Fallout 4

Fallout 4

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Fallout 4 Settlement Data (Maps + Commands)
By мяFunreal
This guide contains maps of all settlements, including DLC. Along with all useful console commands, such as unlockign all settlement immediately.
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Maps
Here's the Maps of where the settlements are found.
Commonwealth

Far Harbor

Nuka World
Unlocking all Settlements
Sometimes you just don't care about legitimately unlocking settlements.
Luckily, there's an easy way to unlock all settlements anytime and anywhere you want.
I originally planned to make this a script, but unfortunately this was not possible.

Open the console by pressing ~ (US Layout)

Other layouts use different keys.
Here's a list of keys that may work, based on language layouts:
Taken from fallout.fandom.com
  • Belgian: ù (point keyboard)
  • Brazilian: `
  • Canadian Multilingual Standard: è
  • Danish: Æ
  • Estonian: ü
  • French: ² or ù
  • Finnish: Ö
  • German: ^ or ö
  • Hungarian: ö
  • Icelandic: Æ
  • Italian: \ or | or ò
  • Japanese: @ (to the right of P key)
  • Norwegian: ø
  • Portuguese: ç
  • Russian: ё
  • Spanish: ñ
  • Swedish: å or ö
  • Swiss: ¨ (The upper key of the left of the enter key)
  • Turkish: "
  • United States: ~ or ` (to the left of the number 1 key)
  • United Kingdom: ' (below the @ symbol, on the same key)
  • Other possible solutions: §, ½

In the console, paste one of these lines and hit enter. Then copy and paste the next and so on.
Closing the console should get you a "You can now use the workshop at XXX" message.
Swapping the 1 for a 0 at the end of the code will remove the ability to use the workshop

Code
Settlement
player.additem 141946
Home Plate (Only key needed)
prid 0006F5C5; callfunction "workshopscript.setownedbyplayer" 1
Abernathy farm
prid 000B3506; callfunction "workshopscript.setownedbyplayer" 1
Boston Airport
prid 00019956; callfunction "workshopscript.setownedbyplayer" 1
Bunker Hill
prid 00066EB6; callfunction "workshopscript.setownedbyplayer" 1
The Castle
prid 00168945; callfunction "workshopscript.setownedbyplayer" 1
Coastal cottage
prid 0009B1DB; callfunction "workshopscript.setownedbyplayer" 1
County crossing
prid 000E0505; callfunction "workshopscript.setownedbyplayer" 1
Covenant
prid 001654BD; callfunction "workshopscript.setownedbyplayer" 1
Croup Manor
prid 00164321; callfunction "workshopscript.setownedbyplayer" 1
Egret Tours Marina
prid 0009B19D; callfunction "workshopscript.setownedbyplayer" 1
Finch farm
prid 0009B18F; callfunction "workshopscript.setownedbyplayer" 1
Graygarden
prid 0009B1F1; callfunction "workshopscript.setownedbyplayer" 1
Greentop Nursery
prid 001F0711; callfunction "workshopscript.setownedbyplayer" 1
Hangman's Alley
prid 00141DF5; callfunction "workshopscript.setownedbyplayer" 1
Home Plate
prid 001654CF; callfunction "workshopscript.setownedbyplayer" 1
Jamaica Plain
prid 001654B8; callfunction "workshopscript.setownedbyplayer" 1
Kingsport Lighthouse
prid 0016D28E; callfunction "workshopscript.setownedbyplayer" 1
Murkwater construction site
prid 0009B1BE; callfunction "workshopscript.setownedbyplayer" 1
Nordhagen Beach
prid 0009B1D1; callfunction "workshopscript.setownedbyplayer" 1
Oberland Station
prid 00024A26; callfunction "workshopscript.setownedbyplayer" 1
Outpost Zimonja
prid 00054BAE; callfunction "workshopscript.setownedbyplayer" 1
Red Rocket Truck Stop
prid 000250FE; callfunction "workshopscript.setownedbyplayer" 1
Sanctuary Hills
prid 0009B197; callfunction "workshopscript.setownedbyplayer" 1
The Slog
prid 001E81EA; callfunction "workshopscript.setownedbyplayer" 1
Somerville Place
prid 00161F4B; callfunction "workshopscript.setownedbyplayer" 1
Spectacle Island
prid 0001D0E2; callfunction "workshopscript.setownedbyplayer" 1
Starlight Drive-In
prid 001654D5; callfunction "workshopscript.setownedbyplayer" 1
Sunshine Tidings co-op
prid 00135A90; callfunction "workshopscript.setownedbyplayer" 1
Taffington Boathouse
prid 0009B1AC; callfunction "workshopscript.setownedbyplayer" 1
Tenpines Bluff
prid 0009B1A5; callfunction "workshopscript.setownedbyplayer" 1
Warwick Homestead
DLC Locations
Code
Settlement
prid xx00BCE7; callfunction "workshopscript.setownedbyplayer" 1
Nuka World Red Rocket
prid xx000FEF; callfunction "workshopscript.setownedbyplayer" 1
Vault 88
prid xx01C6AE; callfunction "workshopscript.setownedbyplayer" 1
Echo Lake Lumber Mill
prid xx00AB20; callfunction "workshopscript.setownedbyplayer" 1
National Park Visitors Center
prid xx038EAC; callfunction "workshopscript.setownedbyplayer" 1
Dalton Farm
prid xx020650; callfunction "workshopscript.setownedbyplayer" 1
Longfellow's Cabin
prid xx000e4c; callfunction "workshopscript.setownedbyplayer" 1
Mechanist Lair
Replace the xx in the ID with whatever prefix your DLC has. The number is based on load order.
If Far harbor is first on the list, swap the XX with 01, or just 1.

Should you not know the Prefix of your DLC, search for anything contained in the DLC.
For Far Harbor, use "Help tektus 0". You should be able to see NPC_ "High Confessor Tektus"
In the picture below, you can deduce that all Far Harbor settler ID's also start with 03

For Nuka World you can look for N.I.R.A. using "help nira 0"

For Vault 88 stuff, look for "88"
For Automatron, look for "Mechanist"

Note:
The Mechanist Lair will not actually be unlocked and accessable until the last quest is finished.
Luckily you can jumpstart that quest by using the command "setstage xx0010f5 400"
Unfortunately though, you can not just jump through the stages using SetStage to finish it, because that breaks the mechanist lair.

Adding Settlers
Commands to spawn usable settlers are:
Command
Description
player.placeatme 20593 #
Adds # of Commonwealth Settlers
player.placeatme xx01054D #
Adds # of Far Harbor Settlers
player.placeatme xx00be4c #
Adds # of Pack Raiders
player.placeatme xx00be4b #
Adds # of Operator Raiders
player.placeatme xx007cea #
Adds # of Disciple Raiders

Warning:
Settlers spawned through this command will not be assigned to any settlement.
You must manually move them to the settlement you want them to be in.
Commanding any NPC as settler
Some Settlers can not be commanded, moved, or used in caravans.
For example:
Sturges can be commanded to do stuff, but you can't move him to another settlement.
The kids at the Warwick Homestead don't have any options at all.

To turn literally any NPC into a regular Settler, use the following commands on them:
addkeyword workshopallowmove; addkeyword workshopallowcommand; addkeyword workshopallowcaravan
If the NPC is hostile, add them to your player faction by using the following command:
addtofaction 1c21c 1

I happened to stumble into cricket at the Warwick Homestead and decided to "keep her".
Now she's a settler of mine and also sells me stuff.


If the "select NPC by mouse click" thing does not work, use prid to target them instead.
Because, sometimes the mouse ends up selecting an effect, or a particle, or whatever instead.

You can also teleport any NPC to you by using
RefID.moveto player
And then turning them into a settler.
Settlement Values
All these values are "Actor Values"
Actor Values can be handled with the following commands:
GetAV VALUE_ID to find out current value
ModAV VALUE_ID # to modify value by #. Can be negative to lower the value
SetAV VALUE_ID # to set value to exactly #

Example:
ModAV 32e 40 adds 40 available power to the settlement.
ModAV 330 -5 removes 5 required power from any appliance you picked.


Needs:
Value ID
Description
Item to use command on
32e
Generated Power
Settlement Workbench
330
Required Power
Anything requiring power
331
Available Food
Settlement Workbench
332
Available Water
Settlement Workbench
333
Safety Level
Settlement Workbench
334
Available beds
Settlement Workbench
129157
Current Happiness Value
Settlement Workbench
12722C
Bonus Happiness for items
(Smiley icon on objects)
Any Object
127238
"Target" Happiness Value
Settlement Workbench

Other
Value ID
Description
Item to use command on
336
Available Artillery
Just add more atillery though.
Settlement Workbench
348
Current Settlement Fullness
Only use GetAV with this, to find out fullness.
Settlement Workbench
349
Maximum Allowed Settlement Fullness
Only use ModAv with this. NOT SETAV.
Warning: Increasing maximum fullness can cause lags and crashes.
Settlement Workbench


Other stuff
Here's some other Stuff that is not related to settlements specifically, but may be useful.

Adding Perk Points Command
Copy-paste the following command into the console to instantly get perk points.
Replace the # with the amount of points you want. Does not affect level
CGF "Game.AddPerkPoints" #

Picket Fences Magazines
This adds all Piket Fences magazines near you on the ground.
Pick them up to unlock building special objects.
player.PlaceAtMe 180a36 player.PlaceAtMe 184d8b player.PlaceAtMe 184db7 player.PlaceAtMe 185cdd player.PlaceAtMe 185cee
You can save this as a txt file in your FO4 install location called "Mag.txt"
Then ingame use "bat mag" to run this code and have all mags spawn next to you quickly for any future playthroughs.
14 Comments
MDB123 27 Mar @ 1:28pm 
super helpful, thanks for your effort.:steamthumbsup:
мяFunreal  [author] 22 Jul, 2023 @ 1:59pm 
Yeah, you're not really supposed to be able to use covenant before the questline, so i guess the code just made all settlers of it hostile.
Oopsie
Blayk133 22 Jul, 2023 @ 3:23am 
It's worth noting that claiming covenant in this way severely messes with the Human Error quest line as it involves some complexity about who turns hostile and whether you can then claim it, if you assign people they may turn hostile with the town when you deal with someone who was already shooting at you when you arrived, that kinda thing, major annoyance when that person is your double gatling gun armed robot provisioner from the mecahanist DLC 🤣, IMO it's best to at least initiate covenant the intended way, maybe even see the quest through, can use MoveToQuestTarget <QuestID> after all
мяFunreal  [author] 10 Apr, 2023 @ 2:25pm 
I suppose you can edit the gorilla npc itself to be non hostile.
I think just a faction edit will do that for you.
Kojima is God 10 Apr, 2023 @ 11:24am 
So console spawned gorillas are hostile even with Betawave Emitter built. I was able to use player.placeatme 02000978 to spawn gorilla cages, but they seem to just break and can't be repaired from my tests. The only reason I needed this was for an institute playthrough.
мяFunreal  [author] 10 Apr, 2023 @ 5:24am 
Player.placeatme <ID HERE> #
The list of ID's for the gorillas can be found on this page of the Fallout 4 Wikipedia.
https://fallout.fandom.com/wiki/Gorilla#Variants

But i don't know if you can really use them as settlement npc's because they don't have animations for stores, or farming.
Kojima is God 9 Apr, 2023 @ 9:13pm 
Is there a command for spawning gorillas for settlements?
Captain Cosmo 5 Apr, 2022 @ 4:41pm 
This map is a great thing. I've only come across the Co-op twice and can never remember where it is. I can't load the old games where I have it because of mod incompatibility issues, so this is a good alternative to just wandering around aimlessly.
PrincessLyndsey666 26 Nov, 2021 @ 3:33pm 
Wow this is a nicely made guide. Thank you for your work on this. You did a really good job. I'm definitely going to use this. At first I was like, I can just look that crap up, but no, you made it so easy and concise. I love it.
snek 29 Oct, 2021 @ 1:15pm 
hol up did i just see Murkywater from Payday 2