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Transfer Settlements - Sunshine Tidings Luxury Cabins and Resort


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Transfer Settlements - Sunshine Tidings Luxury Cabins and Resort

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A Transfer Settlements blueprint that re-imagines Sunshine Tidings. While maintaining the overall footprint, it redoes the cabins to make settler and player travel easier and increase the amount of bunks available. The site mimics resorts that were popular during the fifties and sixties.
 
Details on this build:
  • Replaces every cabin with a similarly themed home. Each includes a washroom, kitchen, fireplace, and counter.
  • Every home is individually powered but linked together. This would permit their turrets to engage enemies even if linking power lines are damaged.
  • Replaces the food hall with a larger facility that houses stores and a dedicated medical clinic.
  • Replaces the bathroom with a dedicated gym.
  • To make things easier in the demolitions phase, workshop building is redone using standard components and flooring, making the doors functional.
  • Every outside building has turrets on the roof, creating an all-around perimeter to fend off attacks.
 
Settlement Features
  • 24 bunks.
  • 125+ food.
  • 850+ defences.
  • 360 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.
  • 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
  • Home Decor Workshop Pack (Optional)
  • Arcade Workshop Pack (Optional)
  • Virtual Workshops – Capital Wasteland (Optional)
 
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. Remove all the cabins and their contents, along with the dining hall, workshop area, bathroom, and outhouses. For aesthetics, maintain the grain silos.
 
Note. If you are not interested in maintaining the grain silos this settlement is an ideal candidate for the ScrapAll command.
 
Build a Transfer Settlements console from Power > Miscellaneous on the path leading into the area by the dining hall.
 
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. 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 1.0.2
  • Optimized Erotic Art to work with my Classic Erotic Art Retexture.
  • Added a switch to turn on and off the Settlement Beacon from the medical clinic without having to get on the roof.
  • Switched the ceiling for warehouse floors for consistency.
  • Doubled the walls in the main structure for consistency.
  • Medical centre now includes a surgical bay.
  • Added arcades to the laundromat.
 
Version 1.0.1
  • Added a laundromat with washers and dryers from Immersive Laundry.
  • Replaced the warehouse doors with powered variants.
  • Added a Skyrim statue of Mara as a showcase before entering the shops.

 


  • Submitter
  • Submitted
    10/06/25
  • Category
  • Requirements
    Transfer Settlements, Scrap Everywhere

 

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