Jump to content

Transfer Settlements - Egret Yacht Squadron 1.0.1


34 Screenshots

About This File

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.
 

Quote

Sail the apocalypse in style.


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

 

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. 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.


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.

 



×
×
  • Create New...