Jump to content

Transfer Settlements - Red Light Entertainment at the Red Rocket 1.0.1


75 Screenshots

About This File

A Transfer Settlements blueprint that makes the Red Rocket the centre for red light entertainment for the Commonwealth. It creates an annex that houses stripper poles, beds, a gym, and eases access to the roof for food production.
 

Quote

Sanctuary is for families; leave the sin to us!


This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition to complete the look, but they are not contained within this blueprint.

Details on this build:

  • Added four-storey annex to the garage. End result is a nearly seamless addition that increases usable space.
  • First Floor: Entertainment rooms and bathrooms.
  • Second Floor: BDSM club, gym, and bathrooms.
  • Third Floor: Kitchenette and bunkhouse.
  • Fourth Floor: Bunkhouse.
  • Food production on the roof of the Red Rocket to maximise floor space for entertainment.
  • Garage is primarily dedicated to workshops.
  • Office area of the Red Rocket converted into a medical facility.
  • Flooring for the area has been changed to red cobblestone pieces from Homemaker.
  • Area for the coolant pumps houses shops, stripper poles, and a singing settler.
  • Hidden radiators and wires are used to power some of the lights.


Settlement Features

  • 28 bunks.
  • 60+ food.
  • 425+ defence.
  • 200+ 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.
  • Settlers appear able to move freely, with minimal difficulties observed.
  • Cat and dog included in the build.
  • No visual glitches observed from this build.


Requirements

Downloadable Content

  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Enclave Remnants


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. Remove brush, garbage, railings, rubble, and sidewalks from the build area. The exceptions are:

  • The billboard at the edge of the property and the associated hedge row. Thin out the trees to make the sign visible from both sides.
  • The Red Rocket building itself.


Clearing the area is relatively straightforward:

Build a Transfer Settlements console from Power > Miscellaneous between the Gas Price sign and guardrail demarking the entrance.
 

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.

Optional

The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:

  • Select the lantern besides the workshop and type getpos z to get the elevation.
  • Select the workshop itself and type setpos z <value> using the above elevation.


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 GraygardenExt from the console. Wait a couple of minutes before venturing into the home itself. Once inside wait a few more minutes before saving.

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

  • Adjusted power and routing. Conduits within the Red Rocket itself are hidden and smaller fusion generators removed.
  • Added washers and dryers from Immersive Laundry.
  • Closed up the roof, walled and patched to create a forth usable deck.
  • Second deck converted into a club.
  • Most of the rooms are now double walled for aesthetics.
  • Removed requirement for Erotic Art Expanded.
  • Removed Singing Settler lockers, reducing the number of wardrobe malfunctions.
  • Increased the number of idles throughout.
  • Razorgrain fields added along the edge of the settlement for increased food production.

 

Edited by msmfoster



×
×
  • Create New...