guide

You built a settlement worth showing off — now let’s turn it into a mod anyone can drop into their game, even Xbox players. It takes about five minutes, it’s mostly clicking, and you never have to touch the Creation Kit.

There are two tools here. The City Plan Mod Creator turns your build into a Sim Settlements 2 city plan that settlers construct over time, and the WSFW Layout Mod Creator turns it into a Workshop Framework layout you can drop straight into a settlement. Pick whichever you’re making — the steps are nearly identical.

Everything happens right here in your browser — we turn your export into a plugin and hand it straight back, without keeping anything on our end. (We’d love to let you save your projects with us down the road; for this first version we’re keeping things lean and free, so it all stays on your machine.)

What you'll need

Two things, and you probably already have both:

  • Workshop Framework — it does the exporting in-game, and it’s already required for Sim Settlements 2, so you’re set.
  • A settlement export — a .log file. If you haven’t made one yet, it’s quick:
  1. Load the save with the settlement you want, and head there.
  2. Walk up to the settlement’s workbench and choose Manage.
  3. Pick Settlement Layout, then Export Layout, and confirm.
  4. When it finishes, it’ll tell you the filename. You’ll find it in Documents\My Games\Fallout4\Logs\Script\User — that’s the file you upload here.

Heads up

No Manage or Export Layout option? That almost always means the game isn’t running through F4SE, or Workshop Framework’s F4SE plugin didn’t install. Launch with F4SE (or your mod manager’s F4SE option) and it’ll show up.

Making a City Plan

  1. Head to the City Plan Mod Creator.
  2. Give your plan a name, your designer credit, and a short description — this is what players see when they pick it in-game, so it’s worth a sentence. (All optional, but the name makes life easier when you’re building a pack.)
  3. Drop your WSFW export onto the upload box. That’s the only piece that’s actually required — the moment it’s in, the status bar at the bottom reads Ready to build.

Tip

Making a leveled plan — one that grows and changes as the game goes on? That’s actually the more common kind, and it just needs a few more exports. Jump down to Making a Leveled City Plan for the full walkthrough.
  1. Hit Create Mod. A few seconds later your plugin downloads straight to your PC as an .esp. That’s it — you made a mod!

Can't click Create Mod?

While a required field is empty, the Create Mod button dims and won’t click. The status bar right next to it reads Required fields missing — hover that and it’ll tell you exactly what it’s waiting on. Add it and the button lights back up.
Building a whole collection? Click + Add another city plan to stack several into one plugin. Blank plans are simply skipped, so an extra empty one won’t hurt anything.

Making a Leveled City Plan

Most city plans are leveled — the settlement starts small and grows as the game goes on, so coming back to it later actually feels different. A leveled plan is really just several exports stacked together, one per stage — and the easiest way to make them is to build your finished design first, then strip it back down.

  1. In-game, build the settlement the way you want it to look at its finished, highest level, and export it — the same Manage → Settlement Layout → Export Layout as above. That’s your top level.
  2. Now scrap and put away whatever shouldn’t be there yet at the stage below, so the settlement looks like its earlier self, and export again. Keep peeling it back one stage at a time down to the foundation — each stage is its own .log.
  3. Head to the City Plan Mod Creator and fill in the name, designer, and description like usual.
  4. Turn on This is a multi-level plan — the single upload box becomes four slots, Level 0 through Level 3.
  5. Drop each export into its slot, top down: your finished design goes in Level 3 (that’s the required one), the next-most-stripped-back stage in Level 2, and so on. (Doing fewer levels? Leave the lower slots empty.)
  6. Hit Create Mod and grab your plugin, exactly like the single-level version.

Save each stage as you go

Make a labeled in-game save at each stage — your finished build, then every stripped-back level — so you can jump back to any of them to tweak and re-export without rebuilding from scratch. Open the console with the ~ key (just left of the 1) and type save MySanctuaryBuild_Level3, swapping in whatever name you like.

How many levels do I need?

Four is what players expect, but you can absolutely do fewer — just mention it in your description so nobody’s surprised when their settlement stops evolving.

Prefer to build forward?

You can also work the other way — build your foundation first, export it, then keep adding to the settlement and exporting each higher stage. Both directions make the same plugin; most people just find building the finished version and scrapping back down the faster route.

Advanced City Plan options

The City Plan tool tucks a few extra toggles under Advanced options — most people never touch them, but here’s what they do:

  • Player select only — keeps this plan out of the automatic pick list, so a settlement will never choose it on its own. Players have to pick it by hand from the City Planner’s Desk — handy for niche or oddly-specific designs you don’t want settlers grabbing at random.
  • Outpost plan — marks the plan as meant for an Outpost (the war-mechanics settlements from Chapter 3) rather than a normal settlement.
  • Extra layouts — for when you want to hand-craft conditional layers in the Creation Kit. It preps your layouts so you can open them up and put your own requirements on extra pieces — quest completion, player level, whatever you dream up — so those bits only build once the player meets them. It’s how the Rise of the Commonwealth city plan pulls off Longfellow’s Cabin’s museum: a series of tiny layouts gated behind certain quests.

Making a WSFW Layout

The WSFW Layout Mod Creator works the same way, just simpler — one export per layout, no leveling:

  1. Name the layout, add your designer credit and a description.
  2. Drop in the WSFW export.
  3. Hit Create Mod and grab your plugin.
Building a collection? Click + Add another settlement layout to stack several into one plugin. Blank ones are simply skipped, so an extra empty one won’t hurt anything.

Installing what you made

Your download is an ordinary Fallout 4 plugin — install it however you install any mod:

  1. Add it with your mod manager, or drop it straight into your Fallout 4\Data folder and enable it on the Mods/Creations screen.
  2. Make sure it loads after Sim Settlements 2 and Workshop Framework.
  3. Load in — a city plan shows up at the City Planner’s Desk when you go to select one, and a layout is ready to drop in through Workshop Framework’s import.

City Plan or Layout Not Showing Up?

Give the game a nudge — save, then reload that save. That gives Sim Settlements 2 (or Workshop Framework) another chance to run the code that spots your new mod, and it usually turns up after that. Still nothing? Head to the Mods/Creations menu, open the Load Order screen, and make sure your plugin is actually enabled.

Setup mod details (optional)

You can skip this entirely — a blank form makes a perfectly good plugin with sensible defaults. Open Setup mod details only if you want to set your own:

  • File name — what the download is called (skip the extension; we add .esp/.esl for you).
  • Mod name, author, version — stored in the plugin’s header.
  • EditorID prefix — stuck on the front of every record so your forms don’t collide with anyone else’s if you ever open the plugin in the Creation Kit. No effect in-game.
  • Light plugin (ESL) — saves a slot in the load order. A great default for something small like this.

ESP or ESL — which should I use?

City plans and layouts make perfect ESLs — they hold very few records and will never hit the form limit, even in a giant pack. Players can load thousands of ESLs but only 254 regular plugins, so ESL is the friendly choice. Leave it off if you plan to crack the plugin open in the Creation Kit later.

Scrap data

Scrap data is how a plan knows which vanilla objects to clear away and which player-scrapped ones to put back when it builds. For every vanilla and DLC settlement we’ve already got this on our server, so most of the time you don’t touch it at all.

The exception is a third-party settlement — one added by another mod. There’s nothing on file for those, so you’ll want to make your own scrap data. It only takes two extra exports:

  1. Go to the settlement in its original, untouched state — nothing you’ve scrapped or added — and export it. That’s your Untouched copy: the baseline of what’s normally there.
  2. Now scrap everything you can in that settlement and export again — that’s your Fully-scrapped copy. It sharpens the scrapping and keeps a few invisible objects from getting caught up in it.
  3. Build and export your actual design like normal.
  4. In the tool, open a plan’s Advanced options → Scrap data and drop those two exports into the Untouched settlement and Fully scrapped settlement fields.

Turning scrap off, or doing a partial layout?

A few toggles let you hold scrap back. On the city-plan tool, Exclude scrap data skips scrap for that plan entirely — it won’t remove or restore anything. On the layout tool, Exclude scrap profile leaves vanilla objects in place (the layout won’t remove any), and Exclude vanilla-object restoration skips putting back vanilla things the player scrapped — which can leave holes if you were counting on them being there.

Requiring a scrap mod like Scrap Everything?

The scrap data we keep on the server assumes a vanilla game with no scrap mods. If your plan expects players to run an extra scrap mod like Scrap Everything, those defaults won’t match what actually gets cleared — so make your own scrap data too (the two exports above), captured from a game running that same mod.

For advanced authors

Two more toggles most people will never need — reach for these only if you already know you want them:

  • For merge — builds a stripped-down file with just the layout records and none of the registration glue that connects it to Sim Settlements 2, ready to hand-merge into an existing plugin. Only reach for it if you know you’re merging; a file built this way won’t work on its own.
  • Script name override — on both tools, under a plan’s Advanced options. Leave it blank for the standard City Plan / Settlement Layout script. If you’ve extended that script in the Creation Kit to add your own behavior, put your script’s name here so the tool applies its properties to yours — include your namespaces, no file extension (e.g. SimSettlementsV2:Weapons:CityPlan).

A few good-to-knows

  • Editing a plan you already shared? Regenerate it here rather than hand-editing the plugin — and if it’s a multi-plan pack, rebuild the plans in the same order. The tool hands out record IDs in order, and if those shift, players who already have your pack can run into save problems.
  • Sharing your plugin? Upload it wherever you like — Nexus Mods for PC players, or Bethesda.net so Xbox players can grab it too.
  • Big batches are fine, within limits — up to 25 plans and 250 files per go, and about 32 MB per file, 160 MB total. If a giant one gets turned away, split it into a couple of smaller plugins and you’re good.

Found a bug? Got an idea?

These tools are brand new, so if a plugin comes out wrong or you think of something that’d make them better, we’d genuinely like to hear it. Post it on GitHub so it doesn’t get lost:

Report an issue on GitHub →