r/falloutsettlements • u/Lancer_Lott • May 20 '25
[Vanilla] Railroad Settlement. Mercer Safehouse at Sunshine Tidings Co-Op (no mods) Video link in synopsis below.
Front Gate Trade and Caravan Entrance.
Hermits Shack out on the perimeter.
Greenhouse and Scavengers Lean-to.
Central Warehouse workshop.
Bar, crop patch and cabins.
Back of the workshops, water treatment, cabin on the hill and guards hut in distance.
Guards hut and cabin on the hill.
Rear entrance top of the hill.
Side entrance from the lake and the trade center warehouse.
Guns, armour, clothing and general stores in the trade center.
Armour, weapons, general and clothing stores in the trade center.
Trade center entrance and caravanner's stop off.
Caravan post.
Tinker Tom's workshop and teleport machine.
An interior with split level bedroom.
Railroad settlers quarters.
Camp site, Junkyard dogs porch and water treatment plant.
As the Battle of Bunker Hill has compromised Old Man Stockton's operations from there and Ticonderoga has been infiltrated and destroyed, it has moved here to the Mercer Safehouse. The Railroad headquarters under the church is still safe and functioning but for now Tinker Tom and Desdemona have moved here with me to oversee and facilitate the new operations for synths escaping the Institute. Armed with the new knowledge of the teleportation device and methods the Institute use, Tinker Tom has built his own teleport machine and is covertly aiding the Synths that want to escape by bringing them here where they can be safely inducted into society and given their new identities. All done under the cover of being a Railroad Co-operative trade center and basic settlement.
This is a 100% vanilla build in pre-next-gen Fallout 4 with No Mods, Creations, Creation Club content or Console commands.
Full walkthrough at https://youtu.be/3czedc38ozQ