Settlements Enhanced

Last updated for version `1.8.0-BETA-7`

*Main article:* Installation
**Enhanced Settlements** (ES) is a fully functional settlement scrapping mod designed for Architect and Horizon. This mod is loosely based on "Scrap Everything" and Zawinul wants to thank Shadowslasher410 and Vlits for all their work/research/help. ES has all of the same custom features that Horizon SE patch had, plus many new features and changes. This mod includes all custom settlement changes, extended border adjustments, custom scrap lists, etc.

## General

Many Settlements have changed buildable areas, altered object scrap and allow for new structures, such as a Seawater Extractor, to be placed.

The ultimate goal of this addon, is to make every standard FO4 settlement feel fully polished, and give options to remove buildings or use them without fear of accidentally scraping walls. This includes changes like fixing up buildings that feel like they are just too smashed up to use, but at the same time still keep them beat-up enough that they properly fit into the environment.

### Incompatibilities

*See: Guide/Modding Horizon*

This mod is not compatible with;

* Scrapping mods like Scrap Everything or other similar mods.
* Mods that expand settlement borders
* `scrapall` can break navmesh and quest triggers even if the settlement is owned.

Any mod which is using CELL and WRLD records will be overriden by Horizon if loaded before Horizon vice-versa, it will brake Horizon.

## Settlement Changes

### Control Panel

Also known as Activator Panel or Upgrade Panel, in certain settlements, have received some improvements;

* Some upgrade panels can be used more than once to upgrade through different upgrade options.
* Settlement upgrades don't require materials.
* Some buildings can be hidden by the panels or the Scrap Cleanup Station.

Settlements using control panels:

* **Graygarden**: turn on/off the robot animations, the water sprayers.
* **Hangman's Alley**: turn on/off the light.
* **Home Plate**: call unassign settlers (currently not functional), change interior, fast travel to the fens and fast travel to home plate (from outside DC).
* **Jamaica Plain**: in the church, to repair the roof and fix the floor.
* **Sanctuary Hills**: next to the bridge, repair/remove the houses, repair the bridge.
* **Sunshine Tidings**: repair, remove, rebuild damaged cabins. All repaired cabins are replaced with a better fixed up mesh that doesn't have a smashed left side deck.
* **The Castle**: repair/remove the wall.

📝 **Note:** While some settlements have enhanced upgrade functions, many settlements have their original control panels removed. Common options are often times part of the Scrap Cleanup Station menu now.

* Castle Repaired
 Sanctuary Hills     | * Assembled Houses
* Repaired House Roofs
* Removed Houses
* Roofs w/ Layer 1
* Damaged Bridge
* Repaired Bridge
 Sunshine Tidings     | * Sunshine Tidings Damaged Cabins
* Sunshine Tidings Repaired Cabins
* Sunshine Tidings Removed Cabins

### Locking Plate System

🌀 *The content below is transcluded from Structure Management#Locking Plate Options.*

This new system is designed to drop **Locking Plates** down in certain settlements, such as Hangman's Alley, to help align colossal structures (The Gallows). The menu can be accessed from any controller object. Hangman's Alley is currently the only settlement allowing this so far.

* The Gallows
* properly locked
* view from the top

To lock a structure into place, a controller object (colossal building or foundation) is required. Using the object will bring up the Structure Management menu, in which the option "Locking Plate Options" can be found. It contains a selection of settlements that can unlock a locking plate. In this case, "Toogle Hangman's Alley" and a small metal post will appear in Hangman's Alley. The locking plate is located right next to the door, towards the east of the settlement.

When standing next to the metal post, the workshop menu must be called up and thus the controller object manoeuvred onto the metal post. It should jump right into place. As soon as the object is set into place, the workshop menu must be closed and the controller object used again to call up the structure menu. It is important to select the appropriate structure. In this case The Gallows. After selection it should appear perfectly in place.

### Withered Plants

🌀 *The content below is transcluded from Crop#Withered Plants.*

The crop plants in Graygarden were altered to *Withered Plants*, static scrap objects, which can be scrapped for materials, in order to fix numerous issues with them. Each withered plant will give 1 crop of the appropriate type, which can be use to re-plant a new crop. All Mutfruit plants are converted to *Withered Mulfruit Plants* which are small mutfruit-sized trees and all planters are coverted to "Withered" crops too.

The vendors in Graygarden are updated too, to reflect these changes. This requires a vendor recycle.

### Seawater Farming

🌀 *The content below is transcluded from Guide/Useful Locations#Seawater.*
Settlements that are connected to the ocean allow the placement of a Seawater Extractor which produces a specific amount of seawater (based on the amount of seawater placed) per Production Cycle. Seawater is usefull for extracting salt. Salt in turn is usefull to gain basic ingredients to produce purified water.

 The "Charles River" usually includes no seawater. The river flows against the ocean. Egret Tours Marina has the ability to place a seawater extractor which logically shouldn't be possible. Finch Farm instead is connected to the ocean but not considered to, in v1.8.0-BETA-7.

## Scrap Cleanup Station

*Main article:* Scrap Cleanup Station
This buildable station allows to access a menu to help cleanup/manage scrap in settlements.

* Allows to scrap buildings that are normally blocked from manual scrapping. These features replace some of the "control panels" located in some settlements, while expanding these features even further.
* There are no scrap materials given/required for hiding/showing prefabs.
* Allows to toggle 3 different layers, depending on the settlement's specific options.
* Hide Prefab Houses includes many buildings in various settlements.

* Scrap Cleanup Station
* Finch Farm Vanilla
* Finch Farm Layer 1
* Workbench
* Workbench Removed

## Scrap/Border Adjustments

Almost all settlements can be completely scrapped. Many also allow entire structures to be "hidden" and thus made passable. An entire settlement can be completely dismantled with it. Many former control panels are integrated into the "Scrap Cleanup Station" logic. The few settlements that still show specific changes are listed accordingly in the table.

In addition, settlements can be connected with very long bridges, so the player is not forced to go swimming.

Settlements marked with;

* 🗑️ can use the **Scrap Cleanup Station** to hide/restore world objects like houses, buildings, workbenches and others. Note: ALL settlements can use the station too scrap junk, debris and other objects and items.
* 🎛️ proview control panels to hide and/or repair objects, toggle animations on/off, fast travel, etc.
* ↔️ offer themself to use the special foundation: "Extended Sky Bridge" (3/5/7-Segment) to connect settlements with one another.

## Specifically Designed Structures

Horizon allows a variety of Buildings to be built outside of other locations. Some of these buildings are designed for specific settlements (but can also used for any other settlement);

### The Gallows

The Gallows, a colossal structure which can be used in **Hangman's Alley**, using the Locking Plate System. The Gallows is either 3- or 9-floors tall.

### Cargo Yard

The Cargo Yard foundation was designed specifically for the enhanced Murkwater settlement.

### Sky Bridges

Bridge the gap between settlements created by water and other "obstacles". The extended sky bridge (Architect > Foundations) can connect settlements.

* Sky Bridge
* Sky Bridge
* Sky Bridge
* Sky Bridge

## Developer Notes

* Settlement upgrades don't require materials. This was removed because of a few technical problems. Generally speaking, the materials required aren't anything special anyway, so it didn't add much to the gameplay. You still have to own the settlement before being allowed to use the panels.

## Technical Issues

🌀 *The content below transcludes to Technical Issues#Settlements Enhanced.*
### Precombines and Previs

Any bracketed object e.g. `[Placed Object]` which even exists in a new record will brake pre-combines.

Contrary to the author's quote:

It's also worth noting, that any exterior cell is attached to 9 cells, namely those surrounding the current cell. Thus even if only one cell is modded any cell around will be affected too. This may lead to stuttering and other performance issues. It depends on the situation though. Heavly instable cells such as Hangman's and Jamaica Plain may lead to more noticeable effects since they are by Vanilla default already very instable concerning FPS.

## See Also

* Architect
* Settlement
* Guide/Settlement Building
* Guide/Settlement Building Limitations

## References

1. ↑ https://www.nexusmods.com/fallout4/mods/5320
2. ↑ https://en.wikipedia.org/wiki/Charles\_River