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Transfer Settlements - The Mechanist's Lair Vault-Tec Fusion 1.0.2


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About This File

 
This Transfer Settlements Blueprint aims to create a workable multi-level player lair that maximizes the space to display items.
 
Details on this build:
  • One level dedicated to the living area and crafting stations.
  • Three levels dedicated to the display of power armour, weapons, armour, and magazines.
  • Every level of the RobCo Facility connects through the Vault-Tec structures.
  • No visual glitches or bugs.
 
Settlement Features
 
  • 48 power armour displays
  • 56 armour displays
  • 850+ magazine slots
  • 3 dedicated display rooms
  • 42 regular weapon displays
  • 16 handgun displays
  • 18 heavy weapons stands
  • 5 power armour stations
 
Requirements
 
Downloadable Content
  • Automatron
  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Vault Decor / Home Creation (Optional)
  • Doom Crossover Weapon Creation (Optional)
  • Workshop Furniture/Decor Pack (Optional)
  • Modern Decoration Pack (Optional)
  • Playable Workshop Arcade Cabinets (Optional)
  • Coffee & Donut Workshop Pack (Optional)
  • Nuka-Cola Collector Workshop (Optional)
 
Hard Requirements
 
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
 
Nice to Have
 
Unrelated But Useful
 
Setup
 
Scrap the inside of the Mechanist's Lair, including floor lamps, catwalks, supports, and writing. Do not touch the stone supports connected to walls, but do remove the steel elements. Scrap the top steel rails, other than the animated ones, as well as the eyebot pods. Clean up the entry points within the build area.
 
Additionally, the ramp used by the Mechanist can be removed. There are access points outside of that point, and some security gates may need to be (re)moved once everything is in place.
 
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 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. The steps below may improve performance.
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.
 
Updates
 
Version 1.0.2
  • Removed requirements for the following mods: Erotic Art Expanded, and Wasteland Dairy Framework.
  • Optimized Erotic Art to work with my Classic Erotic Art Re-Texture.
  • Swapped washer and dryer for those from Immersive Laundry.
  • Added the use of SOE lighting to brighten up the place.
  • Swapped out some lighting and decorations with AE variants.
  • Added every Arcade console, and Slocum's Joe workbenches.


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