Here I am, following through on my plan to show the outpost in two parts. Badaboom:

Naturally, I have a market. This one has two sides, built on an extended dock thing:

Shop till you puke.

When you’re tired of shopping, you can do some dining and rather constricted dancing:

I just need to hire a band.

The more pretentious diners can use this little dock extension:

Maybe I’ll get a mod that spawns a big mirelurk queen here.

Because the dam is on a river, people need bridges to cross from the living quarters to the greenhouse:

For those times you don’t want to wade.

Another shot of the same thing:

You can see the greenhouse and my water purifier off to the side.

I finally got a chance to use Swan’s boat:

Swan is dead, so he’s okay with this.

The settlers found a boat and decided to repair it (that’s an engine on the crane hook).

Now all they have to do is figure out how to steer it.

Finally, here’s a shrine dedicated to me. Every settlement will eventually get one.

This is not a cult or anything. It’s more like a Washington or Lincoln deal, only with broken toilets.

I learned quite a lot doing this place. Since this is just a fraction of the outpost’s buildings and features, I may do a third part. Or maybe I’ll find another bare spot and start again.



Yes, it’s that time again. In this episode, I’ve used the Conquest mod to start a new location a bit south of Covenant. It has two fairly unique features: (1) it’s located on another dam; and (2) it’s unusually peaceful. The dam part is interesting because it actually holds back water on one side, making for some wonderful elevation challenges and opportunities. The peaceful part is genuinely unique. This is the only settlement I’ve found or started that has no enemies of any kind.

Because it’s so complex, this tour will be broken into two parts. If there’s a rationale for the division, I guess it’s size. This part emphasizes smaller structures and interiors. Later, I’ll go into the larger, more exotic features.

Here’s one of the entrances to the settlement:

I don’t ordinarily use walls, since they don’t really keep enemies out. This time, however, I wanted to see how I could glitch things for a cobbledy, rickety effect.

Here are the living quarters. Yes, more stilts and elevation:

I’m so pleased with the Nuka Cola wall.

Here is a walkway adjoining the two dorm structures:

Potted plants!

Here’s an interior of one of the dorm rooms:

I found some nice blankets. Also, my wiring is improving.

I decided to include a library. It seems to me that reading would be valuable to settlers, especially since they can’t watch Cake Boss on TV.

If you return books late, this robot will find you and kill you.

When they’re not reading, settlers drink, so here’s one of the bars:

I don’t want you to think settlers drink a lot. Mostly, they just sample the bouquets and that sort of thing.

Finally, since one side of the dam holds back water, I thought settlers ought to fish. This area is where they process them.

Sometimes, people have a hankering to gut fish. Go figure.

So tomorrow or soon afterwards, I’ll show you the bigger, cooler stuff. I’ll end by saying that I would live here in a second. In fact, I built myself a little house, which I probably won’t show because I have some, ah, you know, private things in there. You wouldn’t be interested.

Just in case anyone is still looking at my Fallout 4 things, I thought I should provide an update. Recently, I’ve been working on two new Conquest outposts. I like to build near water for some reason. Maybe it’s because I would be attracted to ponds, lakes, and sea-fronting views if I were a miserable settler.

The first place is Caldeira (again, I don’t get to pick the names — the Conquest mod has a limited list). It’s located down the shore from Nordhagen Beach. In an earlier post, I showed a couple of preliminary efforts here, so now I’m returning to it. By the way, forgive the fuzziness of some of the pictures. This is a result of 1980 resolution on a 27-inch monitor, I think.

Here’s an aerial shot to convey the size.

Eesa beeg.

A side shot:

I like the market on the water and the funky metal guard tower.

Here’s one of my guards, making sure that the Prydwen doesn’t go anywhere.

You can’t have too many ham radios.

I’m especially fond of my water-processing building. I mean, there’s lots of water, so why not process it?

I like big mysterious machines painted in utility-yellow.


Next up is Dunn Outpost, which is located across the street from the General Atomics Galleria. Situated on a pond, this location was challenging because not one scrap of ground is flat.

Settlers like to go across the street to visit the robots.

A side shot featuring the hilly terrain and the pond:

Eesa big, too.

This place has hilly, rocky terrain — tough to build on:

The hills are alive.

Lots of support structures are needed:

One of the engineering marvels of the post-war world.

Did I mention that everything is on rocky, hilly terrain?

Nothing can stop progress.

A shot featuring a rooftop bar, a guard tower, and the pond:

That flag actually waves.

One of my dorm rooms (still working on the wiring):

I like the rug.

Another dorm with a laundry:

Those washing machines and dryers actually work. . . . not really.


There you go. Maybe I’ll have more unless I come to my senses and start a new game.



During a break from my Conquest settlement scouting, I decided that Spectacle Island needed the following structures: (1) a shrine to me, (2), a square dancing barn, and (3) a zoo. The first two aren’t especially interesting. The zoo, as far as I’m aware, is unique. Maybe someone else has managed to put a passel of mean-spirited creatures in one building, but they’ve been deadly quiet about it. Here, then, is a tour:

Visitors arrive at the entrance, which advertises the feature attraction.

The zoo was indirectly inspired by Necro, so I wanted to credit him.

Because I’m not a savage, I included an information booth/gift shop.

The robot doesn’t say much and works cheap.

Some incidental specimens, including an angler and a stingwing

These attractions don’t offer much, but I couldn’t leave them out.

Some of the residents are even less exotic:

A mirelurk and the ubiquitous, beloved bloatfly

The more dangerous critters, like fog crawlers and deathclaws, are kept near the back of the zoo:

Special precautions are taken with the more irritable fauna.

Nearer the entrance, I have some molerats and a radscorpion (for the kiddies):

This was as close to a petting attraction as I could manage.

Eventually, visitors see the main attraction, a mirelurk queen.

The sign is used because I couldn’t find one that said “Please keep hands out of the glass.”

Finally, in addition to the gift shop, I included more refinement in the form of a restaurant:

Do you have any idea how hard it is to get a protectron to cook?

And that’s all. I hope to find a new Conquest location soon.