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Transfer Settlements - The Mechanist's Lair Vault-Tec Fusion


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Transfer Settlements - The Mechanist's Lair Vault-Tec Fusion

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This Transfer Settlements Blueprint aims to create a workable player lair with a focus on:

  • One level dedicated to the living area and crafting stations.
  • Three levels dedicated to the display of power armour, weapons, armour, and magazines.
  • Every level of the RobCo Facility connects through the Vault-Tec structures.
  • No visual glitches or bugs.

 

Ultimately this Blueprint offers the following:

  • 48 power armour displays
  • 56 armour displays
  • 850+ magazine slots
  • 3 dedicated display rooms 
  • 42 regular weapon displays
  • 16 handgun displays
  • 18 heavy weapons stands
  • 5 power armour stations

 

Requirements

 

Downloadable Content

  • Automatron
  • Wasteland Workshop
  • Vault-Tec Workshop
  • Contraptions Workshop

 

Hard Requirements

 

Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove certain visual elements.

 

Soft Requirements

 

Nice to have

 

Unrelated But Useful

 

Setup

Scrap the inside of the Mechanist's Lair, including floor lamps, catwalks, supports, and writing. Do not touch the stone supports connected to walls, but do remove the steel elements. Scrap the top steel rails, other than the animated ones, as well as the eyebot pods. Clean up the entry points within the build area.

 

Additionally, the ramp used by the Mechanist can be removed. There are access points outside of that point, and some security gates may need to be (re)moved once everything is in place.

 

Potential Issues

 

Power distribution is done through the vault structures themselves. If the second and third display level lack power, snap the connecting stairwells back into place to correct.

NPCs have little to no ability to traverse this area, which was not the case with past designs using pure vanilla pieces. I suspect this has something to do with the Settlement Objects Expansion Pack. This does not affect the player at all.

 

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. Once you have warped to that location, save and wait the recommended amount of time. 

 

I learned from experience to 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 somewhere else leading to interesting behaviours among the NPC population.

 

Note. While vault elements are usually stable, this is not always the case.

 

A Special Thanks To

 

Thank you Caladon for creating the template to make these Blueprints installable.

 

Thank you PiCSeL for the magazine and painting retextures seen in the screenshots.

 


  • Submitter
  • Submitted
    09/16/2025
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything or Equivalent, and Settlement Objects Expansion Pack

 

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