About This File
A Transfer Settlements blueprint that transforms the Visitor's Centre from a prepper's home to a rebuilt and viable settlement. In addition to the repairs, buildings have been added to increase defence, food production, and commercial spaces.
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Note. This build aims for a repaired look, not restored to its former glory. This means there are brick walls on the second level facing the deck, and the roof is replaced with a barn variant for easy support of turrets.
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Details on the changes below:
- Visitor's Centre has been repaired with the inside walls removed to create a more viable living area.
- Dedicated medical area with surgical bay and recovery ward within the Visitor's Centre.
- A lovely deck gym above the main entrance of the Visitor's Centre.
- The small hut near the parking area now has walls that create a viable kitchen and eating area.
- Two additional commercial spaces have been added along the retaining wall overlooking the parking area.
- A large greenhouse has been added opposite the Visitor's Centre for food production and defence. The far side of the greenhouse effectively acts as a wall to force attackers around the structure.
- Parking area now includes vintage cars.
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Note. These cars can and do explode if they take damage.
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Some of the features of this build are:
- 24 bunks.
- 170+ food.
- 530+ defence.
- 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 visible glitches observed with this build.
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Due to the layout, there is no dedicated workshop area. Instead, the armour, weapons, and chemistry workbenches have been added to the general store. This fits in with the overall theme of this build.
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Requirements
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Downloadable Content
- Contraptions Workshop
- Vault-Tec Workshop
- Wasteland Workshop
- Far Harbour
- Enclave Remnants
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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, railings, foundation liners, cooking station, and water pumps.
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Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
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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.
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Nice to Have
- Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour.
- Videos of the Wasteland. Working televisions and projectors.
- Gruffydd's Signs and Posters. Billboards and signs (includes Factions Minutemen, Signs of the Times variants).
- Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area.
- 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.
- Bad Dragon Dildos. Adds more extreme dildos throughout.
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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.
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Setup
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Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall. Additionally, remove the junk wall fortifications, which are not needed once the outbuildings provide viable defences. For the Visitor's Centre itself, clean the site, remove the entire roof structure, floors, and internal walls.
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The exceptions to this are:
- The doorways and associated walls on either side of the stairwell.
- The stairs themselves.
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You can opt to maintain the deck flooring in place; it may help NPCs use the existing stairs to travel back and forth.
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Note. Be sure to remove the Vim! machine. A new one will be added in its place. Nuka-Cola will then begin to appear around the machine as it respawns.
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Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop.
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Note. Import should be done with Workshop Mode enabled.
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After Blueprint Import
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Ensure power and defences are online.
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Potential Issues
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Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc FarHarborExt from the console is the easiest way to get away and save.
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I recommend that you import/export blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but without collision. In many cases, the collision effects are found elsewhere, leading to interesting behaviours among the NPC population, 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. While Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable.
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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.