kadindarklord Рік тому +1

    The Galleria could actually do as a settlement in the way of Goodneighbour and Diamond City.

  • @mr.mcnerdo
    @mr.mcnerdo Рік тому +1

    1. The USS Constitution
    2. Libertalia
    3. Anywhere else with boats.

  • @davel9252
    @davel9252 Рік тому +1

    There's a mod you can install where your settlements end where you say they do. That will allow you to actually build towns and bridges across rivers.

  • @marshallscot
    @marshallscot Рік тому +2

    The Chinese Submarine should have been a mobile settlement made up of the descendants of the original submariners still living in and maintaining the submarine.

    • @edmartin875
      @edmartin875 11 місяців тому

      Maintaining a Submarine requires parts, many, many parts those descendants would not have access to. Even rebuilding a simple valve requires new washers. Aboard ship is where the Navy final, hands-on, trains many plumbers, electricians, diesel mechanics, HVAC techs, and other get your hands dirty, crafty type jobs that are found in almost every town and city, all over the country.

  • @whitewolf2801
    @whitewolf2801 Рік тому +1

    Easy cut downs would've been a great place for a settlement