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Sexual Content

Adult oriented Fallout 4 mods that add Sexual related content.

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  1. Transfer Settlements - Red Light Entertainment at the Red Rocket

    A Transfer Settlements blueprint that makes the Red Rocket the centre for red light entertainment for the Commonwealth. It creates an annex that houses stripper poles, beds, a gym, and eases access to the roof for food production.
     

    This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition to complete the look, but they are not contained within this blueprint.

    Details on this build:
    Added four-storey annex to the garage. End result is a nearly seamless addition that increases usable space. First Floor: Entertainment rooms and bathrooms. Second Floor: BDSM club, gym, and bathrooms. Third Floor: Kitchenette and bunkhouse. Fourth Floor: Bunkhouse. Food production on the roof of the Red Rocket to maximise floor space for entertainment. Garage is primarily dedicated to workshops. Office area of the Red Rocket converted into a medical facility. Flooring for the area has been changed to red cobblestone pieces from Homemaker. Area for the coolant pumps houses shops, stripper poles, and a singing settler. Hidden radiators and wires are used to power some of the lights.
    Settlement Features
    28 bunks. 60+ food. 425+ defence. 200+ power. 30+ water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring. Stripper Pole. Adds assignable stripper poles.

      Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Torture Devices. Addition of associated torture devices used for the BDSM lounge.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward. Remove brush, garbage, railings, rubble, and sidewalks from the build area. The exceptions are:
    The billboard at the edge of the property and the associated hedge row. Thin out the trees to make the sign visible from both sides. The Red Rocket building itself.
    Clearing the area is relatively straightforward:

    Build a Transfer Settlements console from Power > Miscellaneous between the Gas Price sign and guardrail demarking the entrance.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Optional

    The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
    Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc GraygardenExt from the console. Wait a couple of minutes before venturing into the home itself. Once inside wait a few more minutes before saving.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Adjusted power and routing. Conduits within the Red Rocket itself are hidden and smaller fusion generators removed. Added washers and dryers from Immersive Laundry. Closed up the roof, walled and patched to create a forth usable deck. Second deck converted into a club. Most of the rooms are now double walled for aesthetics. Removed requirement for Erotic Art Expanded. Removed Singing Settler lockers, reducing the number of wardrobe malfunctions. Increased the number of idles throughout. Razorgrain fields added along the edge of the settlement for increased food production.  

    844 downloads

    Updated

  2. Commonwealth Captives - Russian voices

    Русская озвучка мода.

    381 downloads

    Updated

  3. Transfer Settlements - Dalton Fisheries and Farm

    A Transfer Settlements blueprint that raises Dalton Farm to the level one would expect of a family that owned most of the island. The site is transformed into a blend of commercial and tourist elements yielding high defence, population, and food generation.    
      Details of the Build Two-storey home built atop the cliffs overlooking the water. This provides medical facilities, a gym, and houses a club featuring a singing settler. Small galley-style kitchen in the main home. The dilapidated homes near the road have been replaced with viable commercial spaces: a general store/clothing shop combination and a dedicated barber shop. This is also conveniently right by the default fast travel point. The rocky area by the road skirting the buildable area now fits two inline greenhouses. The beach area now supports an expanded dock area with three long shacks for bunks. Bathroom facilities on the jetty for settlers. The outside looks like a fishing shack, but inside Institute wall and floor pieces are used to create a sterile look. Cobblestone floor pieces have been added over the rocky area bordering the beach. This provides additional pathing for the settlers to make their way back and forth.   While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site.   Key Statistics 38 bunks. 125+ food. 750 defence. 300 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.    Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward. Remove clutter, trash, foliage, and deadfall. Be careful when clearing out rocks along the beach; when removing a cluster near the radioactive barnacles, there's an off-coloured rock that is actually part of the supporting cliff the house will be built upon.   Note There are several radioactive barnacle traps on the beach with two being located at the end of the existing dock by the settlement workshop. Sometimes the effects will not dissipate and harm settlers. To stop this from happening, scrap them entirely, and be sure to be on god mode while doing so.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., fringes, trunking). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Added a fishing vessel at the end of the jetty. Removed trading post.

    185 downloads

    Updated

  4. Transfer Settlements - Echo Lake Lumber Mill Redux

    A Transfer Settlements blueprint that transforms the dilapidated Echo Lake Lumber Mill into a viable settlement. In addition to the repairs, buildings have been added to increase defence and food production. This blueprint adds to the tourist nature of the site, which includes concession stands just outside the buildable area.   Details of the Build Main building has been repaired within limits of the existing structure, maintaining the overall floorplan but transforming the attic into a usable floor. The front face of the building has been largely maintained/restored. Dedicated medical area with surgical bay and recovery ward within the main building. Added a small warehouse building that houses all workbenches. Repaired the sawmill and turned it into a gym. Added two large greenhouses in the expansive area that used to house the loading truck and wood yard. Replaced the sidewalks and added vintage cars. Replaced the barn next to the Echo Lake sign and converted the interior to a public bathroom. Added a small warehouse on the other side of the Echo Lake sign for additional turrets and defence of that area. This storage area could easily be converted into a player home.   While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site.   Key Statistics 28 bunks. 150+ food. 700+ defence. 240 power. 30 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall, including the stands.   For the main structure: Clean the site. Remove the entire roof structure on the attic level of the main building. Remove internal walls and railings. Remove all brickwork; it will be replaced with Homemaker variants. Remove the back walls entirely; they will be replaced with duplicated variants. Remove the walls facing the stand except for the door; they will be replaced by duplicated copies. Remove all floors, including stones. They will be replaced with Homemaker and vanilla elements.   The exceptions to this are: The stairs, stairwell, and concrete steps within the main structure. The intact mid-level red roof facing the parking area. The internal wall on the lower level between the two levels of entrances.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., floor pieces). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous in between the Echo Lake sign.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Replaced statue with Standing Stones from Skyrim. Replaced garage doors with electric variants for a cleaner look.  

    146 downloads

    Updated

  5. Transfer Settlements - National Park Visitor's Centre Redux

    A Transfer Settlements blueprint that transforms the Visitor's Centre from a prepper's home to a rebuilt and viable settlement. In addition to the repairs, buildings have been added to increase defence, food production, and commercial spaces.
     
    Note. This build aims for a repaired look, not restored to its former glory. This means there are brick walls on the second level facing the deck, and the roof is replaced with a barn variant for easy support of turrets.
     
    Details on the changes below:
    Visitor's Centre has been repaired with the inside walls removed to create a more viable living area. Dedicated medical area with surgical bay and recovery ward within the Visitor's Centre. A lovely deck gym above the main entrance of the Visitor's Centre. The small hut near the parking area now has walls that create a viable kitchen and eating area. Two additional commercial spaces have been added along the retaining wall overlooking the parking area. A large greenhouse has been added opposite the Visitor's Centre for food production and defence. The far side of the greenhouse effectively acts as a wall to force attackers around the structure. Parking area now includes vintage cars.  
    Note. These cars can and do explode if they take damage.
     
    Some of the features of this build are:
    24 bunks. 170+ food. 530+ defence. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build.  
    Due to the layout, there is no dedicated workshop area. Instead, the armour, weapons, and chemistry workbenches have been added to the general store. This fits in with the overall theme of this build.
     
    Requirements
     
    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants  
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
     
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.  
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs (includes Factions Minutemen, Signs of the Times variants). Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.  
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.  
    Setup
     
    Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall. Additionally, remove the junk wall fortifications, which are not needed once the outbuildings provide viable defences. For the Visitor's Centre itself, clean the site, remove the entire roof structure, floors, and internal walls.
     
    The exceptions to this are:
    The doorways and associated walls on either side of the stairwell. The stairs themselves.  
    You can opt to maintain the deck flooring in place; it may help NPCs use the existing stairs to travel back and forth.
     
    Note. Be sure to remove the Vim! machine. A new one will be added in its place. Nuka-Cola will then begin to appear around the machine as it respawns.
     
    Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop.
     
    Note. Import should be done with Workshop Mode enabled.
     
    After Blueprint Import
     
    Ensure power and defences are online.
     
    Potential Issues
     
    Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc FarHarborExt from the console is the easiest way to get away and save.
     
    I recommend that you import/export blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases, the collision effects are found elsewhere, leading to interesting behaviours among the NPC population, leading to a snap-back effect as you push through an area and are forced back by the invisible wall.
     
    Note. While Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable.
     
    A Special Thanks To
     
    Thank you to Caladon for creating the template that makes blueprints installable.
     
    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    197 downloads

    Submitted

  6. Transfer Settlements - The Castle - Minutemen Rest and Recreation Centre

    A Transfer Settlements blueprint that not only repairs the walls of the Castle, but adds a three-storey annex, along with bars and entertainment for the Minutemen. Not only is the end result armed to the teeth, the recreational facilities encourage settler interaction.

    This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
     
     
    Details on this build:
    Repairs all of the walls using the Homemaker retaining wall elements. This creates a cleaner look that incorporates the cobblestone sidewalk pieces already part of the base build. Three-storey annex that is linked through an entrance in the wall and on the top storey. Houses bunks, bathrooms, and a full gym. Medical bays and a large ward to treat the troops (additional bunk space). Large room reserved for Tier 3 Clothing, General, Armour, and Weapons stores. Siren's Song, a club featuring a large bar, couches, and a singing settler. The General's Quarters features a bar, pole dancers, slot machines, and entertainers. Radio shack has been replaced by a bunker. Glass windows have been added to handle adverse weather. Catwalks have been replaced with warehouse equivalents. Cleaner look, permitting the idles that cannot be scrapped to work with the new structure.
    Settlement Features
    30 bunks. 60+ food. 800+ defence. 420 power. 120 water. All Tier 3 stores. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with some difficulty observed in getting to the first and second storey of the annex. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, glass, railings, foundation liners, cooking stations, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler, and scene rugs (carpeting). Stripper Pole. Adds assignable stripper poles.
    Nice to Have
    Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    There are two ways the setup can occur:

    Minutemen Takeover Setup

    In this scenario, the Minutemen have taken the Castle and cleaned it up for you. For this to happen, you need to leave the area and return.

    Clearing the area is relatively straightforward. Remove brush, garbage, rubble within the build area. I also typically remove the railings at the top and those outside the main gates.

    Take your time when removing the walls and roof of the radio shack. You may inadvertently remove key equipment to run Minutemen Radio, such as the antenna.

    Within the armoury, maintain the tables containing artillery scape and plans, the shelves with turrets, and smaller shelf on the left side when facing the door. Additionally, keep the table in place. The rest can be scraped and will be replaced on import.
     
    Note. If you have Companion Ivy installed, remove the antenna as Ivy's radio tower will replace it.
    Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall.

    Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop.

    Non-Minutemen Playthrough

    In this scenario, the Minutemen do not yet exist or you cleared the area yourself and do not want to bring Preston in. In additional to what is listed above, this leaves you with the mirelurk mess to deal with, which cannot be scrapped normally.

    Fortunately, there is a way to remove the elements and make the Castle a viable settlement. It simply takes time and patience to do so, but the process is straightforward.

    The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out.

    A few elements cannot be scrapped normally, in this case you will need to do the following:
    Go into the console. Select the object (E.g., eggs, seaweed, and so forth). You can use the mouse's scrollwheel to find the appropriate target. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
    It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than confirming that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Put new catwalks in due to idles that cannot be scrapped. Cleaner look and feel than the originals. Scrapped the Singing Settler lockers as these tend to cause wardrobe malfunctions. Switched to Immersive Laundry. Doubled up the flooring under the gym.

    488 downloads

    Updated

  7. Transfer Settlements - Bunker Hill Institute Uplink Station

    A Transfer Settlements blueprint that aims to explain why there's a satellite structure hovering over the Bunker Hill monument. It spruces up Bunker Hill to create a more vibrant marketplace and upgrades a few key buildings. Additionally the roof area of the main building has an additional two levels of living spaces to increase population levels.   Details of the Build New structure has been built above the main building. It features two levels of living spaces, with a rooftop eating area and farm. Rebuilt the scaffolding to reach a new living space. Replaced the wooden structure near the main gates (opposite Kay's stall) to create a proper medical clinic. Features two surgery bays and a waiting area. Replaced the flop house and turned it into a combination barber shop and three-unit accommodations. Gutted out the inside of the main building and fixed up the damaged walls using a mixture of brick and retaining wall elements. The main space now houses every major shop, a singing settler and two dancers. Added turrets on remaining structures to increase defence. Added a small guard shack and armoury by the main entrance.   Note. This build assumes that Kessler handed you the settlement after the battle at Bunker Hill. Hence the trap door within the main structure is covered by a stage.   Key Statistics 35 bunks. 100+ food. 940+ defence. 540 power. 60+ water. Tier 3 Medical, Restaurant, Clothing, General, Armour, and Weapons stores. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build.   Note. Bunker Hill is notorious for glitches that lead to a Crash to Desktop (CTD) scenario. While this build has been stable for me in the past, some mods may make this build unstable.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Used for optional flooring overlay and a performing settler. Singing Settler. Player functional laundry machines and dryers with sound effects. Stripper Pole. Adds assignable stripper poles for dancers.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armory and displaying associated weapons. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward: Clear out all clutter, brush, and trash. Remove all bunks and existing stands. New elements will be added in. Store any food elements, except for one corn plant. This will keep Kessler assigned to food. Gut out the inside of the main structure, internal walls, including the makeshift roof and back walls, and a wrought iron fence. Be sure to maintain the trader stand. Scrap the elevated structure to the right facing the Bunker Hill monument. Do not clear the junk walls. Scrap the bar area/flop house. Do not remove parts of the foundations along the wall area. Scrap the bridge leading to the wall. Stairs will be added to replace this feature.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., greeb on the roof). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous  in front of the statue.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   The default characters cannot be assigned to new stores by default. Select the NPC from the console and AddKeyword WorkshopAllowCommand to assign them to their newly improved spaces.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Add shower facilities in the Barbershop, which was dropped when I moved away from Bring Your Own Pool. Added a statue in the alcove on the first floor of the monument. Minor tweaks.  

    152 downloads

    Updated

  8. Transfer Settlements - Jamaica Plain Victory Garden and Home

    A Transfer Settlements blueprint that aims to make Jamaica Plain usable while working within the confines of the space. While it would be nice to remove the damaged buildings and abandoned home to create a coherent design, it tends to cause visual glitches that ruin the experience.

    Details on this build:
    Repaired the brick structure making both levels usable, and added an additional display area for clothing advertisements. Repaired the wall on the second level of the home linking to the second level of the brick building, the latter of which houses the medical facilities. Cleared out the parking area and turned it into a greenhouse. This permits high food production and supports turrets for additional security. The empty space between the liveable buildings and retaining walls now supports a three-storey brick structure. This addition supports shops, bunks, bathrooms, and a kitchen. Replaced the damaged roads and sidewalks surrounding the liveable buildings with cobblestone pieces.  
    Note. A third level was added to the brick building but it is purely decorative. There are no stairs leading to it and it is generally only accessible through jumping off the addition's roof.
    Settlement Features
     
    18 bunks. 70+ food. 525+ defence. 180 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour

    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive elements used along the greenhouses' outside-facing walls.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.

      Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward
     
    Clear out all clutter, brush, and trash. Remove all walls within the brick structure except for the angled one. The rest will be replaced for consistency. Remove the damaged wall on the first and second level of the wooden home. Remove the sidewalks and roads in the area surrounding wooden home. Anything below the parking lot retaining walls should be scrapped. Beyond the retaining walls there's a large tree, remove it. In the parking area the retaining wall bends in. Remove those bends along with the associated concrete posts.

    To remove the tree, do the following:
     
    Select the tree. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous on the roof of the boarded up home.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm all power has been restored.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Switched to Immersive Laundry. Cloned wall to repair damaged wall on first level of wooden home. Fixed up the retaining wall leading into the parking area. Closed up one end of the greenhouse and fixed up a few panels. Removed the Caravan Trading Post. Only works if placed after meeting the quest objective.  

    213 downloads

    Updated

  9. Transfer Settlements - Starlight Drive-In: a Potemkin Village

    A Transfer Settlements blueprint that transforms Starlight Drive-In into a gated community. The layout is straightforward, making use of the existing projector building, and aims to create an idyllic fifties community. The overall aim is to create a larger version of Covenant.
     


    Details on this build:
    Cleared out the area of clutter, trash, brush, and trees. A bunker structure for power and water generation. Dedicated buildings for the general store, clothing store, and barbershop. Starlight diner makes use of the existing structure. Large greenhouse makes up most of the food production for the settlement. Several homes, each featuring kitchens and bathrooms. Working fountain for the town square. Remaining wing of the projector house is set up for a singing settler.
    Settlement Features
    32 bunks. 110+ food. 945+ defence. 300 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimize visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler and flooring in the gym and barber shop.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward. Clean out the area, including roads and sidewalks, with the exception of:
     
    Still-standing portion of the projector house. Scrap the boarded entrance and door on the other side. Projector Screen. Intact billboard. (Optional) Settlement workshop shed. May cause clipping if removed, but does not affect the overall look of the settlement.
     
    Note. To make scraping less risky around the Projector Building consider using Disable during the scrap and Enable when done. Be sure to use the Projector's Reference ID in case you click on another object by mistake.

    A few elements cannot be scrapped normally, in this case you will need to do the following:
    Go into the console. Select the object (E.g., ivy or wood plank). Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
    Build a Transfer Settlements console from Power > Miscellaneous on top of the screen.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added washers and dryers from Immersive Laundry. Fixed up the fountain, one of the waterfalls was missing. Fixed up the second deck of the general store. Roof repaired and walls added to create a workshop and lounge. Added a billboard sign on the other end of the Nuka Cherry advertisement.  

    364 downloads

    Updated

  10. Transfer Settlements - The Slog Recreational Facility

    The Slog Recreational Facility

    A Transfer Settlements blueprint that attaches a multi-level administrative building to the shower facilities and adds a greenhouse. The end effect increases bunk space and food production, while simultaneously increasing defensive capabilities.
     

    Details on this build:
    Main building houses shops and medical facilities with a central lounge area. Open warehouse over the settlement workshop for workbenches and additional turrets. Large greenhouse provides additional defensive capability in that area. Brick structure added to the main building. First deck: Contains washrooms, gym, and kitchen. Second deck: Contains bunks, and the third houses a barber shop. Third deck: Contains a barbershop, massage table, and spa. Easy roof access of The Slog through the administrative building.  
    Note. It is possible to open up a doorway between The Slog and adjoining administrative building. However, NPCs will not use it and it may cause visual glitches. Save before you scrap the wall.
    Settlement Features
    25 bunks. 130 food. 630+ defence. 260 power. 60+ water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Flooring for the gym and barber shop.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward:
    Cleanup the area removing all beds, showers, furniture and junk. The pool and surrounding areas should be clear of clutter, brush, and park elements.
    Maintain the following:
    Maintain the existing food production, since this build will simply add-on to the existing stock. The fire pit besides the boarded up door leading into Arlen's workshop.
    A few elements cannot be scrapped normally, in this case you will need to do the following:
    Go into the console. Select the object (E.g., Holly or Dierdre's bed). Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
    Build a Transfer Settlements console from Power > Miscellaneous on top of the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than confirming that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added washers and dryers from Immersive Laundry. Increased the amount of idles found throughout. Closed off the roof of the administrative building, while maintaining the same amount of turrets. Added a saloon, spa, and massage parlour mix within the additional space created above.  

    212 downloads

    Updated

  11. Transfer Settlements - Finch Farm Institute Surveillance Station

    A Transfer Settlements blueprint that answers the question on how a family of farmers can survive with The Forged, Gunners, and Super Mutants as neighbours. This build specifically makes use of the overpass going over the property to create a multi-level Institute fortress that observes the Commonwealth as their experiments carry on below.

    Details on this build:
    Features an extensive greenhouse for high production. Supports all major stores that bring happiness. Mix of living and work spaces. Settlers can exist almost exclusively within the fortress without venturing down. Forward and aft turret batteries can engage Gunners and Super Mutants. Useful when the colony goes to war with either side due to the player getting too close to the property line and triggering an engagement. Thirty settlers armed with Institute weapons will clear out Revere Station in no time.
    Settlement Features
     
    31 bunks. 150+ food. 900 defence. 420 power. 63 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers occasionally fall through the floors but can move throughout. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for additional flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs.
    Setup

    Clearing the area is relatively straightforward. Clear the area of clutter and trash, especially the large mound by the home. Feel free to tidy up the home itself, but nothing changes inside. The overall goal is to create the illusion that the Finches live below doing their thing while a community thrives above providing defence as necessary.

    Clear up the overpass of clutter and vines. Those hanging below can stay since they are often a pain to scrap (see below). Be careful when working this area, it's easy to fall through.

    For items that are hard or impossible to scrap do the following:
    Select the vines. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous on the roof of the Finch home.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm all power has been restored.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added support for Immersive Laundry. Removed Fresh Carrots Planters for regular variant. The former cannot be used for crating of recipes and drugs. Added stairs on the top level, enables the player to walk on and off the glass roofs.  

    198 downloads

    Updated

  12. Transfer Settlements - Abernathy Fortress

    A Transfer Settlements blueprint that showcases how protective Blake Abernathy is of his daughter, Lucy. It removes the makeshift home and creates a fortress using Brotherhood of Steel build items from the Settlement Objects Expansion Pack. The end result is a build with high defence, food, and population levels.
     


    Details on this build:
    Replaces the existing wooden structure built into the power line with a three-level fortress. Topmost level supports rows of turrets to fend off any potential foe. Main deck is dedicated to shops, leisure, and medical facilities. Second deck contains bathrooms, bunks, and a full gym. Third deck contains more bunks, including a smaller area that could serve as the Abernathys' home.
    Settlement Features
    32 bunks. 150+ food. 745+ defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely with minimal difficulties observed. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects.
      Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Additional flooring used in the settlement.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. 
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward. Clear out the existing structure and contents while maintaining the power transmission tower. Remove fencing, shrubs, trees, and other elements.

    Maintain the following:
     
    The pen surrounding the brahmin. The piping leading into the silos. The silos themselves should be removed as they will be replaced.  
    Note. To make scraping less risky around the Transmission Tower consider using Disable during the scrap and Enable when done. Be sure to use the towers's Reference ID in case you click on another object by mistake.
    A few elements cannot be scrapped normally, in this case you will need to do the following:
    Go into the console. Select the object (E.g., ivy or a string of lights). Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.

    Build a Transfer Settlements console from Power > Miscellaneous within the brahmin pen by the gate.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.

    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added washers and dryers from Immersive Laundry.

    260 downloads

    Updated

  13. Transfer Settlements - Graygarden Institute Surveillance Station

    A Transfer Settlements blueprint that answers the question on how a bunch of relatively unprotected Mister Handys could survive for over two hundred years. This build specifically makes use of the overpass to create an Institute fortress that observes the Commonwealth as their experiments carry on below.

    Details on this build:
    Replaces every element of the greenhouse with intact versions. Adds additional greenhouse tables and food. Builds a large structure into the overpass, with a tower leading down to the ground level. This houses settlers, shops, and medical facilities, keeping Graygarden mostly intact. Increases the amount of available bunks to boost food production. A series of stairs allows you to access the topmost deck of the overpass. If you travel along and jump the gap you will reach the crashed vertibird above the military checkpoint.
    Settlement Features
    19 bunks. 120+ food. 750 defense. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimize visible power lines. Settlers occasionally fall through the floors but can move throughout. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set. Unobtrusive defensive elements that fit in well with the theme of a heavily armed fortress. Turrets are either Heavy Institute Laser or Gauss Rifle turrets. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward. Clear out the floor and greenhouse elements of Graygarden. Be sure to maintain the water pipes, existing food, and tables that support them; clear the rest of the clutter.
     
    Note. Pull the Graygarden signs away from the building slightly. This will prevent them from clipping into the new walls.
    Remove eroded cliffs, trees, your new car, and brush. Remove clutter from the platform supporting the settlement workshop. Remove the fence surrounding it, as well as the smaller platform located nearby.

    Clear out the middle overpass level; you can walk up the damaged portion. Remove clutter, trash, vines, and vehicles. The car at the edge of the build area will need to be pulled towards you to scrap using the MoveTo command.

    Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added washers and dryers from Immersive Laundry.

    181 downloads

    Updated

  14. Transfer Settlements - Egret Yacht Squadron

    Egret Tours Marina reimagined as a fancy yacht squadron. A single large structure houses stores, medical facilities, and a club. Wasteland elegance amid the ruins.
     

    Details on this build:
    Removed derelict buildings, workshop, warehouse/boat launch; replaced with large coherent structure. First level: shops, club, kitchen, medical, pump room, enclosed courtyard. Second level: bunks, washrooms, greenhouse. Third level: large workshop area, rooftop garden. Converted diner to barbershop. Converted boat shed to gym, and clipped in a warehouse electric door. Floated fishing trawler that is ready in all respects to go to sea. Replaced boat launch retaining walls for a consistent facade. Added large Skyrim statue near entrance as showpiece.
     
    Note. Warehouse glass pieces add a reflection component that may tank your framerate when you are in the courtyard or greenhouse area. See Unrelated But Useful for more information on mods that may help.
    Settlement Features
    28 bunks. 115+ food. 470+ defense. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Halloween
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is relatively straightforward. Remove the warehouse, sidewalks, and outbuildings.

    Maintain the following:
    Docks and retaining walls. Remove retaining wall starting at the first corner piece, all the way to the boat shed. Diner and refueling station (remove the sliding panels blocking two windows) Boat shed, but clear out it's contents. Power pole by the warehouse.

    Clear out the remaining clutter, including junk cars.

    Build a Transfer Settlements console from Power > Miscellaneous facing on the road coming into Egret Tours Marina facing the bridge.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and do not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1

    Duplicated boat for precise placement during import. Duplicated and replaced retaining walls to create unified facade. Added pier surface to the top boardwalk to improve navmesh. Added a statue at the entrance along with additional lighting. Added Immersive Laundry. Removed Singing Settler lockers to avoid frequent wardrobe malfunctions. Replaced sliding panels within the diner with window duplicates. Clipped in a warehouse electric garage door for the boat shed. Closed up and repaired the third deck for a cleaner look.  

    166 downloads

    Updated

  15. Transfer Settlements - Warwick Homestead and Corporate Headquarters

    A Transfer Settlements blueprint that leverages ideas from the in-game Weston Water Treatment. It expands the Nut Island Sewage Treatment Plant to include a corporate headquarters over one of the purification tanks.
     
    This new build uses the Brotherhood of Steel build items from Settlement Objects Expansion Pack. The end effect is a new structure that fit in nicely within the existing decor.
     
    Details on the changes below:
    Replaced the catwalks linking the buildings. Cleaned out the main pump house to hold shops and medical facilities. Cleaned out the blue outbuilding to make it a workshop. Cleaned out the secondary pump house to hold slot machines and a barber shop. Added a headquarters building over the tank between the two pump houses housing bunks, gym, and kitchen. Added a Covenant wall with turrets along the perimeter.  
    Some of the features of this build are:
    26 bunks. 145+ food. 440+ defences. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build. Settlers can move freely through the new build but appear to have some trouble with the original buildings.  
    Requirements
     
    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbor  
    Hard Requirements
    Transfer Settlements. To import this Blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build materials, cooking station, and water pump. Homemaker. Decorations, furniture, and miscellaneous objects.  
    Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
     
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks, and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.  
    Nice to have
    Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Gruffydd's Signs and Posters. Billboards and signs (includes Factions Institute, Signs of the Times variants). Singing Settler. Used for optional flooring. Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour.  
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.  
    Setup
     
    Clearing the area is relatively straightforward. Clear out the pump houses and blue out-building. Focus on clutter and furniture but keep the industrial elements and piping in place. The only exceptions are the large pieces of equipment by the kitchen table.
     
    Maintain the contents of the small warehouse structure by the workshop. It will remain outside of the perimeter and is used for an Atom Cats side quest.
     
    Clean up the grounds of clutter, removing the fire pit, sitting positions, and fencing.
     
    Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
     
    After Blueprint Import
    Go through the build and adjust industrial equipment to make sure it does not interfere. Move or scrap as necessary.
     
    Potential Issues
    Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc Vault111Ext from the console is the easiest way to get away and save. As an additional precaution, head down into the vault.
     
    I recommend that you import/export Blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. While Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable.
     
    A Special Thanks To
     
    Thank you to Caladon for creating the template that makes Blueprints installable.
     
    Thank you PiCSeL for the magazine and painting retextures seen in the screenshots.

    140 downloads

    Submitted

  16. Spectacle Island Resort and Cabaret

    A Transfer Settlements blueprint that aims to make Spectacle Island usable and productive. It creates a series of luxury cabins, adds jetties, a greenhouse, and a central building housing shops and a cabaret-style floor that works nicely with singing settlers. This mimics the look of resorts that were popular during the fifties and sixties.   Details on the changes below: Adds several cabins of various sizes with independent power and defences. Pool area with poolside bar. Large greenhouse with defences and lighting. Two-story building built on the ruins of the large house. Features a wrap-around balcony, featuring four tier 3 stores, full kitchen, and a cabaret-style club. Visitor jetty with a ferry to take people across. Large two-building jetty with a dedicated gym, storage, and docked fishing trawlers. Rebuilt shed using the existing footprint.   Settlement Features 32 bunks. 160+ food. 800+ defences. 360 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Pool area, jetty, and greenhouse serve primarily to flatten the terrain. There is a door leading into the area under the pool area in case a settler gets lost. Settlers appear able to move freely, with some difficulty observed on the cabaret's second level. Cat and dog included in the build. No visual glitches observed from this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Singing Settler. Stage and performer in the pub and some flooring. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
        Nice to Have Stripper Pole. Adds assignable stripper poles for the cabaret. Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward. Remove brush, garbage, rubble, and buildings in the area demarcated: Starting from the boat shed and deck near the fast travel point. Ending at the red boat with a medical kit. Scrap the other boats surrounding it. Ending at the entry onto the beached container ship. To two-level hut in the wooded area along the ridge.     Make sure to preserve: The boat shed itself, getting rid of the surrounding dock and deck. Preserve the concrete foundation border surrounding the shed with a greenhouse addition. The rest will be re-introduced as standard elements.     Build a Transfer Settlements console from Power > Miscellaneous right in front of the greenhouse/garage combination.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than to confirm that all power has been restored as expected.   Want to have permanent bikini-clad settlers hanging around the pool? Do the following: Position yourself at a prime location by the pool. E.g., right by the showers. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles.   The above will not increase your settler population nor effect settler happiness.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is save to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.2 Boats are now properly imported. Added warehouse floor on the first floor of the cabaret.   Version 1.0.1 Added an electric door for the garage attached to the greenhouse. Repaired the electrical systems within the bunk houses. Fixed cases where imports could break the power distribution entirely. Added immersive laundry. Boats are now part of the blueprint. They no longer need to be preserved and placed after import.

    445 downloads

    Updated

  17. Transfer Settlements - Boston Airport Institute Research Station

    A Transfer Settlements blueprint that aims to make the Boston Airport a viable settlement while working within its confines. This build makes use of Institute and glass build elements from the Settlement Objects Expansion Pack. From the sky, this build looks surprisingly like a modern aircraft terminal annex.
     

    The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.

    Details on this build:
    One level dedicated to medical, shops, restaurant, and entertainment facilities. The latter serves as a cabaret. One level dedicated to living and office spaces. One level serving as a greenhouse, gym, and conference room. The entire outer perimeter uses glass walls to create a sealed and defensible environment. The entire perimeter is lined with turrets.
    Settlement Features
    32 bunks. 130+ food. 800+ defence. 360 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. The player can move freely, but settlers show minimal inclination to move around. Cat and dog included in the build. No visual glitches observed from this build. Creates an interesting result when the player sides against the Brotherhood of Steel as the settlement itself will engage them once the player nears the site. This also happens for the Railroad in Rockets' Red Glare as the vertibird approaches the Prydwen.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Mostly used for decorations, furniture, and miscellaneous objects.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring. Stripper Pole. Adds assignable stripper poles.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs.
    Setup

    Clearing the area is relatively straightforward.
    Remove all clutter with exception of the floor and walls. This includes pictures, furniture, plants near the perimeter on both the main floor and the second level. Remove the two damaged support columns on both sides of the workshop.
    Build a Transfer Settlements console from Power > Miscellaneous in front of the door to the left when facing the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Switched to Immersive Laundry. Removed requirements for Erotic Art Expanded. Adjusted positions of the merchants. Minor power changes. Made changes arrangements within the laundry room.  

    161 downloads

    Updated

  18. Transfer Settlements - Covenant Build-a-Home

    A Transfer Settlements blueprint that preserves most of Covenant while increasing defence, space utilisation, and adds a washroom facility. The concept is that Covenant once served as show homes for a local builder. This explains the high density of houses, proximity to roads, and the fence.   Details on this build: Three homes have been converted to maximise bunk utilisation. General store building now supports a tier 3 Restaurant, General Store, and Medical. Guard area and section of the wall removed to create washroom facilities. Sharp increase in turret stands for an all-around defensive. Addition of a clothing and armour store under the balconies. The weapons store is located outside by the main bunkhouse. Power poles are maintained due to inability to scrap associated lines. Power between buildings routes using them to maintain the look and feel. Dedicated picnic area for settlers to lounge.   Settlement Features 20 bunks. 70+ food. 365+ defences. 180 power. 30 water. Tier 3 Medical, Restaurant, Clothing, Armour, Weapons, and General Store. Dedicated gym nook. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. May be mild glitching when entering and leaving the bathroom.   Requirements   Downloadable Content Far Harbour Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.   Nice to Have Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward. Clear the homes of furniture and fixtures with exception of long bar and smaller variant facing the wall. See section below to clear out the terminal. Remove the white picket fence, clutter, and hedge within the compound. See section below to clear out the turret stands. Remove the guard area and single section of wall behind it. * Remove the Covenant sign, as a new one will be built above the washrooms. Clear out the outer perimeter of trash.   Make sure to keep the following: The large tree in the centre of the compound. The power poles and lines. If you have Companion Ivy installed remove the one closest to the Covenant sign.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., fringes, trunking). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous in front of the largest tree.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than to confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Added washer and dryer from Immersive Laundry. Ensured turret stands were all from homemaker for easier import.

    174 downloads

    Updated

  19. Transfer Settlements - Croup Manor Redux

    A Transfer Settlements blueprint that aims to repair Croup Manor making every level viable. This focuses on a high settler count that fits within the manor itself and a high food production.

    Details on the changes below:
    Damaged walls are replaced by intact duplicates. Replaces the floors and roof with Homemaker pieces. Removes the carport and replaces it with a two-door garage with an electric door. Replaces the deck overhang. Extends the roof onto the third deck balcony to add living space. Removes internal walls to allow for more efficient spacing. Maintains the existing stairwells for pathing.
    Settlement Features
    21 bunks. 99+ food. 415+ defence. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated medical area. Gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour

    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
      Setup

    Clearing the area can be relatively quick. Still, save often just in case you accidentally scrap something important like stairwells, and cliffside.
     
    Gut the main home with exception of the stairwells, and intact walls. Start from the third floor and remove the roof, accoutrements, garbage, and clutter. Remove all internal walls, floors, and damaged exterior walls. Remove the carport, storage above the workshop, and pavement in the carport area. Remove deadfall, trees, dead leaves. Leave scaffolding leading to the statue intact. Remove the door leading into the carport.
    Build a Transfer Settlements console from Power > Miscellaneous anywhere on the road. I prefer to place it nearer to the cul-de-sac as you can see the larger structures take shape.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 2.0.0
      Complete rebuild of the settlement with a focus duplication and precise placement of pieces by copying existing geometry.

    202 downloads

    Updated

  20. Transfer Settlements - Sunshine Tidings Luxury Cabins and Resort

    A Transfer Settlements blueprint that re-imagines Sunshine Tidings. While maintaining the overall footprint, it redoes the cabins to make settler and player travel easier and increase the amount of bunks available. The site mimics resorts that were popular during the fifties and sixties.

    Details on this build:
    Replaces every cabin with a similarly themed home. Each includes a washroom, kitchen, fireplace, and counter. Every home is individually powered but linked together. This would permit their turrets to engage enemies even if linking power lines are damaged. Replaces the food hall with a larger facility that houses stores and a dedicated medical clinic. Replaces the bathroom with a dedicated gym. To make things easier in the demolitions phase, workshop building is redone using standard components and flooring making the doors functional. Every outside building has turrets on the roof, creating an all-around perimeter to fend off attacks.
    Settlement Features
    24 bunks. 125+ food. 850+ defences. 360 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Additional flooring in the settlement.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward. Remove all the cabins and their contents, along with the dining hall, workshop area, bathroom, and outhouses. For aesthetics, maintain the grain silos.

    Build a Transfer Settlements console from Power > Miscellaneous on the path leading into the area by the dining hall.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added a laundromat with washers and dryers from Immersive Laundry. Replaced the warehouse doors with powered variants. Added a Skyrim statue of Mara as a showcase before entering the shops.

    222 downloads

    Updated

  21. Indecent Captivity

    An expansion for Commonwealth Captives that adds KFT restraints, more captive poses, and automated sex with captors.
     
    Variety is the Spice of Captivity
    Normally you’ll find captives in one of two states: either tied to bondage furniture, or kneeling on the ground (“non-furniture”). Furniture already has several random options. Kneeling captives only ever kneel, though. This mod adds several extra idles from Daily Life of Hookers, as well as new custom made idles specifically designed to synergize with the limb positions of KFT restraints. Non-furniture captives can now have random pose variety too!
     
    Captives can optionally spawn with KFT restraints. Head, eye, and mouth restraints can be equipped on either furniture or non-furniture captives. Body, arm, and leg restraints may only be equipped on non-furniture captives. This is to avoid conflicts between the furniture pose and the restraint pose.
     
    Indecent Captivity contains its own internal settings for KFT restraints. This allows the user to select options specifically for captives, if desired. Please note that this mod only attempts to use restraints that actually restrict the captive in some way. Thus, it will not apply clothing that is purely decorative like corsets or stockings. In exchange, this mod includes several items that do not appear on the normal KFT leveled lists, including improvised blindfolds, amputations, and gags that change the captive’s expression. The user can optionally choose to have this mod obey KFT’s own MCM settings instead.
     
    Automated sex will only occur between the captive and their nearby captors. You will not see wandering traders, nearby settlers, companions, or random creatures using the captives (captor-faction animals like raider dogs and FEV hounds can be enabled though). MCM settings control the number of potential partners, gender of partners for captives, number of simultaneous scenes, distance at which captors in a scene detect player shooting, distance player has to approach before captives stop being used for a new scene, and more. Captives on furniture are designed to return to their furniture after sex.
     
    All of the above features can be enabled or disabled via MCM settings. Lastly, this plugin is ESL-flagged to avoid taking a precious ESP slot. 
     
    Precautions About Automated Sex
     
    What Are Weights?
     
    FAQ / TroubleShooting
     
    Known Issues
     
    Notes For Modders
     
    Hard Requirements
    -Vanilla Fallout 4 (no DLCs needed)
    -Working AAF installation
    -MCM
    -Commonwealth Captives
    -Kziitd Fetish Toolset
    -Daily Life of Hookers
     
    Thanks and Credits
    -Egoballistic for making Commonwealth Captives, KFT, and so many other fine mods.
    -kziitd for the custom KFT idles, for making KFT and Daily Life of Hookers, and for suggesting this mod’s concept in the first place.
    -Honorable mention to Saya_Scarlett for the often thankless work of maintaining the AAF Fucking Manual.
    -Credit to kinggath for the controller quest template that I'm still using from his Mod School Resources pack.
     
    Permissions
    Please seek permission from kziitd if you wish to make use of the included hkx files. All other assets are free to use for any purpose. No permission needed.

    18331 downloads

    Updated

  22. Vault Meat - Menu Pack

    Replaces the Intro Logos, Main Menu and Loading Screen with good ol', delicious Vault Meat... Oh, how we miss you.
    Loading screen is a modified version of this, but the rest is original and made by me.
     

    3287 downloads

    Submitted

  23. Transfer Settlements - Kingsport Lighthouse and Visitor Centre

    Kingsport Lighthouse is transformed into a functional lighthouse-and-visitor-centre settlement that preserves its isolated coastal charm while supporting high settler count and food production. The main home serves as the shop hub, the dock as bunkhouses, and the outbuilding provides visitor bathroom facilities.

    Details
    Repaired roof and expanded second level of the main home. Removed damaged dock sections, extended the dock, and added a fishing shack. Added outbuilding on the rocks for visitor washroom facilities. Cleaned up the lighthouse interior for sleeping accommodations and electric lighting. Placed a pallet in the docked fishing vessel for two extra bunks. Added a large Skyrim statue near the waterline (may explain the shipwrecks in the area).

    Settlement Features
    24 bunks. 100+ food. 485 defences. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers can move throughout and even make use of the beds inside the lighthouse. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.

    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour

    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.
     
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.

    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Advanced Bubble Turret Set (Realistic No Power version). Used within the main structure and lighthouse in case of respawns. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.

    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.

    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.

    Setup

    Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like the main home.
     
    Clear out the main home entirely of clutter and furniture. Additionally remove the damaged roof, and damaged wall leading to the narrow end. Clear out the contents of the fishing shack, and damaged portion of the dock. This includes the barrels and wooden frame. Remove the clutter, including rocks and shrubs from the surrounding area, including the red truck and the road beneath it. Be sure to maintain the rock face for the various cliffs. Move the large tree near the home. Push it beyond the boundaries of the build area using Place Everywhere.

    If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console:
    Select the tub. Disable MarkForDelete
     
    Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.

    Build a Transfer Settlements console from Power > Miscellaneous on the road leading into the settlement at the edge of the build area.
     
    Note. Import should be done with Workshop Mode enabled.

    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is save to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.

    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added a Skyrim statue on the cliff near the water line. Adjusted the wiring for the lighthouse. Much of it is now hidden for a cleaner look.

    189 downloads

    Updated

  24. Transfer Settlements - Taffington Boathouse Restored and Expanded

    Taffington Boat House is an interesting location that could have easily been great had they increased the build area. This Transfer Settlements blueprint uses the existing space to:
    Expand the boardwalk. Fix up the existing building including the roof and overhangs. The main structure now houses shops and medical facilities, including a surgical area. Adds another bunkhouse with a laundry area, working bathroom, and a large space for workshops. Moves the boathouse slightly to accommodate the roof repair. Adds two greenhouses over the road.   Note. For some easy experience points, get the attention of the bloodbugs and stingwings nearby and draw to the settlement's defences.

    Settlement Features 23 bunks. 110+ food. 485 defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers appear able to move throughout but occasionally get stuck in the original home. Power mostly runs through conduits and under the boardwalk to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.

    Requirements

    Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour

    Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.

    Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive element used along the greenhouses' outside-facing walls and inside the main structure in case creatures respawn. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.

    Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.

    Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.

    Setup

    Clearing the area can be done quickly. Save often just in case you accidentally scrap something important like a wall.
      Clear out the boathouse completely. Remove the damaged part of the roof and overhangs of the main home, remove the tub, and bathroom walls. Remove the boardwalk entirely, including pylons and posts. Clear the area of clutter and junk.
    If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.

    Build a Transfer Settlements console from Power > Miscellaneous near the edge of the build area on the road near the boat ramp.
      Note. Import should be done with Workshop Mode enabled.

    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    You may need to adjust the glass in the windows for the bunkhouse. Just move them forward or back a bit until you have the desired effect. Glass also prevents the player from accidentally going through the window.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is save to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
      Note. This blueprint was tested with Transfer Settlements working under Stable.

    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.2  Properly duplicated pylons and posts
    Version 1.0.1 Electric doors were attached to gym. Replaced washers and dryers with those from Immersive Laundry. Pylons and supports are now duplicated and pre-placed. Gas light added atop the pylons to more closely match the original look and feel. Adjusted third floor of bunkhouse and fixed up the roof.  

    258 downloads

    Updated

  25. Menu Replacer - Addicted to Television - Skull and Bones

    The first in a series of cinematic and immersive menu replacers that showcases interesting locations in the Fallout 4 universe while adding a twist using Videos of the Wasteland and my collection of vintage pornography. This underwater home with a skeleton and television exists off the shores of Spectacle Island, and only replaced the television. This FOMOD also allows you to install a Random Main Menu variant if desired.
     
    There are two versions available:
    Cinematic. Transitions into the scene and focuses on the television. Immersive. One shot seen from further away. Here the scene is more important than the video on the television.  
    Requirements
     
    None.
     
    Installation
     
    Use any mod manager to install:
    Standalone version using video and sound. Standalone version using video only. Random Main Menu variant.  
    For manual installation:
    Drop mus_maintheme.xwm into your Fallout 4 \Data\Music\Special directory. Drop MainMenuLoop.bk2 into your Fallout 4 \Data\Video\ directory  

    125 downloads

    Updated


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