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Transfer Settlements - Starlight Drive-In: a Potemkin Village 1.0.1


34 Screenshots

About This File

A Transfer Settlements blueprint that transforms Starlight Drive-In into a gated community. The layout is straightforward, making use of the existing projector building, and aims to create an idyllic fifties community. The overall aim is to create a larger version of Covenant.
 

Quote

Live your life instead of watching re-runs



Details on this build:

  • Cleared out the area of clutter, trash, brush, and trees.
  • A bunker structure for power and water generation.
  • Dedicated buildings for the general store, clothing store, and barbershop.
  • Starlight diner makes use of the existing structure.
  • Large greenhouse makes up most of the food production for the settlement.
  • Several homes, each featuring kitchens and bathrooms.
  • Working fountain for the town square.
  • Remaining wing of the projector house is set up for a singing settler.


Settlement Features

  • 32 bunks.
  • 110+ food.
  • 945+ defence.
  • 300 power.
  • 120 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 minimize 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


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. Clean out the area, including roads and sidewalks, with the exception of:
 

  • Still-standing portion of the projector house. Scrap the boarded entrance and door on the other side.
  • Projector Screen.
  • Intact billboard.
  • (Optional) Settlement workshop shed. May cause clipping if removed, but does not affect the overall look of the settlement.


 

Note. To make scraping less risky around the Projector Building consider using Disable during the scrap and Enable when done. Be sure to use the Projector's Reference ID in case you click on another object by mistake.



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., ivy or wood plank).
  • 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 screen.
 

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 washers and dryers from Immersive Laundry.
  • Fixed up the fountain, one of the waterfalls was missing.
  • Fixed up the second deck of the general store. Roof repaired and walls added to create a workshop and lounge.
  • Added a billboard sign on the other end of the Nuka Cherry advertisement.

 



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