About This File
A Transfer Settlements blueprint that not only repairs the walls of the Castle, but adds a three-storey annex, along with bars and entertainment for the Minutemen. Not only is the end result armed to the teeth, the recreational facilities encourage settler interaction.
This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
QuoteImprove a Minuteman's morale through cuddles and commendations.
Details on this build:
- Repairs all of the walls using the Homemaker retaining wall elements. This creates a cleaner look that incorporates the cobblestone sidewalk pieces already part of the base build.
- Three-storey annex that is linked through an entrance in the wall and on the top storey. Houses bunks, bathrooms, and a full gym.
- Medical bays and a large ward to treat the troops (additional bunk space).
- Large room reserved for Tier 3 Clothing, General, Armour, and Weapons stores.
- Siren's Song, a club featuring a large bar, couches, and a singing settler.
- The General's Quarters features a bar, pole dancers, slot machines, and entertainers.
- Radio shack has been replaced by a bunker.
- Glass windows have been added to handle adverse weather.
- Catwalks have been replaced with warehouse equivalents. Cleaner look, permitting the idles that cannot be scrapped to work with the new structure.
Settlement Features
- 30 bunks.
- 60+ food.
- 800+ defence.
- 420 power.
- 120 water.
- All Tier 3 stores.
- Dedicated gym area.
- Vault-Tec drink dispenser and slot machines.
- Working sinks and showers.
- Power mostly runs through conduits to minimise visible power lines.
- Settlers appear able to move freely, with some difficulty observed in getting to the first and second storey of the annex.
- 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
- Transfer Settlements. To import this blueprint.
- Scrap Everything or an equivalent. To clear out the area as per Setup Instructions.
- Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects.
- Settlement Objects Expansion Pack. Fusion generators, glass, railings, foundation liners, cooking stations, and water pumps.
Soft Requirements
- Craftable Working Sinks and Showers Redux. Working sinks and showers.
- Erotic Art. Frames and pictures used throughout.
- Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.
- Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
- Singing Settler. Singing settler, and scene rugs (carpeting).
- Stripper Pole. Adds assignable stripper poles.
Nice to Have
- Videos of the Wasteland. Working televisions and projectors.
- Gruffydd's Signs and Posters. Billboards and signs.
- Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness.
- Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout.
Unrelated But Useful
- Place Everywhere. Allows you to make minor adjustments if necessary.
- Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
There are two ways the setup can occur:
Minutemen Takeover Setup
In this scenario, the Minutemen have taken the Castle and cleaned it up for you. For this to happen, you need to leave the area and return.
Clearing the area is relatively straightforward. Remove brush, garbage, rubble within the build area. I also typically remove the railings at the top and those outside the main gates.
Take your time when removing the walls and roof of the radio shack. You may inadvertently remove key equipment to run Minutemen Radio, such as the antenna.
Within the armoury, maintain the tables containing artillery scape and plans, the shelves with turrets, and smaller shelf on the left side when facing the door. Additionally, keep the table in place. The rest can be scraped and will be replaced on import.
Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall.
Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop.
Non-Minutemen Playthrough
In this scenario, the Minutemen do not yet exist or you cleared the area yourself and do not want to bring Preston in. In additional to what is listed above, this leaves you with the mirelurk mess to deal with, which cannot be scrapped normally.
Fortunately, there is a way to remove the elements and make the Castle a viable settlement. It simply takes time and patience to do so, but the process is straightforward.
The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out.
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., eggs, seaweed, and so forth). You can use the mouse's scrollwheel to find the appropriate target.
- Disable
- MarkForDelete
It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console.
Tasks After Import
No additional requirements other than confirming 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.
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.
- Enable Faux Power in the Workshop Framework's workbench settings.
- Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
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
- Put new catwalks in due to idles that cannot be scrapped. Cleaner look and feel than the originals.
- Scrapped the Singing Settler lockers as these tend to cause wardrobe malfunctions.
- Switched to Immersive Laundry.
- Doubled up the flooring under the gym.