Jump to content

Transfer Settlements - Sanctuary Hills - The Heart of the Commonwealth 1.0.1


98 Screenshots

About This File

A Transfer Settlements blueprint that turns Sanctuary Hills into a thriving community. This build scraps every original building and even parts of the seawall to make way for proper homes, shops, a hospital, a hotel, and docks. The outer hedge is sealed to create a natural barrier against attack, and most buildings carry turrets to provide overlapping fields of fire.
 

Quote

Shaun deserves a good home.


Details on this build:

  • Three-storey Hyperion Hotel with pool area, working elevator, and dedicated gym. Features a mix of private suites and communal sleeping areas.
  • Two-storey hospital with working elevator, three surgical bays, bathrooms, and a recovery ward.
  • Single-level pub, the Siren’s Song, with stage for a Singing Settler. Includes easy roof access.
  • Two-level General Store with storage, front counter, workshops. Includes easy roof access.
  • Anne Hargrave’s clothing shop with fitting rooms and extensive display space.
  • Smiling Larry's Weapons and an armour store using Better Armory Mod for intricate displays.
  • Barber shop with multiple chairs and lingerie display racks.
  • Multi-purpose workshop / classroom combination. Includes easy roof access.
  • Jetty with two functional buildings (laundromat and storage).
  • Bunker near the bridge with holding facilities.
  • A greenhouse for increased food production.
  • Fully recreated player home featuring a working kitchen, child’s room, master bedroom, bathroom, and laundry room.
  • Several bunk houses, most with two or three bathrooms, small kitchens, gym equipment, and bunks.
  • The approach to Vault 111 flattened for a children’s park with retaining wall and bubble-turret defence.
  • The iconic central tree in the cul-de-sac replaced with a working fountain.


Settlement Features

  • 68 bunks
  • 330+ food
  • 2550+ defence
  • 840+ power
  • 150+ water
  • All Tier-3 stores (Medical, Restaurant, Clothing, General, Weapons, Armour)
  • Dedicated gym area
  • Vault-Tec drink dispensers and slot machines
  • Fully working sinks, showers, and fridges
  • Power routed through conduits to minimise visible wiring
  • Every building has independent generators, ensuring a single generator failure never disables turrets
  • Child, cat, and dog included

 

Note. Visual glitches are minimal and vary heavily based on mod load. Outward-facing windows on most structures were deliberately removed to reduce glitches.


Requirements

Downloadable Content

  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Far Harbour
  • Automatron
  • 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 straightforward but time-consuming. Remove all trash, brush, trees, and structures from Sanctuary Hills, with the following exceptions:
 

  • The hedge on the outside perimeter.
  • The seawall from the outer edge of the settlement to the pillar furthest from the bridge. The remaining area is rubble and can be cleared.
  • The road, sidewalks, and driveways. You can remove the bricks leading up to the homes.
  • The Sanctuary sign by the bridge.
  • Shaun's crib. Move it onto the road and place it back later.


The end effect is a large empty area, which will be resolved once the blueprint gets imported.

Build a Transfer Settlements console from Power > Miscellaneous anywhere on the road. I prefer to place it nearer to the cul-de-sac as you can see the larger structures take shape.
 

Note. Import should be done with Workshop Mode enabled.


Blueprints
Sanctuary Hills is a massive build containing over 8,500 pieces, which can complicate the import process. Two import options are available:
 

  • Single Import File. Available for all versions. Features the full settlement with every piece. You will likely get prompted that a piece or two were missed during the import, but the process is done in one sweep. This is the recommended method unless your system cannot handle it all in one go.
  • Import Pack. Available for version 1.0.0 only. Sanctuary has been separated into three files with a focus to build required items before dropping in the structural elements. With this process you will end up with a lot of floating elements until you are done.
    • Part 1. Includes all of the mods except for Homemaker and Far Harbour. This will setup and connect the whole power grid.
    • Part 2. Includes all Homemaker and Far Harbour elements which will finish off the structures.
Note. Using the import pack means leaving the area long enough for the cells to settle (Transfer Settlements recommends 24 in-game hours) before moving forward with the next Part.


Tasks After Import

Move Shaun's crib back into his bedroom.

For version 1.0.0 is likely that the pool and fountain will be missing water pieces. Just add the items to complete the look after the site is stable.

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 often 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 Graygarden homestead across the tracks. 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

  • Closed up the roof of the Hospital. This effectively provides a third level dedicated for power generation. Can only be accessed using the elevator.
  • Fixed and closed up the second level of the general store. Made a little lounge in addition to the crafting workbenches.
  • Fixed up problem conduit runs. This could lead to interruptions in power as two conduits snapped at the same point. These have been removed and should make imports smoother.
  • Fixed up water features at the pool and fountain.
  • Added Immersive Laundry.
  • Double up vendors at the pub and general store. Makes these locations feel properly staffed for a settlement of this size.


×
×
  • Create New...