Jump to content

Transfer Settlements - Kingsport Lighthouse and Visitor Centre


Recommended Posts

Posted

Transfer Settlements - Kingsport Lighthouse and Visitor Centre

View File
 
Kingsport Lighthouse is transformed into a functional lighthouse-and-visitor-centre settlement that preserves its isolated coastal charm while supporting high settler count and food production. The main home serves as the shop hub, the dock as bunkhouses, and an outbuilding provides visitor bathroom facilities.
 
Details
  • Repaired roof and expanded second level of the main home.
  • Removed damaged dock sections, extended the dock, and added a fishing shack.
  • Added outbuilding on the rocks for visitor washroom facilities.
  • Cleaned up the lighthouse interior for sleeping accommodations and electric lighting.
  • Placed a pallet in the docked fishing vessel for two extra bunks.
  • Added a large Skyrim statue near the waterline (may explain the shipwrecks in the area).
 
Settlement Features
  • 24 bunks.
  • 100+ food.
  • 485 defences.
  • 260 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.
  • Settlers can move throughout and even make use of the beds inside the lighthouse.
  • Power mostly runs through conduits to minimise visible power lines.
  • 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 can be quick. Still, save often just in case you accidentally scrap something important like the main home.
 
  • Clear out the main home entirely of clutter and furniture. Additionally remove the damaged roof, and damaged wall leading to the narrow end.
  • Clear out the contents of the fishing shack, and damaged portion of the dock. This includes the barrels and wooden frame.
  • Remove the clutter, including rocks and shrubs from the surrounding area, including the red truck and the road beneath it. Be sure to maintain the rock face for the various cliffs.
  • Move the large tree near the home. Push it beyond the boundaries of the build area using Place Everywhere.
 
If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console:
  • Select the tub.
  • Disable
  • MarkForDelete
 
Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.
 
Build a Transfer Settlements console from Power > Miscellaneous on the road leading into the settlement at the edge of the build area.
 
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.
 
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 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.
 
Updates
 
Version 1.0.2
  • Adjusted Erotic Art to work with my Classic Erotic Art Retexture.
  • Double-up ceiling for a consistent look across my settlements.
  • Added a tree to account for an idle that cannot be removed.
  • Replaced the roof so it aligns properly.
  • Added a power switch to power on and off the recruiting beacon without going to the roof.
  • Cleaned up lighting using SOE light sources.
 
Version 1.0.1
  • Added a Skyrim statue on the cliff near the water line.
  • Adjusted the wiring for the lighthouse. Much of it is now hidden for a cleaner look.

 


  • Submitter
  • Submitted
    10/01/25
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, and Settlement Objects Expansion Pack.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...