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View File Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance. Long version: Armor racks using the default female model allowing more customization than normal armor racks. * Edit appearance - Standard menu, make them look however you want * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem! * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene * Follow mode - Tired of settlement shots? Have them follow you for some nature shots! * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population. * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below. HOW TO USE * Enter workshop * Place rack * Exit and customize * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector. Beyond that there are some toggles that might require more detailed explanation * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot. * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience. * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game. ANIMATIONS Animation support require Voyeur. Mod might work without it though, haven't tried. RECOMMENDED MODS Dave's Poses - Enables Voyeur to play these on the puppets Place anywhere - So you can put baby in the corner or wherever else you want KNOWN ISSUES Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this. Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct. Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers. Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this. Weapon display mode blocks animation update - Keep it off until you selected the animation Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting Logo image courtesy of "The Wandering Faun" Submitter LazyGirl Submitted 04/20/2017 Category WIP / Beta Requires Voyeur, Automatron DLC, Contraptions DLC
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Version 1.0.0
221 downloads
Home Plate is the de facto home for the player within Fallout 4, but the base build can be pretty limiting. This Transfer Settlements blueprint uses a mixture of Settlement Objects Expansion elements that maximises space and enhances overall aesthetics. The overall effect is an early Institute design similar to what you would find within the FEV laboratory. My goals for this blueprint were: Increase the available floor space, resulting in a second and third level. To create a space that appears to be livable, including a kitchen and bathrooms. Designed to support mods that enable parties or entertaining clients. E.g., Hardship by Tentacus. Furniture selection to further support Advanced Animation Framework (AAF) scenes. Limited settlement support, such as shops. Limited defences in the form of bubble turrets, in case NPCs get violent. Have power available throughout without the distribution being visible or by using Workshop Framework. Create a more coherent and consistent look. Note. Similar layouts have been used to support Human Resources. The antenna was wired in and clipped through the walls to broadcast availability, with the additional safe and terminal added wherever it fit. If I recall, locals would also avail themselves of the service. Requirements Downloadable Content Wasteland Workshop Contraptions Workshop Hard Requirements Transfer Settlements. To import this Blueprint. Scrap Everything or equivalent. To clear out Home Plate down to the corrugated walls. Settlement Objects Expansion Pack. Main building elements needed to make this possible. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Homemaker. Decorations, furniture, and miscellaneous objects. Craftable Working Sinks and Showers Redux. Working sinks, showers, and kitchen. Advanced Bubble Turret Set. Unobtrusive defensive elements. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to have Videos of the Wasteland. Working televisions. Torture Devices. Addition of associated torture devices. ZaZOut4 REPACK. Crosses and pillories. Crazy Sex Animations. Invisible mats that allow the characters to do certain sexual tasks. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Invisible Furniture. Adds invisible markers that Dogmeat and Settlers can use for basic actions. Signing Settler. Used extensively in other settlements, but for this Blueprint it is restricted to the addition of carpeting. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Setup Scrap everything within Home Plate. The easiest way to do this is to run scrapall from the console. This is the only settlement where this works without creating adverse effects. Build a Transfer Settlements station from /Power/Misc and import this Blueprint. Note. Import should be done with Workshop Mode enabled. Potential Issues Connecting the conduits to the power panel does not survive the export process. To correct this, I added a fusion generator which guarantees the lights are on once the import is done. 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, exit Home Plate through one of the three exits and save once you find yourself in the Diamond City marketplace. 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. Note. While Settlement Objects Expansion elements and Homemaker are stable, this is not always the case. Your player may end up getting stuck after taking a bath, to get out activate the nearby toilet. A Special Thanks To Thank you to Caladon for creating the template that makes Blueprints installable. Thank you PiCSeL for the magazine and painting retextures seen in the screenshots.-
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Version 1.0.2
285 downloads
Hangman's Alley is a challenging settlement to build with. This Transfer Settlements blueprint uses highrise Settlement Objects Expansion elements that maximises space and enhances overall aesthetics. The overall effect is a compact, clean, and defensible settlement. Some of the features of this build are: 22 bunk spaces, with space to build more. 90+ food generation. 600+ defence units. 35 water generation. 3 usable levels with the third used for food production. 4 Scavenger stations. Tier 3 Medical, Restaurant, Clothing, and General Store. Gym and lounge area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers are able to travel freely throughout with minimal conflict. Power mostly runs through conduits along the floors to minimise visible wires. No visual glitches observed from this build. Note. There are dead spaces in this blueprint to build around elements that cannot be removed. Because enemies are known to spawn within the settlement, Bubble Turrets are added in those spaces to handle such situations. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Hard Requirements Transfer Settlements. To import this Blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Main building elements needed to make this possible. Homemaker. Concrete floor pieces, decorations, furniture, and miscellaneous objects. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks, and showers. Advanced Bubble Turret Set. Unobtrusive defensive elements. Erotic Art and Erotic Art Expanded. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to have Videos of the Wasteland. Working televisions. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Gruffydd's Signs and Posters. Billboards and signs. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Bonus is that her radio channel will remind you that you are nearby. 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. Setup Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Note. Any references to left or right are based on coming down the concrete steps. Clear out the area of trash, shrubs, and visible sidewalks within the area below the concrete stairs. Remove any makeshift walls and buildings. The sole exception is the chained door at the top of the refuse pile. Keep that one intact, as it reduces a direction for the enemy to attack from. Remove the workbenches, fridge, and fire barrel. Remove the supports located by the fridge on the right. Remove the overhang located by the weapons workbench on the left, including the thin matching fringe that goes along that wall. Two elements of that fringe will require `markfordelete`to remove. There are two rusted trunkings visible in the alley. Remove the one furthest away from the weapons workbench. This will likely require you to select the object and `markfordelete` from the console. Remove the lowest level of window outcroppings on the left wall, including those around the corner. The blueprint will add build elements to prevent visual glitches. To remove an explosion hazard, mark the truck in the console and `moveto player` the vehicle to within the settlement. This will allow you to scrap it. Alternatively, blow it up ahead of time. Build a Transfer Settlements console from Power > Miscellaneous at the top of the concrete steps to import this blueprint. Note. Import should be done with Workshop Mode enabled. Potential Issues 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 Vault111Ext` from the console is the easiest way to get away and save. As an additional precaution, head down into the vault. 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. Note. While Settlement Objects Expansion elements and Homemaker are stable, this is not always the case. A Special Thanks To Thank you to Caladon for creating the template that makes Blueprints installable. Thank you PiCSeL for the magazine and painting retextures seen in the screenshots.-
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Version 0.2
3087 downloads
Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance. Long version: Armor racks using the default female model allowing more customization than normal armor racks. * Edit appearance - Standard menu, make them look however you want * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem! * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene * Follow mode - Tired of settlement shots? Have them follow you for some nature shots! * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population. * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below. HOW TO USE * Enter workshop * Place rack * Exit and customize * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector. Beyond that there are some toggles that might require more detailed explanation * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot. * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience. * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game. ANIMATIONS Animation support require Voyeur. Mod might work without it though, haven't tried. RECOMMENDED MODS Dave's Poses - Enables Voyeur to play these on the puppets Place anywhere - So you can put baby in the corner or wherever else you want KNOWN ISSUES Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this. Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct. Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers. Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this. Weapon display mode blocks animation update - Keep it off until you selected the animation Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting Logo image courtesy of "The Wandering Faun" -
Transfer Settlements - Highrise Living at Hangman's Alley View File Hangman's Alley is a challenging settlement to build with. This Transfer Settlements blueprint uses highrise Settlement Objects Expansion Pack elements that maximises space and enhances overall aesthetics. The overall effect is a compact, clean, and defensible settlement. Details of the Build High-rise pieces used to integrate the structure into the existing alleyway. First deck features a space for shops, booths, workshops and bunks. Second deck is composed of a gym, and additional bunk spaces. Third deck is reserved mostly for mutfruit planters. The third entry space at the top of a wooden set of stairs has been further sealed using Homemaker brick pieces. Heavy turret presence at both entry points, and additional turrets hidden in dead spaces to defend against opponents spawned within the settlement. Key details 22 bunks 90+ food 600+ defence 240+ power 35+ water All Tier-3 stores (Medical, Restaurant, Clothing, General) Dedicated gym area Vault-Tec drink dispensers, and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Cat, dog, and child included Minimal visual glitches observed from this build. Settlers appear to have little trouble moving around the build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. 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. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground. 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 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. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement. 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. Setup Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Note. Any references to left or right are based on coming down the concrete steps. Clear out the area of trash, shrubs, and visible sidewalks within the area below the concrete stairs. Remove any makeshift walls and buildings. The sole exception is the chained door at the top of the refuse pile. Keep that one intact, as it prevents opponents from attacking from there. Remove the workbenches, fridge, and fire barrel. Remove the supports located by the fridge on the right. Remove the overhang located by the weapons workbench on the left, including the thin matching fringe that goes along that wall. Two elements of that fringe will require MarkForDelete to remove. There are two rusted trunkings visible in the alley. Remove the one furthest away from the weapons workbench. This will likely require you to select the object and MarkForDelete from the console. Remove the lowest level of window outcroppings on the left wall, including those around the corner. The blueprint will add build elements to prevent visual glitches. To remove an explosion hazard, mark the truck in the console and MoveTo Player the vehicle to within the settlement. This allows you to scrap it. Alternatively, blow it up ahead of time. 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., fringes, trunking). 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 at the top of the concrete steps to import this blueprint. 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 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. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. 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 1.0.2 Adjusted turret positions to ensure they have no effect on player and NPC movement. Slight power tweaks to ease import. Switched to Immersive Laundry. Version 1.0.1 Dog, and cat can now be imported. Submitter msmfoster Submitted 09/18/25 Category Sexual Content Requirements Transfer Settlements, Scrap Everything, Settlement Objects Expansion Pack, and Homemaker.
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Transfer Settlements - Institute Surveillance Station Home Plate View File Home Plate is the de facto home for the player within Fallout 4, but the base build can be pretty limiting. This Transfer Settlements blueprint uses a mixture of Settlement Objects Expansion elements that maximises space and enhances overall aesthetics. The overall effect is an early Institute design similar to what you would find within the FEV laboratory. My goals for this blueprint were: Increase the available floor space, resulting in a second and third level. To create a space that appears to be livable, including a kitchen and bathrooms. Designed to support mods that enable parties or entertaining clients. E.g., Hardship by Tentacus. Furniture selection to further support Advanced Animation Framework (AAF) scenes. Limited settlement support, such as shops. Limited defences in the form of bubble turrets, in case NPCs get violent. Have power available throughout without the distribution being visible or by using Workshop Framework. Create a more coherent and consistent look. Note. Similar layouts have been used to support Human Resources. The antenna was wired in and clipped through the walls to broadcast availability, with the additional safe and terminal added wherever it fit. If I recall, locals would also avail themselves of the service. Requirements Downloadable Content Wasteland Workshop Contraptions Workshop Hard Requirements Transfer Settlements. To import this Blueprint. Scrap Everything or equivalent. To clear out Home Plate down to the corrugated walls. Settlement Objects Expansion Pack. Main building elements needed to make this possible. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Homemaker. Decorations, furniture, and miscellaneous objects. Craftable Working Sinks and Showers Redux. Working sinks, showers, and kitchen. Advanced Bubble Turret Set. Unobtrusive defensive elements. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to have Videos of the Wasteland. Working televisions. Torture Devices. Addition of associated torture devices. ZaZOut4 REPACK. Crosses and pillories. Crazy Sex Animations. Invisible mats that allow the characters to do certain sexual tasks. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Invisible Furniture. Adds invisible markers that Dogmeat and Settlers can use for basic actions. Signing Settler. Used extensively in other settlements, but for this Blueprint it is restricted to the addition of carpeting. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Setup Scrap everything within Home Plate. The easiest way to do this is to run scrapall from the console. This is the only settlement where this works without creating adverse effects. Build a Transfer Settlements station from /Power/Misc and import this Blueprint. Note. Import should be done with Workshop Mode enabled. Potential Issues Connecting the conduits to the power panel does not survive the export process. To correct this, I added a fusion generator which guarantees the lights are on once the import is done. 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, exit Home Plate through one of the three exits and save once you find yourself in the Diamond City marketplace. 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. Note. While Settlement Objects Expansion elements and Homemaker are stable, this is not always the case. Your player may end up getting stuck after taking a bath, to get out activate the nearby toilet. A Special Thanks To Thank you to Caladon for creating the template that makes Blueprints installable. Thank you PiCSeL for the magazine and painting retextures seen in the screenshots. Submitter msmfoster Submitted 09/17/2025 Category Sexual Content Requirements Transfer Settlements, Scrap everything or equivalent, and Settlement Objects Expansion Pack.
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