Transfer Settlements Fallout 4
People who have played Fallout Shelter will recognize many of the features in settlements. The building process also reminded me of The Sims. I'm going to help you get started by explaining everything about settlements and give you tips to create the best communities you can.If you're looking for more help with the game, visit my. This guide will go over everything about settlements in Fallout 4 including:.
Fallout 4 Nuka World: Raider Settlements Making Raider Outposts, Vassals, and The Wasteland Warlord Perk Playing Overboss in Fallout 4 Nuka World. Help your raiders expand to the Commonwealth with Outposts. Once you've claimed all five areas of the park in the Grand Tour quest, you'll get to begin establishing a raider foothold in the. A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
Settlement Basics - Info on what you can do with this feature, perks to look out for, and tips. Structures - The basics of building things like houses.
Furniture and Decorations - How to keep the interior looking good. Resources, Power, and Defense - What you need to keep your settlements running, and how to defend your settlements when they get big enough. Crafting and Stores - Ways to bring in extra money and items.Settlement BasicsThe biggest part of building a settlement is the actual building. You'll want to build houses, forts, or whatever to make an actual home.
Any place that has a workshop can be used as a settlement.Most of the time, you'll need to clear the area out or do a quest to unlock it. Here are some things to look for when getting started.
Structures - The buildings and fences to keep your settlement enclosed. Furniture - Things to put in your building, or even outside if you're into that. Decorations - If you're going to live in a post-apocalyptic world, you might as well make the most of it.Go to the workshop of your settlement to start building.
When you pull the menu you up, you can move around and select any of the features.You can exit the menu at anytime and bring it up again without going back to the workshop, as long as you don't go anywhere else. You can also build defenses, power, resources, crafting areas, and stores.
I'll explain those later.You'll need resources, such as metal or wood, to build anything. There are a wide variety of materials needed, depending on what you want to build. Tips. You can scrap things you don't need while in build mode. Use this to scrap everything at a new settlement that you don't want. You can focus on one building at a time and scrap everything else for more materials.
Transfer Settlements Fallout 4
If you use an item during crafting instead of breaking it down for materials, you lose any extra materials that the item has that are not used in the recipe. You can also scrap items in your inventory.
Just drop them on the ground, then open the workshop menu. Target it to scrap it.
You can rotate items and move them around, even after placing them. Xbox - Press RT or LT to rotate right or left. PC - Right or Left mouse button.
PS4 - R2 or L2. To assign someone to something, go the build mode, select the person, then select what you want to assign them to.PerksIf you want to access extra features in settlements, you'll want to get at least 6 Charisma. This gives you access to the Local Leader Perk, which has 2 ranks. Rank 1 - Establish supply lines between your workshop settlements. This allows you to link your settlements through supply lines. Target someone, then pull up your list of settlements.
Select the settlement you want to make a supply line to. This assigns them to travel between the 2 settlements.
Linked settlements gives access to the inventory of any settlement linked to that one, as well as share resources. This includes food and water. If you have enough food shared between your settlements, you won't need to plant food at every settlement. You would need a lot of food to do this, though.
Rank 2 (Requires level 14) - Allows you to build stores and workstations at your settlements. When you get this perk, you can build stores that can bring in more caps and items. You'll have to assign people to work at them. You can also build any workstation so you can put all your crafting in one place.These are important perks, but I wouldn't worry about getting them until you have multiple settlements and you start building them up. You can't get the last rank until level 14 anyway, so you have time.Below are a list of perks you need if you want access to everything in settlements:.
Gun Nut Rank 3 - Require Int 3 and level 25. Science Rank 3 - Requires Int 6 and level 28. Hacker - Requires Int 4. Medic - Requires Int 2. Cap Collector Rank 2 - Requires Charisma 1 and level 20.StructuresYou can build walls, floors, roofs, stairs, doors, bridges, and fences in this section.
There are 2 types, wood and metal. Some of the options in each category use both wood and metal.This is where you want to start. You want to have at least one enclosed house so your people aren't wandering around outside all the time.When building walls and roofs, most of the items can connect to each each other. When you are placing of these, the object snaps into place to show that you can do it.These items add up quickly and your resources will be gone before you know it if you aren't paying attention. Just focus on building one house at first, preferably one that already has parts built.When you get everything else you need, you can start adding fences and other things around the settlement. Furniture and DecorationsThe only immediate thing you need in this category is a bed. You need at least 1 bed for every person on your settlement.
Other option in this category include: chairs, containers, shelves, tables, TVs, paintings, vending machines, and more.These are nice additions to make your place look better, but one of the last things you should worry about. Resources, Power, and DefenseThis is the most important section to build and maintain. Resources has everything you need for food and water.
You need to keep this high so your people have enough to survive. Food, Water, Etc.You can place a water pump, and any vegetables you have, in dirt to supply water and food. You need to assign someone to the crops you plant so they can gather food while you're gone.You can also build a Scavenging Station that you can assign someone to. This gives resources like steel and other things used for crafting and building. What you get is random, though. PowerWhen you start building up your settlement, you'll want to bring in more people.
You can build a recruitment radio beacon to do this. It needs power to run, so make sure you build generators. You can also build terminals and place lights, which also need power. To power things up, place a generator close enough to the object you want to power.
Make sure there are no obstacles between them, then choose 'attach wire'. Move the wire to the object you want to power until it snaps into place, then select 'attach wire' again.DefensesFinally, you'll need to defend your settlements from raiders and other dangers. Each item in this category has a defense value. Your settlement's defense value should at least be equal to the sum of your food and water. So if you have 6 food and 5 water, your defense should be 11 or higher.You can place guard posts, which you must assign people to.
You can also build turrets and traps. The machine gun turrets don't require power, but everything else does. These are all automatic so you should focus having more on them.The heavy machine gun turrets offer a good defense with no power cost. You only need Gun Nut rank 1 for them.
Placing 2 or 3 of those around your settlement should be all the defense value you need for a while. Crafting and StoresIf you have the local leader rank 2 perk, you can build in this category. When you establish enough settlements, you won't need to make workstations, but it can still be useful.It is nice to have all the workstations at one or all of your settlements. Plus, it is good to have access to power armor stations at all of your settlements.Stores can bring in caps, make settlements happy, and offer you items to buy.
You can build trader, armor, weapons, food and drink, clinic, and clothing stores. The more expensive stores give you more options.Each store needs a person assigned to run it, so keep that in mind when building.
You can get the caps by selecting transfer at workshop and going over to Misc. Now, just transfer the caps to your inventory.This concludes my Fallout 4 Settlements Info and Tips. Feel free to ask any questions in the comments. Guide EditorAfter gaming for 25 years, Synzer leveraged his vast knowledge of RPGs and MMOs into a job as a games journalist, covering the games he loves. Five years later, he's still writing about Kingdom Hearts, Pokemon, and Knights of the Old Republic. Synzer has a bachelor's degree in English and creative writing. You can see him in action on his YouTube channel (https://bit.ly/2F97BrR) and Twitch (https://www.twitch.tv/synzergaming)&period.
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. 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.
Fallout 4 Transfer Settlements Sanctuary
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.