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Transfer Settlements - Echo Lake Lumber Mill Redux 1.0.1


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About This File

A Transfer Settlements blueprint that transforms the dilapidated Echo Lake Lumber Mill into a viable settlement. In addition to the repairs, buildings have been added to increase defence and food production. This blueprint adds to the tourist nature of the site, which includes concession stands just outside the buildable area.
 
Details of the Build
  • Main building has been repaired within limits of the existing structure, maintaining the overall floorplan but transforming the attic into a usable floor. The front face of the building has been largely maintained/restored.
  • Dedicated medical area with surgical bay and recovery ward within the main building.
  • Added a small warehouse building that houses all workbenches.
  • Repaired the sawmill and turned it into a gym.
  • Added two large greenhouses in the expansive area that used to house the loading truck and wood yard.
  • Replaced the sidewalks and added vintage cars.
  • Replaced the barn next to the Echo Lake sign and converted the interior to a public bathroom.
  • Added a small warehouse on the other side of the Echo Lake sign for additional turrets and defence of that area. This storage area could easily be converted into a player home.
 
While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site.
 
Key Statistics
  • 28 bunks.
  • 150+ food.
  • 700+ defence.
  • 240 power.
  • 30 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.
 
Requirements
 
Downloadable Content
  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Far Harbour
  • Enclave Remnants
 
Hard Requirements
 
Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
 
Soft Requirements
 
Nice to Have
 
Unrelated But Useful
 
Setup
 
Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall, including the stands.
 
For the main structure:
  • Clean the site.
  • Remove the entire roof structure on the attic level of the main building.
  • Remove internal walls and railings.
  • Remove all brickwork; it will be replaced with Homemaker variants.
  • Remove the back walls entirely; they will be replaced with duplicated variants.
  • Remove the walls facing the stand except for the door; they will be replaced by duplicated copies.
  • Remove all floors, including stones. They will be replaced with Homemaker and vanilla elements.
 
The exceptions to this are:
  • The stairs, stairwell, and concrete steps within the main structure.
  • The intact mid-level red roof facing the parking area.
  • The internal wall on the lower level between the two levels of entrances.
 
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., floor pieces).
  • 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 in between the Echo Lake sign.
 
Note. Import should be done with Workshop Mode enabled.
 
Tasks After Import
 
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
  • Switched to Immersive Laundry.
  • Replaced statue with Standing Stones from Skyrim.
  • Replaced garage doors with electric variants for a cleaner look.

 



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