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Transfer Settlements - Croup Manor Redux 2.0.1


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About This File

 
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
 
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
 
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.
 
Updates
 
Version 2.0.1

 

  • Adjusted Erotic Art to work with my Classic Erotic Art Retexture.
  • Doubled up ceilings for a consistent look between settlements.
  • Switch for settlement beacon added to the third floor. Turn off beacon without clipping to the roof.
 
Version 2.0.0

 

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

 


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