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Transfer Settlements - Covenant Build-a-Home 1.0.0


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About This File

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
 
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 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.
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.


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