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.
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Details on the changes below:
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Adds several cabins of various sizes with independent power and defences.
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Pool area with poolside bar.
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Large greenhouse with defences and lighting.
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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.
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Visitor jetty with a ferry to take people across.
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Large two-building jetty with a dedicated gym, storage, and docked fishing trawlers.
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Rebuilt shed using the existing footprint.
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Settlement Features
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32 bunks.
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160+ food.
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800+ defences.
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360 power.
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120 water.
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Tier 3 Medical, Restaurant, Clothing, and General Store.
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Dedicated gym area.
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Vault-Tec drink dispenser and slot machines.
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Working sinks and showers.
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Power mostly runs through conduits to minimise visible power lines.
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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.
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Settlers appear able to move freely, with some difficulty observed on the cabaret's second level.
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Cat and dog included in the build.
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No visual glitches observed from this build.
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Requirements
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Downloadable Content
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Contraptions Workshop
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Vault-Tec Workshop
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Wasteland Workshop
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Far Harbour
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Enclave Remnants
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Hard Requirements
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Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
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Soft Requirements
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Nice to Have
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Unrelated But Useful
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Setup
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Clearing the area is relatively straightforward. Remove brush, garbage, rubble, and buildings in the area demarcated:
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Starting from the boat shed and deck near the fast travel point.
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Ending at the red boat with a medical kit. Scrap the other boats surrounding it.
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Ending at the entry onto the beached container ship.
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To two-level hut in the wooded area along the ridge.
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Make sure to preserve:
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The boat shed itself, getting rid of the surrounding dock and deck.
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Preserve the concrete foundation border surrounding the shed with a greenhouse addition. The rest will be re-introduced as standard elements.
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Build a
Transfer Settlements console from
Power > Miscellaneous right in front of the greenhouse/garage combination.
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Note. Import should be done with Workshop Mode enabled.
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Tasks After Import
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No additional requirements other than to confirm that all power has been restored as expected.
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Want to have permanent bikini-clad settlers hanging around the pool? Do the following:
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Position yourself at a prime location by the pool. E.g., right by the showers.
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From the console type: Player.PlaceAtMe 20593 5
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This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor
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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.
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Repeat the above for more settlers using the idles.
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The above will not increase your settler population nor effect settler happiness.
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Notes on Imports
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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.
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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.
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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.
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Note. This blueprint was tested with Transfer Settlements working under Stable.
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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.
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A Special Thanks To
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Thank you to
Caladon for creating the template that makes blueprints installable.
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Thank you to
PiCSeL for the magazine and painting retextures seen in the screenshots.
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Updates
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Version 1.0.2
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Boats are now properly imported.
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Added warehouse floor on the first floor of the cabaret.
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Version 1.0.1
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Added an electric door for the garage attached to the greenhouse.
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Repaired the electrical systems within the bunk houses. Fixed cases where imports could break the power distribution entirely.
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Added immersive laundry.
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Boats are now part of the blueprint. They no longer need to be preserved and placed after import.