Tenhat's Settlements Modlist
A complete list of every settlement I've made and a few upcoming locations.
21 total, as of this writing.


Commonwealth Settlements
University Point - with Immersive Repair
Fiddler's Green - with Immersive Repair
Atom Cats Garage Settlement - with Immersive Repair
Prospect Hill Diner and Park
Nuka-World Transit Center
Charlesview Amphitheater
Vault 81 Trader's Camp
Lake Cochituate Village
Lake Quannapowitt
Breakheart Banks
Dartmouth Professional - Skyscraper Settlement
Sunken Garage - Glowing Sea Settlement


Far Harbor Settlements
Old Pond House - with Immersive Repair
Kawaketak Ranger Station
I want to do a lot more Far Harbor, but I also want to finish up Nuka-World first.


Nuka-World Settlements
Shovel Museum - with Immersive Repair
Westcliffs Wind Tower
Isle of Refreshment
Hubologist's Camp
Northpoint Dam


Collaborative Settlements
Ashland Station - Quest, Dungeon, Settlement
Boon Island - Isles of New England


Near-Term Planned Settlements
MS Azalea - Far Harbor
Dryrock Gulch Employee Area - Nuka-World
Dunmore Homstead - Nuka-World
Fizztop Grille - Nuka-World
Nuka-World Settlements AIO
Bateman's Pond - Commonwealth Beyond the Borders
College Square Station
Mystic Pines - Commonwealth with Immersive Repair

Planned Updates:
University Point - fill out empty buildings
Nuka-World Transit Center - open up ticket building, make garages repairable

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tenhats

24 comments

  1. NextTurnIsRight
    NextTurnIsRight
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    Oh, another thing, continuing the Rebuild series? There's like only three workshops left and one of them you can't really even repair. What's the plans?
    1. tenhats
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      Presently it doesn’t cover Finch Farm, County Crossing, Boston Airport, Abernathy, Mechanist’s Lair, Hangman’s, or Zimoja, though some of those have standalones. I’d finish those not touched and merge in the others. I’d also merge in the shared resources mod. All of this would save ba2 and esp slots.

      I also prefer that the settlement be found in their vanilla state and not prescrapped. So I’d restore that and make the stuff scrappable.

      There’s also various smaller bug fixes. Also I’ll add prp support so external mods aren’t needed.

      The idea would be to make every base game settlement highly scrappable and repairable where applicable. To bring every settlement to the standards of my custom settlement mods. The original Rebuild AIO will remain available though for those who prefer it.
    2. NextTurnIsRight
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      Good point and great ideas.
      Also, it... does cover county and finch. You get to rebuild a house, isnt that rebuilding?

      a few suggestions for boston airport and hangmans alley:
      make all buildings that can be reached from hangmans alley accessible, would really help a lot with space and settlement planning

      For boston airport, i would say a simple reconstruction of the reception room and extend the border out into the nearby dirt and waters to still have settlement freedom while avoiding any base game conflicts with the BOS(although if you wanted to you could take boston airport to the extreme and make a separate version which, if you destroyed the prydwen and violently expelled the BOS, you could clean up the peninsula and repair the airport and make it like spectacle island 2.0)
    3. tenhats
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      Oh you’re right about CC, Finch though doesn’t have any repairs and I’m pretty sure is not in the current AIO. What you describe is already the plan for Hangman’s.

      Not sure what I’ll do with BOS Airport yet. There’s some argument I think for not including it because of the variety of other mods that do touch it, that way players can choose any one of those. I could also make a small separate one for rebuild. We’ll see.
    4. NextTurnIsRight
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      oh sorry, ignore finch farm, i must have mistaken it for coastal cottage or tenpines.
      yes, some other mods do allow you to edit the entirety of boston airport, but they fall behind your standards of settlement mods(no bias or offense) and i feel like they can cause a lot of issues in the cases of stuff like navmesh or blocking certain quests.
    5. NextTurnIsRight
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      another thing about the settlements it dosent cover: Jamaica Plain. After playing it, I've come to notice it feels... unfinished. Theres terrain popping in the way on several roads, one property has their backyard raised with a hill, and some buildings you can just never repair. Even after doing all the repairs and scrapping it feels wrong.

      EDIT: I forgot about the church roof. Plywood? I'm supposed to be rebuilding the town, why can't we properly patch it up?
    6. tenhats
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      Yeah I can give special attention to JP. I’m currently in the process of reviewing each settlement, finished Tenpines and Taffington atm.
    7. NextTurnIsRight
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      Cool, good luck on finishing the rebuild series dude
    8. NextTurnIsRight
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      One last request for the meantime: You should check out the Castle, I think there was quite some missed opportunity by Aura for the southeast wing(buried) after restoring the walls.
    9. tenhats
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      Yeah I can give that a look.
  2. kiralzb
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    Do you plan to release all in one in the future?
    1. tenhats
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      Yup, an AIO for the Nuka-World settlements is nearing completion actually, just got to finish out the Dry Rock Gulch Employee Area settlement and add it in.
  3. NextTurnIsRight
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    Did you ever say somewhere on nexus mods you were considering settlement mods for salem and/or quincy? it would be cool to see those become player workshops tho
    1. tenhats
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      Yeah those are a bit more distant but are locations I’d like to do one day. Salem would likely be the first of the two.
    2. NextTurnIsRight
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      Alright, thanks
  4. LeapinL
    LeapinL
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    Love your mods!
    I just downloaded a couple more settlements to add to my list.
    I really like building in your settlements.
    Thank you!!!
    1. tenhats
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      You're welcome, glad you're enjoying them!
  5. Matw65
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    May I suggest an external settlement at the Nuka World Power Plant?

    It strikes me as an important location to secure for which ever faction takes over the park.
    1. tenhats
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      I'll keep it in mind, it certainly makes strategic sense.
  6. blackboy2
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    Looking forward to what you've got planned for the future!

    Also, if you're open to suggestions, perhaps turning Cliffs Edge Hotel and Cabot House into settlements in the future?
    1. tenhats
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      Cliff’s Edge would make sense as a location, but would definitely be a larger project. Still doable though.

      I don’t like interior settlements that are above ground, so Cabot House is less likely.
    2. blackboy2
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      For Cliffs Edge, that's understandable, the place is quite large.

      For Cabot House, fair enough.
  7. streetyson
    streetyson
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    Keep up the good work - and thanks for sharing all these mods!
    1. tenhats
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      You're welcome!
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