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Transfer Settlements - Zimonja Broadcasting Station 1.0.0


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About This File

 
A Transfer Settlements blueprint that completely re-imagines Outpost Zimonja into a pre-war television broadcasting station. Elements of the studio and stages remain to this day.
 
Details on this build:
  • Two storey structure
  • First deck: Workshop, clothing store, medical area, bathrooms, shops and lounge.
  • Second deck: Bunks, control space, sound stages, bathrooms.
  • Roof: Additional space for food production.
  • Antenna is incorporated into the build, but should be rotated to align with the main structure.
  • Antenna area on the second deck contains industrial equipment that appears like an amplifier bank.
  • Powered turret batteries located outside the primary build area to provide additional protection.
 
Note. If you are using Companion Ivy the antenna can be removed as it will be replace with Ivy's radio antenna.
 
Settlement Features
 
  • 30 bunks.
  • 145+ food.
  • 585+ defence.
  • 200 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.
  • 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
  • Far Harbour
 
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. Scrap everything except for the antenna itself.
 
Note. If you are using Companion Ivy this settlement is a great candidate for 'ScrapAll'.
 
Build a Transfer Settlements console from Power > Miscellaneous near the rocks behind the antenna. The small patch you can easily walk over facing the overpass.
 
Note. Import should be done with Workshop Mode enabled.
 
Tasks After Import
 
Confirm that all power has been restored as expected. Additionally if you want everything to look clean, do the followowing:
 
  • Select the antenna.
  • From the console: modangle z ZZ
  • Recommend increments of 5 until for the above until you can dial it in.
  • Adjust the above using Z or -Z until it aligns properly.
 
Optional
 
It is possible to move the workshop so it aligns with the settlement Do the following steps in order:
 
Place a new workshop from Homemaker. Select the new workshop and use the following:
 
getpos z
getpos x
getpos y
getangle z
 
Scrap the new workshop as it is not functional.
Select the original workshop and apply the values procured:
 
setpos x XX
setpos y YY
setpos z ZZ
setangle x XX
setangle y YY
setangle z ZZ 
 
Notes on Imports
 
Transfer Settlements recommends leaving the area after import and 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. The 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.
 
Updates
 
Version 1.0.0
  • Initial release of this build.

 



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