Four times Ten is Forty. That is the joke.
Sometimes a game worms its way very deeply into an individual. Sometimes only part of a game does that. Fallout Four is that game, and settlement building is that part.
This post was supposed to come out on the actual anniversary of Fallout Four. Unfortunately, Mister Todd Howard has done it again, and I spent a good part of the week fiddling with the game to get it working. This was made more difficult by the fact that until 2020 I played Fallout Four primarily on the Xbox, which is not an environment conducive to fixing game issues. When I finally got my favorite character up and running I found the game in a much-reduced state. For one, all of my mods are gone. This leaves gaps in my settlements, and other strange artifacts which will probably show up to the keen eye. Nonetheless, I have what I came for.

I have alluded to Fallout Four in the past once or twice. I know for a fact I have mentioned norespawns as an inspiration before. His builds, and Ranger Dave's legendary settlement tours, are as much a part of my current wargaming exploits as any of the blogs I read. While something like Minecraft gives the player freedom, I can find it to be very overwhelming. Especially with chisel mods. I know players who are very keen on precisely chiseling every shape to perfection, getting everything perfect down to an impossible level. That is beyond my interest. Model conversions and Fallout settlement building are more my speed. The components all exist, the trick is to use them in novel ways. 
The settlement pictured here, bereft of modded decorations, is not the most stunning example of that idea. This building is one of the most dynamic in the settlement, but I have an inkling suspicion it was built off of a tutorial. I have made some more impressive settlements, but they exist in the world of Fallout 76, or else in a modded F04 game on an old laptop somewhere. I was able to get the Xbox save working, I doubt the same would be true of the PC saves. That said, there is a more important reason I came back to this settlement in particular.
Eleven days, Three Hours, Forty-One minutes. That works out to 265.683 hours. This is my most played save, but it is only one of many. I would easily guess at least 500 hours in Fallout Four across the PC and Xbox. The only hobbies I have spent more time on, by an admittedly gargantuan margin, are Piratecraft and Veruzia, miniature painting, and maybe Space Station 13.

There is nostalgia, but also some resentment to this. Why, from 2016 to 2017, did I put eleven days of my life into this one save? I remember waking up early to build walls around the Red Rocket station, I remember getting through podcasts and playthroughs as I fiddled with doors, I even remember putting time into the Creation Kit tool to learn mapmaking for the game. Part of me wishes I had explored the real world, met new people, and spent more time with those who are no longer with me. But the truth of the matter is that not every moment can be spent living life to the fullest. I do not think I really missed out on any opportunities by playing Fallout Four, mostly I think I just miss the freedom to spend a day in the Commonwealth. Even now my infrequent posting schedule is as much a result of my difficult physical schedule as any laziness, as unfortunate as that may be. If getting this save working again has taught me anything though, it is that you can never truly go back to how things were.
Enough pretention, I am writing about a questionable RPG from 2015 after all. What was I trying to do, specifically, with this settlement? My belief is that I was trying to create a maze. Twisting urban spaces are fascinating and delightful to me, especially those intertwined with a sort of sci-fi element. The Dishonored games and the Metro 2033 series are the only video games I regularly replay, and a lot of that stems precisely from the enjoyment of strange twisting realms. 40k, too, captures this with its layered hive cities and labyrinthine spaceships. Even in the relatively small space of The Castle I have tried to capture some of that essence. These buildings are not simply large-open spaces, each is subdivided into separate inaccessible spaces, making navigation intentionally confusing. The streets too are intended to break up straight lines as much as I was able, and to stay narrow with courtyards as the only open areas. I think that I could probably do better nowadays, more dead-end roads for example, but I still very much like the intention and design.

While the modded walls which formed a mighty gate are gone, the modded boat which formed part of the outer curtain inexplicably remains. Walls, especially those which loom like The Castle's, are a great mood setter. Buildings with an overhang like this guardhouse are another. Eventually I hope to do something similar with a Mordheim-type layout, but that will have to wait for a little while longer at least.
I remember this building as always having been in shadow. I do not know if that was really the case or not, but that is how it appeared today. I think it is definitely a standout of the settlement with its non-rectangular shape and sprawling edges. Though not pictured, there is a small garden between the outer wall and the building, which is exactly the sort of hidden little crevice I love to see in game worlds and real life. Niches, alcoves, alleys and courtyards are all perfect spaces in their smallness and private nature.

The outer curtain, being a defensive area, does not have buildings other than the guardhouse. But it does have the ship which forms part of the wall and the center of a maintenance area. That sort of post-apocalyptic idiosyncrasy is one of the really fun parts of the genera and definitely a fundamental part of the Fallout look. Boats can be walls, cars can be gates, and Vaults can be dungeons. That last one might deserve a post of its own with the tabletop connections.
I do not see myself playing Fallout Four for some time yet, and if I do it will definitely be the excellent Fallout London mod released last year. Still, I may try to dig up one of my 76 settlement builds, or maybe another from this save game. Perhaps I will buy one of the expensive Fallout wargaming kits to tie things together, though likely not. I will leave off on the theme of winding cities with an item description from Fallen London, a game which norespawns coincidentally introduced me to through Sunless Seas:
Secluded Address
The labyrinths of London have a thousand hidden corners. You have uncovered one of value.
It is wonderfully evocative.