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Transfer Settlements - The Slog Recreational Facility 1.0.2


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About This File

 

A Transfer Settlements blueprint that attaches a multi-level administrative building to the shower facilities and adds a greenhouse. The end effect increases bunk space and food production, while simultaneously increasing defensive capabilities.

 

Quote

Have you seen Holly's dirty little secret in the attic?


Details on this build:

 

  • Main building houses shops and medical facilities with a central lounge area.
  • Open warehouse over the settlement workshop for workbenches and additional turrets.
  • Large greenhouse provides additional defensive capability in that area.
  • Brick structure added to the main building.
  • First deck: Contains washrooms, gym, and kitchen.
  • Second deck: Contains bunks, and the third houses a barber shop.
  • Third deck: Contains a barbershop, massage table, and spa.
  • Easy roof access of The Slog through the administrative building.

 

Note. It is possible to open up a doorway between The Slog and adjoining administrative building. However, NPCs will not use it and it may cause visual glitches. Save before you scrap the wall.


Settlement Features

 

  • 25 bunks.
  • 130 food.
  • 630+ defence.
  • 260 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.


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 is relatively straightforward:

 

  • Cleanup the area removing all beds, showers, furniture and junk.
  • The pool and surrounding areas should be clear of clutter, brush, and park elements.
  • Remove the skylight in the main building it will be replaced with something that works.


Maintain the following:

 

  • Maintain the existing food production, since this build will simply add-on to the existing stock.
  • The fire pit besides the boarded up door leading into Arlen's workshop.


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., Holly or Dierdre's bed).
  • 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 on top of the workshop.
 

Note. Import should be done with Workshop Mode enabled.


Tasks After Import

No additional requirements other than confirming that all power has been restored as expected.

Notes on Imports

Transfer Settlementsrecommends 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.

Updates

Version 1.0.2

 

  • Optimized Erotic Art to work with my Classic Erotic Art Retexture.
  • Adjusted power conduits to prevent a snapping glitch from breaking power to most of the settlement.
  • Replaced the skylight with a warehouse variant. Allows for natural light and can also block the rain (with the appropriate mod in place).
  • Added public showers near the pool.
  • Doubled ceiling for a consistent look and feel across my settlements.
  • Added idles throughout.


Version 1.01

 

  • Added washers and dryers from Immersive Laundry.
  • Increased the amount of idles found throughout.
  • Closed off the roof access of the adminstrative building, while maintaining the same amont of turrets.
  • Added a salon, spa, and massave parlour mix within the additional space created above.

 



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