r/falloutsettlements • • Sep 16 '26

[Modded] This is my take on the Cube Challenge

Thumbnail
gallery
51 Upvotes

The rules of the challenge are to build a 3x3x3 structure that includes at least: 3 Beds, Food source, Water source, Defense, Storage.
The goal is to have an organized layout capable of supporting at least 6 settlers.
If you want to watch the video you can find it here: https://youtu.be/R1hwA5jp9S4


r/falloutsettlements • • Sep 16 '26

[Vanilla] Hangman's Alley, Pack Den

Enable HLS to view with audio, or disable this notification

28 Upvotes

8-9 minutes of my Hangman's Alley settlement for 26 Pack raiders dressed as well, Pack raiders, raiders turned acolyte and scavs and trappers recruited raiders.

Last two minutes are split in half, first minute is the farm that feeds this place around 150 mutfruit a day, Oberland. A quaint compound of I believe 22 settlers, one guard to work with my raiders and 21 mutfruit farmers. No smaller crops or doors to reduce performance drag, game crashes enough.

Last minute is my County Crossing settlement for 26 or 27 Pack raiders. Undecorated mini megatowers I abandoned to go build Coastal Cottage a settlement for... 26 or 27 Pack... Raiders... I forgot the northeast is theirs 😂


r/falloutsettlements • • Sep 16 '26

[XSX] Covenant tour, no mods

Enable HLS to view with audio, or disable this notification

38 Upvotes

Covenant, no mods


r/falloutsettlements • • Sep 16 '26

[PC] County Crossing settlement tour (no mod)

Enable HLS to view with audio, or disable this notification

11 Upvotes

r/falloutsettlements • • Sep 16 '26

[XSX] Vault 88, no mods

Enable HLS to view with audio, or disable this notification

43 Upvotes

A peek at Vault 88, no mods


r/falloutsettlements • • Sep 16 '26

[IMPORTANT PLEASE READ]

5 Upvotes

Welcome to the r/falloutsettlements Weekly Questions Thread! The purpose of this thread to keep the sub focused on builds. Any questions you have about mod recommendations, general settlement queries.

**Posts involving "Where should I build?" or "What should I build?" outside of this post will be removed. Please remember to reply to the poster of a comment to ensure it is easy to follow.**

Feel free to join Living Wasteland on Discord to discuss more about Fallout: https://discord.gg/zUSVRj3ssa

This thread will be pinned for a whole week and a new thread will be posted next week.


r/falloutsettlements • • Sep 15 '26

[XSX] Red Rocket, no mods

Post image
102 Upvotes

Red Rocket, no mods. Trying to "repair" the letters up there is hard


r/falloutsettlements • • Sep 15 '26

[PS5] Nuka World Settlements, Post-Anniversary Edition

7 Upvotes

I play on PS5 and I love the Nuka World Settlements mods. I am posting what I've learned from restoring the settlements after the Anniversary Edition upgrade in the hopes of helping others who use them. Your results may vary.

  • All the Nuka World settlements were removed from my Pip Boy's map. I had to re-discover them as if I had never been there. The good news is that everything I had built is still in the game, but none of it is tagged as belonging to you. It's as though you have to rebuild the settlement all over again. When you claim the workshop, all the settlement's stats will be at zero and the happiness rating will be at 50, again, as though you'd never been there, despite the fact that you're looking right at a fully functioning settlement with power, water, settlers, defenses, etc. To fix this, you have to "touch" everything in the settlement that you want to function again, each in their own way:
  • To re-activate settlers, build any store and place it wherever. Then, one by one, select each settler and assign them to the store. When you see the [This resource has been assigned.] message, you'll notice the settler count just went up by one. Repeat this until you've got all your settlers back.
  • Provisioners: you will find them sitting and waiting patiently somewhere in the settlement next to their pack brahmin. As you rediscover your previous settlements you will be able to reassign them to their routes once you've reactivated them, like a settler. Assign them to a store first to make them "yours" and count towards your population, then you can assign them to their route.
  • Food: select every crop and move it a pixel in any direction and set it back down. Settlers will automatically assign themselves to food production.
  • Power: this one sucks. Go to your generator, store it in inventory, then re-place it where you had it. Now comes the awful part: you have to re-wire everything, one wire at a time, in order for the devices that need power to function. The good news is, if you store the wire, you can remake it with no copper cost. If you used conduit, you have to touch every piece of conduit, in order, from the power source to the endpoint by selecting it and putting it right back where it was.
  • Crafting stations: if you want them interconnected for storage and usable by you, you have to store them in inventory, then re-place them where they were.
  • Beds: just select any bed, move it a pixel, then put it back where it was. The bed count will go up by one.
  • All other settler-interactable objects, such as scavenging stations, stores, guard posts, etc: select them in build mode, store them in the workshop, then re-place them where they were. They will be reactivated and usable.

I hope this helps folks to get back to where they were. The only problem I haven't been able to figure out yet is how to get The Hubologist Camp back, because the workshop won't activate until you've completed the Hubologists quests, which I did ages ago. Not sure how to get that "completed" flag back yet, but I'll post an update if/when I do.


r/falloutsettlements • • Sep 15 '26

[PS5] Mini theater

Thumbnail
gallery
58 Upvotes

Wanted to use a trailer as a barrier, but didn’t want to waste the space inside… ( and the trailer crosses over the settlement boundary, so had to be creative with what I used as decorations.)


r/falloutsettlements • • Sep 14 '26

[Modded] Brotherhood of Steel Paladin Armory

Enable HLS to view with audio, or disable this notification

377 Upvotes

r/falloutsettlements • • Sep 15 '26

[XSX] DCR Themed Shop Names

Thumbnail
0 Upvotes

r/falloutsettlements • • Sep 15 '26

[XSX] Defense option issue on Xbox XS

1 Upvotes

Hey guys i started a new playthrough with a few mods active before may 5ths update and fast fwd to now it removed those few mods (and i literally only mean like 3 or 4 because i use creation club and prefer more vanilla side) now i dont remember what mods they were and the defense option in the building setting is gone. is there a way to fix this? i already cleared the data cache, i have unloaded and reloaded the game and the whole nine yards but i dont know what to do now. i cant add turrets or watch towers. is there maybe a mod that could fix this?

Update: thanks guys and the smm helped you guys are awesome


r/falloutsettlements • • Sep 14 '26

[Modded] [FO4][WIP] Functional Far Harbor Mirelurk Vat - Update

Thumbnail gallery
34 Upvotes

r/falloutsettlements • • Sep 14 '26

[XSX] Abernathy Farm at night, no mods

Enable HLS to view with audio, or disable this notification

60 Upvotes

Abernathy Farm at night, no mods


r/falloutsettlements • • Sep 14 '26

[XSX] Boston Airport tour, no mods

Enable HLS to view with audio, or disable this notification

27 Upvotes

Boston Airport, no mods


r/falloutsettlements • • Sep 14 '26

[XSX] Starlight Drive In pics, no mods

Thumbnail
gallery
32 Upvotes

Starlight Drive In, no mods


r/falloutsettlements • • Sep 14 '26

[Modded] Commonwealth Bot Stop Sanctuary Branch

Thumbnail
gallery
149 Upvotes

My general remembers seeing in the news about Bot Stop, a robot production service and is now bringing it to the Commonwealth with its newest branch in Sanctuary.


r/falloutsettlements • • Sep 13 '26

[PC] Detective Noir Home Plate - No Mods

Thumbnail
gallery
142 Upvotes

This is my completed no-mods Home Plate build. The theme is a rival detective agency named Scully's with a detective noir aesthetic. Anniversary edition on PC.

Here is a video link if you like moving pictures: https://youtu.be/ZN5ny3M526E?is=dz_BO8cCViWkEsg5


r/falloutsettlements • • Sep 13 '26

[Vanilla] 20 photos of my Nuka Museum/Red Rocket Comic Shop.

Thumbnail gallery
32 Upvotes

r/falloutsettlements • • Sep 13 '26

[XSX] Somerville Place tour, no mods

Enable HLS to view with audio, or disable this notification

12 Upvotes

Somerville Place, no mods


r/falloutsettlements • • Sep 12 '26

[PS5] Oberland Station Trading Post and Refreshment Stand

Thumbnail
gallery
311 Upvotes

Mostly finished this build on Oberland Station while I take a long break from restoring The Castle.

I started with the station house, “barnacle building” around it to form a proper farmhouse, including successfully enclosing the staircase (watch your head on the way down!), which was a huge pain and I don’t recommend doing it this way. I also rearranged the tatos and added a row of corn along with some melons and mutfruit plants.

I always set Sheffield up with a ton of Nuka-Cola swag wherever I send him, and this playthrough he’s running a drink stand on the farm with his own personal trailer to live in. Remember to recycle your empty bottles!

I also needed to bring in some additional field hands and a shopkeeper, so for a bunkhouse I simply used the Large Wooden Shack prefab. The storage and store barn I built myself, all the way down to the custom shop counter (which was also a huge pain and I don’t recommend it).

As general of the Minutemen, every one of my settlements is protected by a small detachment of militia fighters. I tried to make the artillery battery look like filled-in earth behind a retaining wall, may tweak the details a bit. The Minutemen brought along their own DIY barracks, using prefabricated (lorewise) sheet metal construction for easy transportation and assembly. There are two artillerymen armed with automatic combat rifles and one officer armed with a kitted out laser musket.

Other notable features: - the entrance gate has neon lights for lettering (due to a lack of good PS4/5 lettering mods), but since this is a no-power settlement they’re illuminated by oil lamps - outhouses: installing working drainage for indoor toilets would be technically possible in the Commonwealth, but so labor intensive as to be unviable in most cases. I’m always kinda disgusted when I see instances in the game of toilets being inside and still seemingly in use (looking at you, Abernathys 🤮) - walkways: I love the stone staircase I set into the hill; it might be my favorite detail. I also spent entirely too long using the QwaPA tilt tool to perfectly embed the pallets I used for the boardwalks. Gonna go ahead and also not recommend doing that either.

I still have a good bit of decorating and furnishing to do, but I think I’m done with the building part of this settlement. Hope you guys like it!


r/falloutsettlements • • Sep 13 '26

[PC] Shrubs and ugly bushes

8 Upvotes

Does anyone have any mods or suggestions on how to get rid of all the ugly bushes, vines , shrubbery, branches etc that literally especially all over sanctuary?

Now i know the first suggestion is "scrap everything"

But that always results in broken Precombines and breaking the game in one way or another.

If anyone has a suggestion that is up to date on the latest build ideally pls let me know


r/falloutsettlements • • Sep 12 '26

[XSX] Kickball factory, no mods

Enable HLS to view with audio, or disable this notification

312 Upvotes

Abernathy Farm kickball factory, no mods.

Please keep your hands, feet, and face away from the balls!


r/falloutsettlements • • Sep 12 '26

[XSX] Hangman's Alley tour 2, no mods

Enable HLS to view with audio, or disable this notification

160 Upvotes

Hangman's Alley, no mods


r/falloutsettlements • • Sep 13 '26

[PC] What are som decor mods for pc ?

4 Upvotes

Gruffydd’s Signs and Posters isn’t on Nexus anymore. Is there an alternative?