Share on:Fallout 4 settlements are key to bringing in caps or setting yourself up in style. Here’s how to unlock them all.Fallout 4 has been reissued in game of the year form, so lo and behold we’ve somehow found time to add to our venerable.Settlement locations is one of the most requested Fallout 4 topics we see, so here, at this very late stage, is a list of all 36 of them across the base game and DLC add-ons.While some Settlements in Fallout 4 are unlocked simply by discovering the locations and clearing out any baddies, others will require you to clear specific or radiant quests. We’ve noted these as appropriate. The Minutemen and Railroad factions will often point you at settlement locations you have not yet discovered through radiant quests. If you unlock a settlement location during a radiant Faction quest, you’ll often be tasked with establishing minimum viable resources and defence to complete the quest. It’s best to bring commonly used junk like gears, springs and oil with you on these quests as the settlement locations themselves may be short on these vital components until you set up trade routes.Without further ado, here are the settlement locations in Fallout 4, divided by where they appear in the main game or DLC and listed in suggested order of discovery accounting for the difficulty of nearby enemies.Fallout 4 vanilla settlement locationsThere are 29 settlement locations in the base version of Fallout 4. Visit them on your own to receive quests direct from inhabitants, or wait for your faction to direct you to unlocking it.
Settlement locations 1-11 offer very little challenge to players and can be secured very early in the game as you make your way to Diamond City. 12-18 are a little more challenging but can be secured early on with care. The remaining settlement locations can be very high risk, or are associated with late game questlines. Note that this list does not include Home Plate, which does not function as a full settlement mechanically.
Sanctuary HillsLocated to the east of your starting vault and visited in the course of the main quest. You must complete the main questline mission When Freedom Calls to unlock the settlement.
This also opens a short settlement tutorial quest called Sanctuary and unlocks the Minutemen faction quests (see our for more information). Mandatory Minuteman association. Red Rocket Truck StopSouth east of Sanctuary Hills, on the road to Concord just past the bridge and memorial statue. You will pass by this location during the main quest Out of Time. You encounter Dog here; see our page on for details.
Unlocked simply by visiting and clearing the enemies, but if not yet secured may be highlighted by a Railroad radiant quest. Abernathy FarmSouth of Sanctuary Hills and a short jog south west of Red Rocket Truck Stop. Unlocked by completing the quest Returning the Favour or murdering the human residents. If not yet secured may be highlighted by a Minutemen radiant quest. Sunshine Tidings Co-opA fair distance south of Sanctuary Hills, on the other side of a lake.
Unlocked by clearing out the resident Ghouls. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest. Starlight Drive InSouthwest of Sanctuary Hills and Red Rocket Truck Stop; using these two locations as line indicators and continuing in that direction will bring you right to it. A favourite building location due to its nice flat carpark landscape and standing water. Unlocked by clearing the resident molerats.
If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest. Ten Pines BluffAlmost directly east of Sanctuary Hills. You must complete a radiant quest given by the human residents to unlock this one. If not yet secured, may be highlighted by a Minutemen radiant quest.
GraygardenSouth and slightly west of Starlight Drive In. Unlocked by completing the Troubled Waters quest for the residents – or by murdering the robot inhabitants. If not yet secured, may be highlighted by a Minutemen radiant quest. Oberland StationSouth of Graygarden.
Unlocked by completing a radiant quest given by the residents. If not yet secured, may be highlighted by a Minutemen radiant quest. Hangman’s AlleySouthwest of Oberland Station. Unlocked by defeating the resident raiders. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
Egret Tours MarinaAlmost directly south of Hangman’s Alley, on the east bank of the river. To unlock as a settlement, you must speak to Phyllis about her grandson Samuel. This conversation can be prompted through a speech check or by accessing her files on the terminal upstairs. The settlement location unlocks regardless of the outcome of the conversation; you can also simply kill Phyllis and have done. Somerville PlaceDirectly south of Egret Tours Marina, but on the opposite side of the river. Unlocked by completing a radiant quest for the resident humans.
If not yet secured, may be highlighted by a Minutemen radiant quest. Outpost ZimonjaA short jog north east of Ten Pines Bluff. Guarded by a boss raider in Power Armour with a rocket launcher. Unlocked by defeating all the raiders.
If not yet secured, may be highlighted by a Railroad radiant quest. CovenantSouth west of Starlight Drive In, on the other side of the lake. Unlocked at the conclusion of the Human Error quest which is triggered by speaking to Honest Dan after entering Covenant. The player must either side with the residents of Covenant and the Compound, allowing them to continue to hold their captive, Amelia, or disagree and kill everyone in the Compound and Covenant after they turn hostile. Either will unlock the Settlement; however, freeing Amelia without beginning the Human Error quest with result in the settlement becoming unobtainable. Taffington BoathouseEast of Covenant. Unlocked by killing the resident bloodbugs.
If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest. Greentop NurseryNorth east of Taffington Boathouse. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest. The SlogEast and slightly north of Greentop Nursery, one the river. Unlocked by completing a radiant quest for the resident (friendly!) ghouls.
If not yet secured, may be highlighted by a Minutemen radiant quest. Finch FarmSouth of The Slog. Unlocked by completing the quest Out of the Fire, given by the resident humans – or by murdering the resident humans. County CrossingSouth west of Finch Farm. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
Coastal CottageIn the far north east of the map, not far from The Slog. Unlocked by killing the resident raider, but be wary on approach; the surrounding landscape features some challenging random enemies. If not yet secured, may be highlighted by a Railroad radiant quest. Chimera tool crack 2018. Kingsport LighthouseEast of the midway point between The Slog and Finch Farm. Unlocked by defeating the resident Children of Atom. Can be challenging.
If not yet secured, may be highlighted by a Railroad radiant quest. Croup ManorEast of Finch farm and County Crossing and south of Kingsport Lighthouse, on an island reached by a long trek across a bridge. Unlocked by clearing the resident ghouls, which can be challenging. If not yet secured, may be highlighted by a Railroad radiant quest. Nordhagen BeachSouth east of County Crossing and south of Finch Farm, on the narrow east arm of the island. Be wary of challenging random enemies on approach. Unlocked by completing a radiant quest for the resident humans.
If not yet secured, may be highlighted by Minutemen radiant quest. Jamiaca PlainA long jog east of Egret Tours Marina. Surrounding enemies can be challenging.
Unlocked by killing the resident ghouls. If not yet secured, may be highlighted by a Railroad radiant quest. Murkwater Construction SiteAlmost directly south of Jamaica Plain, in a swampy area. Unlocked by clearing out the resident Mirelurks, including a Mirelurk Queen who respawns occasionally. A challenging and hazardous area. If not yet secured, may be highlighted by a Railroad radiant quest. Warwick HomesteadEast and slightly south of Jamaica Plain at the end of a north-pointing peninsula.
Be very careful of the Gunners and other baddies in the area, including on the beach itself. Unlocked by completing the quest Building a Better Crop for the resident humans, or sometimes through a radiant quest. If not yet secured, may be highlighted by a Minutemen radiant quest.
Spectacle IslandA lovely big and largely empty island, perfect for elaborate constructions. Unlocked by flipping a switch in the boat to the south, then killing the Mirelurks, which include a Mirelurk Queen and sometimes a Mirelurk Deep King depending on level. If not yet secured, may be highlighted by a Railroad radiant quest. The CastleNorth east of Jamaica Plain at the east end of a peninsula. Unlocked as a settlement during the Minutemen faction questline, which is why we’ve listed it towards the end of your settlement collection journey. Can be completed before endgame events, so feel free to tackle it any time.
You’ll need to complete the quest Taking Independence to unlock it, and complete the following quest Old Guns to gain access to all the pre-built crafting stations. Bunker HillSouth west of County Crossing, this settlement is not unlocked until completion of the quest the Battle of Bunker Hill, one of the early missions in the Institute quest chain. Your actions here can affect your standing with the Institute, the Brotherhood of Steel and the Railroad, so be careful with your choices; it is possible to continue the Institute questline even while aiding the Railroad, mind.
In any case, speak to Kessler after the mission to unlock this handy hub. Boston AirportUnlocked by joining the Brotherhood of Steel, or by eliminating the Brotherhood of Steel as part of the main story ending, then clearing the resident ghouls. We’re listing this one last because you may want to leave it until you’ve completed the main storyline. See our article on for further information.Fallout 4 DLC settlement locationsSeven settlements were added to Fallout 4 with its DLC packs, most notably in Far Harbour.
We recommend playing the DLC add-ons in order of release, and have ordered the settlement locations accordingly. The Mechanist’s LairAdded with the Automatron DLC, The Mechanist’s Lair is an interior settlement, but can still function as normal in terms of settlers and trade routes (unlike Home Plate in Diamond City, for example). It is unlocked as a settlement by completing the Restoring Order quest in the Automatron mini-campaign (it’s available after level 15; here’s a guide on ). This can be achieved by winning the boss fight, or by loading the Lead Engineer’s, Facilities Director’s and Chief Scientist’s holotapes into the terminal next to the elevator near the dungeon’s entrance, and use a speech check to talk the boss out of the battle. Longfellow’s CabinYou must advance the Far Harbour campaign through to the start of Walk in the Park to access Far Harbour settlements; see our page on for assistance. Although Far Harbour takes place on its own map, you can build settlements here and join them to your trade route network as normal; presumably your traders take a boat. The first settlement location you’ll find is directly north of the town of Far Harbor, and is unlocked after completion of A Walk in the Park.
Just use the workshop thereafter. National Park Visitor’s CentreWest and slightly north of Longfellow’s Cabin.
Unlocks after speaking with Uncle Ken during the side quest The Hold Out (see our detailed page on for further information). Dalton FarmNorth West of National Park Visitor’s Centre. Unlocks during the later steps of the side quest Blood Tide (again, see our detailed page on for further information).
Echo Lake LumberOn the west side of the island, too far from other settlements to use them as reference points. Other nearby locations include BGrney’s Bait and Tackle and Atom’s Spring. It is directly west of Acadia if you don’t mind a long walk and getting your feet wet. Unlocks after speaking to Bertha having completed the side quest Turn Back the Fog (once again, see our detailed page on for further information). Vault 88Added with the Vault-Tec Workshop DLC, Vault 88 is a huge seamless environment perfect for building the home of your dreams. To unlock it, you’ll end to complete the Vault-Tec Workshop mini-campaign, which is triggered by listening to the Vault 88 frequency on your radio after reaching level 20 or passing through the Quincy Quarries area.
The workshop becomes available upon completion of the Better Living Underground quest, but you’ll want to continue through Explore Vault 88 to clear the vault out in full and allow you to build as you see fit. It’s also well worth doing the Power to the People quest. Nuka-World Red RocketThis final settlement location is found in the north-east corner of the Nuka-World map. It unlocks after you restore Nuka-Worlds power as part of the DLC questline.
Can be joined to trade routes, although it will not e displayed on the in-game map.
So I found a really cool blueprint for sanctuary, it's the Sanctuary western town or something like that and I've been trying to import it. Everything is okay with the mod until it reaches 40% and just gets stuck and the only way to fix it is by leaving however I learned that you're just not supposed to leave until it's done. Another issue is that when it's done and says 'succesfully imported' if I fast travel, save, or the game autosaves the ♥♥♥♥ing game crashes. I have all the required mods and I did add the thing to fallout4custom.ini. Can anyone help?Ight so here be the thing, when your settlement is done importing you have to save and while you are saving, unless the game CTDs, wait 15 minutes while it's frozen, trust me it did not crash. Then you are to go all the way to the other side of the map, sleep for an in game week, save again, exit game to desktop, return to the game and boom you are done and your settlement is now complete.
Sorry about the typos above. I have been working long hours for few days and it is now 03:25 at morning.:pInstalling Workshop Framework does not hurt, but I would advice moving the character away from settlement, before activating mod in ongoing game. Mod divides settlement quest from 1 single (very slow and troublesome) quest to several quests, so staying inside the settlement will not initialize the effect for remaining visit.Workshop Framework has several similar things that can help you to solve issues. However, game can not do retroactive changes to script data already baked in to save files. There are always issues in solutions like this.If this does not work, then I would contact the settlement blueprint author directly. They might know what else might be going on.
Originally posted by:Sorry about the typos above. I have been working long hours for few days and it is now 03:25 at morning.:pInstalling Workshop Framework does not hurt, but I would advice moving the character away from settlement, before activating mod in ongoing game. Mod divides settlement quest from 1 single (very slow and troublesome) quest to several quests, so staying inside the settlement will not initialize the effect for remaining visit.Workshop Framework has several similar things that can help you to solve issues.
However, game can not do retroactive changes to script data already baked in to save files. There are always issues in solutions like this.If this does not work, then I would contact the settlement blueprint author directly. They might know what else might be going on. Lmao I don't care about your typos I type in all lowercase so where would I judge.
ByThe biggest new feature in the long-awaited Fallout 4 (aside from customizable power armor) also happened to be one of the game's biggest disappointments. Yep, we're talking about settlements again, which has caused a serious love/hate (or just maybe hate/hate) relationship with Fallout fans.While a steady string of DLC over the last few months added in a ton of settlement options, it still overall didn't in the series.Where developers fail to deliver, modders step in to pick up the slack. If you've been hesitant to pick up settlement building or tried it and didn't care for the limited options, these mods will completely change your perception of how settlements can work.
Featured ContributorTy splits his time between writing horror fiction and writing about video games. After 25 years of gaming, Ty can firmly say that gaming peaked with Planescape Torment, but that doesn't mean he doesn't have a soft spot for games like Baldur's Gate, Fallout: New Vegas, Bioshock Infinite, and Horizon: Zero Dawn. He has previously written for GamerU and MetalUnderground. He also writes for PortalMonkey covering gaming laptops and peripherals&period.
Supply routes are great when a settlement is just starting out to get things off the ground, but what is specifically transferred along them? I know anything on the Junk, Aid and Mods tabs are transferred, and Fusion cores and Power Armor pieces aren't. Does that mean weapons, armor and ammo aren't transferred at all?And what about Food and Water resources? Can I build a farming community with a surplus of food and use that to feed a merchant-only settlement, or are local crops always required? The seems a bit unclear to me, and may actually be inaccurate. I'll try to explain better, by my understanding, here.The only remote resources that are available to the player, in settlements that are linked via supply lines, are those which can be used for crafting.
Even then, those resources can't simply be collected from the Workshop's inventory. The only way to access them is by using them in the crafting process.This means that you can't drink Purified Water that's stored at a remote location, but you can use it to create Vegetable Starch. You won't be able to take a Blood Pack out of a connected workshop and put it in your inventory to heal yourself, but you can make a Stimpack with it. Etc.This also means that not all Aid items will be available across a supply line.
Meat that's already been cooked, drinks that have been made, or drugs that have been blended will most likely not be accessible because most of these items aren't used up by any recipes.Mods are available to be added to a weapon if they are in a remote settlement's workshop.Weapons and Armor will not automatically be broken down into components when crafting, so will not transfer via supply line.Furniture, Walls, Turrets, Shops and other craftable settlement stuff will not transfer via supply line, with the exception of crops. When one stores a Mutfruit tree or a Tato plant, it simply shows up in the workshop as a Mutfruit or a Tato, and those items transfer for the purposes of crafting.If junk in a remote, connected workshop is automatically broken down, the leftover components are deposited into the local workshop (the one the player is crafting from).
(This needs further verification from somebody else - only 95% sure on this).claims that food and water will be shared across the line, for consumption by settlers, even though the UI might not reflect this. More testing is still required on this, but from what I can tell, food and water is indeed transferred along supply line, but not in an obvious way. Regarding your very last question, according to the Fallot Wikia site, when a remote item is scrapped, and not all of its components are used, the remaining components are added to the local workshop. As far as the timing of food transfer, I suspect it's actually the same as it is for scrapping, i.e., on demand - remote scrap materials are transferred only at the moment they are needed for crafting; remote food surplus is transferred only at the moment that a settler needs to eat and the settlement has no available food. But this is speculation on my part.–Apr 17 '16 at 17:00. And, yes, surplus will be shared as necessary anywhere along the chain. If you have a vast network of supply lines connecting a dozen settlements, one of which produces enough food for the total population of all of them, you can make any of the others completely cropless.
(Though there have been reports of a bug with certain configurations - particularly having two 'loops' that share one settlement can sometimes cause the Pip-Boy to report zero food and water in that settlement. So it's probably best to either make a single, large loop, or a 'star' network with only one path between any two.)–Apr 17 '16 at 17:06.
Take a trip down memory lane. For the month of August, The Escapist is pulling the best of the best guides out of retirement. These are the top-ranked guides, re-published and re-shared.Building settlements is a huge new addition to the Fallout franchise.
Fallout 4 Transfer Settlements Not Importing
To make the Commonwealth a friendlier place and really upgrade your settlements, you're going to need a network of supply lines. Learn all about this amazing feature with our Fallout 4 guide below.Without supply lines, you'll need to personally carry all the junk required to construct everything a settlement needs. Every settlement starts with a handful of settlers and not much else. Resident evil 2 remake demo download. If you want to pool resources and really revitalize the wasteland, you're going to need plenty of supply lines. It isn't even that hard!For even more settlement info, check out the for loads of additional tips and tricks.Settlement Supply Lines - Tips & TricksIf you're new to Fallout 4's settlements system, you might be wondering what exactly supply lines do and what they're good for.Establishing a supply line between two settlements instantly allows you to access any items stored in the workshop inventory from both locations. This doesn't apply to all things - strangely enough, the resources for crafting are pooled, but the actual items cannot be found in the inventory selection. We'll go into more detail on that later.Chaining supply lines together, visible on your PipBoy map, will extend the network, pooling together any items from the combined workshop inventories.
Transfer Resources Between Settlements Fallout 4
That includes resources and scrap collected by settlers.Settlements are unlocked by completing Minuteman faction quests. After earning the settlement, it's always a good idea to establish a supply line.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |