About this mod
This mod automatically installs Settlement Blueprints, initializes objects, and adds settlers (optional).. The minimum scrapping at each location is already applied. ESM flagged to better handle temporary references. Pack 1 = Ondrea's Humble Beginnings. Pack two = 17 Humble Beginnings settlements plus Finch Farm by WastelandProject.
- Requirements
- Permissions and credits
- Changelogs
Twenty two Locations are courtesy of Ondrea's Humble Beginnings.
The Finch Farm location in the "misc" pack is provided by WastelandProject.
These packs make for a great base game setup at core settlements. Loading these in an ESP improves performance over just having a bunch of placed items. These are small, basic settlements to act as a foundation.
- Don't want to build at a settlement? These settlements do the work for you.
- Enjoy settlement building? There's plenty of room for building and creativity.
- Have a different settlement you prefer at a location? The Humble Beginning locations are small and don't take long to scrap and replace.
All the items may be moved or scrapped if a person wants a location different. Only two locations have power but all locations have food, water, security, and optionally settlers.
I use these locations in combination with SS1 and Industrial Revolution plots. It provides easy setup, a base population of settlers, and allows me to still craft the settlements and industries (supplies) I want.
Installation
This is best used on a new game. Adding mid game can cause some persistent object to have duplicates. They can be deleted though.
Install one of the two versions, plus patches if applicable.
The original settlement blueprints are not required.
Two Versions of this Mod
Version 1 - 4estGimp - Humble Beginnings Blueprint Installer
- Abernathy Farm
- Coastal Cottage
- County Crossing
- Croup Manor
- Finch Farm
- Greentop Nursery
- Graygarden
- Jamaica Plain
- Kingsport Lighthouse
- Murkwater Construction
- Nordhagen Beach
- Oberland Station
- Outpost Zimonja
- Sanctuary Hills
- Starlight Drive-In - large, vendor version
- Sunshine Tidings
- The Castle
- The Slog
- Somerville Place
- Taffington Boathouse
- Warwick Homestead
- Hangman's Alley
Version 2 - 4estGimp - Misc Settlement Blueprint Installer
It is the same as above with the following changes:
- Finch Farm - By Wasteland Project
- Abernathy Farm, Tenpines Bluff, Sunshine Tidings, and Starlight Drive-In are not included as I run Undernier's mods at those locations.
Load Order
This mod is an ESM flagged ESP so it will automatically load near the top of the load order. I place it at the bottom of the ESMs so it wins any conflicts with ESM fix mods.
Compatibility
4estGimp - CR HumbleBegin n HunkerDown Settlements - in Optional files.
Ensures compatibility with Hunkered Down - Settlements.
A barricade guard post in Hangman's Alley is relocated, the fire barrel and mattress at Zimonja are removed, and a redundant door is removed from Greentop Nursery.
4estGimp - CR HumbleBegin n HangmansAlleyOptimized - in Optional Files
Ensures compatibility with Hangman's Alley Optimized. It moves food, water, and other items as necessary to fit the slightly altered arrangement and removed shack on stilts.
4estGimp - CR HumbleBegin n Raider Gang Extended - in Optional Files
Ensures compatibility with Raider Gangs Extended.
The turrets are removed from Hangman's Alley. Otherwise they aggro The Hangman and her crew.
Fix or ownership mods
Some mods may affect items which were scrapped by this mod and make them reappear. Just scrap them.
How to Use (loot any enemy corpses first)
1. Go to a settlement's workshop and activate it.
2. Answer the 3 questions.
- Remove Corpses? Yes or No
- Initialize Objects? CHOOSE YES
- Assign Settlers? Yes or No
The workshop build mode will cycle a few times as the questions are processed for a minute or so. A player may leave the workshop mode and continue their game after the "Initializing Done" message.
3. Wire the Settlement
This only applies to Coastal Cottage or the Misc Version of Finch Farm.
Enter the "manage" mode for Workshop Framework.
Choose Power Tools > Auto-Wire Settlement
![](https://cdn.statically.io/img/staticdelivery.nexusmods.com/mods/1151/images/77088/77088-1704674570-1012696139.jpeg)
Additional Settlement Notes
Sanctuary - Some furniture was kept beyond that which is added by Ondrea's. Sean's room has the rug moved enough to expose part of the S.P.E.C.I.A.L. book. A few additional furniture pieces which are usually scrapped were kept but slightly moved to not have clipping issues.
Finch Farm - Wasteland Project Version
Workshop Framework will auto-wire this location and make it 100% functional. However, there will be several wires that cut through structures or are redundant. The location requires a little cleaning up of those wires.
Red Rocket is not included as I import the cVc settlement blueprint there during game-play.
Almost all Dead Fish, Barnacles, Seawead, and Marshberry were removed from The Castle.
ALL creative credit goes to Ondrea, Wasteland Project, and any MA added in the future, for the making the settlements. I just spent a few days in xEdit making exports with DieFeM's Import Transfer Settlements BluePrint to ESP and Scrap Logger scripts. That plus in-game testing to get the scrapping to match the locations took more time than expected but it's still not art :(
Thanks to Hap for testing an experimenting with the import Transfer Settlements BluePrint to ESP script to come up for the best way to process settlements and implement power.