Fallout 4

Fallout 4

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Avarice Nov 9, 2017 @ 3:57am
[HELP]How to Remove Settlement Control
I have been playing with some mods to make Fallout 4 more horror themed, namely FROST and Pilgrim(with others to amp up the fear level(like clickers)). I had activated the workbench in Red Rocket like I do(religeously) and now my Wanderer perks are useless. Is there a way to remove control over a settlement like a console command or cheeky way to get it to ♥♥♥♥ off? I can't exactly go back in time since I only noticed it now, a few hours into my playthrough. I've already invested 2 perks into Wanderer to get that sweet sweet inventory increase and damage resistance, which I think comes from FROST.

TL;DR: How do I remove settlements from my control?
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Showing 1-12 of 12 comments
Once you have taken control of a settlement, it is not possible to undo this action. You can, however, simply ignore the settlement.
Last edited by DEVOLVE MINHA CACHAÇA!; Nov 9, 2017 @ 4:39am
WildCat Nov 9, 2017 @ 6:14am 
Normally you lose control over a settlement if its happiness goes too low, however, you can never lose control over Red Rocket. There is a workshop variable that determines if a settlement is owned by player or not but i can't remember which one exactly.
Archerodees Nov 9, 2017 @ 6:38am 
Originally posted by WildCat:
There is a workshop variable that determines if a settlement is owned by player or not but i can't remember which one exactly.

setpv OwnedByPlayer False (or True)
setpv VisitedByPlayer False

Not sure if the second line is necessary, I think it tells the game that you clicked on the workshop once meaning from that point on you don't have to click on the workshop everytime you want to start building.

By the way I've never tried those commands with False, so I'm not sure if it works. I only know if you set it to True, it works.

Also the BoS can take over a farm if you talk to Tegan I think it was, but it's probably only the farms like Finch, County Crossing and Greentop. I've never really done much there, be interesting to see how many of your settlements you could let be taken over.
Last edited by Archerodees; Nov 9, 2017 @ 6:41am
Avarice Nov 9, 2017 @ 9:11am 
Originally posted by Borjoyzee33:
Also the BoS can take over a farm if you talk to Tegan I think it was, but it's probably only the farms like Finch, County Crossing and Greentop. I've never really done much there, be interesting to see how many of your settlements you could let be taken over.
Well it'll be mighty difficult for the BoS to take much of anything, seeing as how they're um... not present. FROST and/or Pilgrim remove all factions and put in new ones. Like the Maldenmen, Survivors(who can and will attack each other), US Army Remnants, and others.
I tried the top command and it did not work. I shall try the other.
Last edited by Avarice; Nov 9, 2017 @ 9:11am
Archerodees Nov 9, 2017 @ 1:33pm 
Originally posted by Lt. Welkin Gunther:
Originally posted by Borjoyzee33:
Also the BoS can take over a farm if you talk to Tegan I think it was, but it's probably only the farms like Finch, County Crossing and Greentop. I've never really done much there, be interesting to see how many of your settlements you could let be taken over.
Well it'll be mighty difficult for the BoS to take much of anything, seeing as how they're um... not present. FROST and/or Pilgrim remove all factions and put in new ones. Like the Maldenmen, Survivors(who can and will attack each other), US Army Remnants, and others.
I tried the top command and it did not work. I shall try the other.

Did you click on the workshop with the console open?
showler Nov 9, 2017 @ 1:46pm 
You might also be looking for a variable that the mod tracks rather than one the base game tracks.
Avarice Nov 9, 2017 @ 5:57pm 
Originally posted by Borjoyzee33:
Originally posted by Lt. Welkin Gunther:
Well it'll be mighty difficult for the BoS to take much of anything, seeing as how they're um... not present. FROST and/or Pilgrim remove all factions and put in new ones. Like the Maldenmen, Survivors(who can and will attack each other), US Army Remnants, and others.
I tried the top command and it did not work. I shall try the other.

Did you click on the workshop with the console open?
Yeah, I clicked until I found the [EP]. It removes it from my list of workshops but I don't get my benfits back. 202 inventory should be 222.
Archerodees Nov 9, 2017 @ 9:49pm 
Sorry I don't use FROST so I'm not familiar with what it does.

Anyway if you're not averse to a little more console....how should I put it, manipulation, type:

player.modav carryweight 20

Another way might be to remove the perks and re-add them. But Murphy's Law dictates all that will do is remove another 20 points, then add it back to 202, but who knows it might work.
Absolut Nov 11, 2018 @ 3:48pm 
I'm a year late, but I'm in this exact situation with Frost .55 and the Wanderer perk. Accidentally got Fort Independence workshop by killing all the crabs. I didn't notice until it was too late, no prior save to return to.

I found console commands to return the settlement to unowned, to reset the stat in the Pipboy that shows unlocked Workshops to 0, removed the perk form myself with console commands, added some perk points back, readded the perk and I still don't get the Wanderer benefits back. I tried exiting the game and reloading at various stages in this process and it didn't make any difference.

It's distressing as I'm 45 hours into this latest character and this specific perk was the entire reason for it's existence. All the hard work of getting a ghoul mask, several important Vault Boy statues, important magazines, specific weapon setups, locations cleared, etc.
g00b3rb0y Nov 20, 2018 @ 8:04am 
so lone wanderer is effectively useless on a vanilla save?
Absolut Dec 24, 2018 @ 8:55am 
No, in vanilla Lone Wanderer perk just works when you don't have a companion. This post is about the Survival mod Frost, which only works if you don't control a workshop.
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Date Posted: Nov 9, 2017 @ 3:57am
Posts: 12