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Transfer Settlements - Red Light Entertainment at the Red Rocket


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Transfer Settlements - Red Light Entertainment at the Red Rocket

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A Transfer Settlements blueprint that makes the Red Rocket the centre for red light entertainment for the Commonwealth. It creates an annex that houses stripper poles, beds, a gym, and eases access to the roof for food production.
 

Quote

Sanctuary is for families; leave the sin to us!


This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition to complete the look, but they are not contained within this blueprint.

Details on this build:

  • Added four-storey annex to the garage. End result is a nearly seamless addition that increases usable space.
  • First Floor: Entertainment rooms and bathrooms.
  • Second Floor: BDSM club, gym, and bathrooms.
  • Third Floor: Kitchenette and bunkhouse.
  • Fourth Floor: Bunkhouse.
  • Food production on the roof of the Red Rocket to maximise floor space for entertainment.
  • Garage is primarily dedicated to workshops.
  • Office area of the Red Rocket converted into a medical facility.
  • Flooring for the area has been changed to red cobblestone pieces from Homemaker.
  • Area for the coolant pumps houses shops, stripper poles, and a singing settler.
  • Hidden radiators and wires are used to power some of the lights.


Settlement Features

  • 28 bunks.
  • 60+ food.
  • 425+ defence.
  • 200+ power.
  • 30+ 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
  • Enclave Remnants


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 brush, garbage, railings, rubble, and sidewalks from the build area. The exceptions are:

  • The billboard at the edge of the property and the associated hedge row. Thin out the trees to make the sign visible from both sides.
  • The Red Rocket building itself.


Clearing the area is relatively straightforward:

Build a Transfer Settlements console from Power > Miscellaneous between the Gas Price sign and guardrail demarking the entrance.
 

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.

Optional

The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:

  • Select the lantern besides the workshop and type getpos z to get the elevation.
  • Select the workshop itself and type setpos z <value> using the above elevation.


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 GraygardenExt from the console. Wait a couple of minutes before venturing into the home itself. Once inside wait a few more minutes before saving.

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.

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

Updates

Version 1.0.1

  • Adjusted power and routing. Conduits within the Red Rocket itself are hidden and smaller fusion generators removed.
  • Added washers and dryers from Immersive Laundry.
  • Closed up the roof, walled and patched to create a forth usable deck.
  • Second deck converted into a club.
  • Most of the rooms are now double walled for aesthetics.
  • Removed requirement for Erotic Art Expanded.
  • Removed Singing Settler lockers, reducing the number of wardrobe malfunctions.
  • Increased the number of idles throughout.
  • Razorgrain fields added along the edge of the settlement for increased food production.

 


  • Submitter
  • Submitted
    11/14/25
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack

 

Posted (edited)
16 hours ago, kashiitkirai said:

I don't know why but every time I import this blueprint this happens

IMG_9672.jpeg

IMG_9671.jpeg

IMG_9670.jpeg

I like your art. What retexture are you using?

 

Did you import under stable? Does the floor line up with the Red Rocket's natural flooring and doors? the stone slabs I add are a tiny bit higher.

 

What are you using for scrapping, although there should be little need to scrap there. 

 

Any mods affecting the area?

 

Show me a shot from the front looking at the Red Rocket sign. 

 

I did test this before releasing on a new save and it came out fine. 

 

Last thing, select that gound and see if you can 'disable' it from the console. Because pretty sure that's not there for my Red Rocket.

Edited by msmfoster
Posted
2 hours ago, kashiitkirai said:

Sorry for the late reply, I haven't been able to play but now that I had time I tried everything you suggested but nothing worked and you can't disable ground, I tried that

IMG_9693.jpeg

I did check mine and that patch of dirt is not there at all. Its consistent grassy terrain all the way there. No idea what might be causing it. 

 

Was it there before the import?

Posted (edited)
12 hours ago, kashiitkirai said:

I haven't installed any mods that should change that area, here's a picture before import

IMG_9692.jpeg

Are you running Sim Settlements? Wonder if that's playing into it? I consulted with Grok and the best it could recommend was that you clear the area completely as per instructions. However, that doesn't explain how terrain that is not part of the build appear (if it did, it would be scrap able).

 

Here are it's recommendations: 

 

  • Homemaker – Expanded Settlements (.esm in your list) Homemaker adds its own terrain/ground-leveling objects (dirt patches, concrete slabs, etc.) that are sometimes used by builders to flatten areas under large structures. When the importer does not have Homemaker installed (or has an older version), those objects lose their mesh/texture and default to a generic brown dirt clump that cannot be scrapped with vanilla tools. This is extremely common with Red Rocket builds because Homemaker is used for the big garage extensions and flat flooring.
  • SettleObjExpandPack (also in your list) Same story — it contains a bunch of ground/foundation objects. Missing or mismatched version → brown unscrappable piles.
  • Transfer Settlements version mismatch or the “force-spawn even if missing master” bug Transfer Settlements 2.18+ has a known edge case where, if the importer is running an older version of the mod (or a version compiled slightly differently), it will still attempt to spawn objects from missing/flagged-optional masters and they come in as broken/brown.
  • Workshop Framework is in your game (you confirmed) Even though WF does not appear in the blueprint header (which is good — it means you didn’t actually place any WF objects), WF itself injects invisible “leveling markers” into every settlement the first time it loads. They are harmless when WF is present, but if the blueprint somehow captured one (very rare, but has happened in a few reported cases) and the importer does not have WF, they can manifest as small dirt piles.

 

Broken Precombines/Previs in the Red Rocket Cell After Import

Red Rocket Truck Stop (and Sanctuary) are two of the most fragile cells in the entire game when it comes to large Transfer Settlements imports (your blueprint has 1578 items — that's massive). Here's exactly what happens:

  • The game uses "precombined meshes" (precombines) and "previs" data to optimize performance. These are invisible packages that bundle dozens or hundreds of static objects (ground clutter, small rocks, dirt patches, shadows, etc.) into single optimized chunks.
  • When Transfer Settlements imports a huge blueprint, it often breaks the precombine data in that cell because it's placing/removing so many objects at once in a way the engine wasn't designed for.
  • When precombines break, the game falls back to spawning the individual pieces separately. Some of those pieces are vanilla dirt/terrain filler objects (not landscape — actual placeable statics from Fallout4.esm) that Bethesda used to smooth transitions or hide seams under the original Red Rocket building and driveway.
  • These filler objects:
    • Look exactly like raised brown dirt mounds/clumps (perfectly rectangular or sloped where floors meet ground).
    • Are not scrappable in vanilla workshop mode (Bethesda intentionally flagged them that way).
    • Appear only after the import (they were hidden/optimized away before).
    • Show up precisely where large concrete floors or structures overlap the original terrain — classic in Red Rocket garage builds.

This is not a mod object issue (your header proves that), and it's why you've never seen it yourself (your game already had the precombines intact when you exported/built). The importer's game regenerates the broken ones on load.

It's the #1 non-SS2 cause of "mystery unscrappable dirt mounds" in big Transfer Settlements blueprints in 2024–2025, especially Red Rocket and Sanctuary.

Proof the Importer Can Check in 10 Seconds

Have them:

  1. Go to one of the dirt clumps.
  2. Open console (~).
  3. Click the clump until the ref ID shows at the top.
  4. The form ID will almost certainly be something like 00xxxxxx (pure Fallout4.esm — vanilla Bethesda dirt/terrain static).

If it's 00 prefix → 100% confirmed precombine breakage spawning vanilla filler dirt.

Fixes (From Easiest to Best)

  1. Immediate no-mod fix (what 95% of people do):
    • Console click each mound → type markfordelete → hit Enter.
    • Do this for all of them (there are usually only 4–10 in Red Rocket).
    • Save, exit to menu, reload — gone forever, no performance hit, cell stays stable.
  2. One-mod fix (recommended anyway for any serious builder):
    • Install the latest Scrap Everything (Nexus, 2025 version).
    • It adds scrap recipes specifically for these exact vanilla filler dirt objects from broken precombines.
    • Just enter workshop mode and scrap them normally.
  3. Prevent it entirely on future imports:
    • Use the "Import without breaking precombines" option in Transfer Settlements MCM (if available in your version) or import in smaller chunks.
    • Or preload a precombine repair mod like Boston FPS Fix or PRP (Previs Repairs Pack) — they rebuild the data after import.

This is it — nothing else fits your exact description with a clean blueprint and no missing mods. The "farm improvements" message in Sanctuary is a separate minor glitch (old cached notification from any prior ag plot, even vanilla crops sometimes trigger it weirdly), but the dirt is pure precombine fallout.

Sorry for the long road to get here — but this one's on Bethesda's ancient engine, not your build. The importer will have those mounds gone in minutes with the console method.

Edited by msmfoster
Added recommendations from Grok.
Posted

Do you have any mods that change the terrain because when you compare the pictures, the terrain is completely different and because I don't have any mods that change the terrain (the first picture is from your mod and the second is from my world)

and how did you remove the campfire?

IMG_9739.jpeg

IMG_9740.jpeg

Posted
7 hours ago, kashiitkirai said:

Do you have any mods that change the terrain because when you compare the pictures, the terrain is completely different and because I don't have any mods that change the terrain (the first picture is from your mod and the second is from my world)

and how did you remove the campfire?

IMG_9739.jpeg

IMG_9740.jpeg

They look the same to be honest. Difference is I am using Verdant Wasteland just makes it feel like it's summer and not late fall. Hence the green trees and grass. 

 

As for scrapping the fire. I use Scrap Everyting or an equivalent. That's also why the sidewalk is gone entirely. 

Posted

I have tried all the methods I have found, I also tried Verdant Wasteland, if there was something in it that would affect it, I would ask, but are you sure you don't have any mods that could affect the terrain (and I have Scrap Everything)

Posted
On 11/22/2025 at 3:41 PM, kashiitkirai said:

I have tried all the methods I have found, I also tried Verdant Wasteland, if there was something in it that would affect it, I would ask, but are you sure you don't have any mods that could affect the terrain (and I have Scrap Everything)

You would see such mods when you import. I've never used anything that provides landfill, and instead just use standard blocks and floor pieces. 

 

I do have a procedure that was recommended for visual glitches. It may help to find something off:

 

Bulletproof Ritual (Zero Tools, Console Only—Quick Test):SE wipe → import TS Stable (Workshop Mode).
coc SanctuaryExt → tfc + highlightfill 1 (red ghosts? Zap: disable + markfordelete hedges/fields).
pcb (rebuilds block copies) + sai (regen AI/nav) + purgecellbuffers.
Save → coc Vault111Ext → return after 5min cell reload.
Repeat per glitch pocket—80% fix for fields.

 

Lastly try tcl and go under the surface. See if Scarp Anything finds something it can handle. 

  • 2 months later...
Posted

Hello, good evening. I'm fairly new to importing settlements, and I was importing this mod. I followed almost everything to the letter (except for the statues, which Mega doesn't allow due to excessive download size), and I get this error when importing it. It reaches 32% and then I get this error. I had to do it using the default method because if I do it using "stable," it only gets to 1% and then stops. Could someone help me? Or if you've encountered the same problem, how did you solve it? Thank you very much for your attention.image.png.99e9992b75a6b86978c96e1d9a50acb2.png

image.png

Posted
7 hours ago, Drastras said:

Hello, good evening. I'm fairly new to importing settlements, and I was importing this mod. I followed almost everything to the letter (except for the statues, which Mega doesn't allow due to excessive download size), and I get this error when importing it. It reaches 32% and then I get this error. I had to do it using the default method because if I do it using "stable," it only gets to 1% and then stops. Could someone help me? Or if you've encountered the same problem, how did you solve it? Thank you very much for your attention.image.png.99e9992b75a6b86978c96e1d9a50acb2.png

image.png

That's a new one to be honest. Stable is always recommended as it does additional checks to ensure NPC and PC do not go through walls or fall through floors. I've seen it plenty of times.

 

There are a few tricks to help with stability:

• Turn off all big scripts that allow it. Mods like Sexual Harassment, and autonomous sex mods run in the background. That leads to instability. 

• Make sure that the AI is disabled on import. This will cut down on processing and prevent crashes. 

• Disable background activities prior to going in-game. Applications like Google Drive may cause a file lock, or tie up valuable processing power and memory. 

• Minimize your own movement. Stay in place and make sure the computer won't blank the screen, suspend, or hibernate. 

• Do not keep the game console active. That will create these types of locks all the time. 

 

Things to consider:

• Horizontal Frame is likely from Erotic Art. Why that would be a problem is beyond me. If the error is consistent then drop the mod, it may not be playing well with your system. 

• When I export, I lock the computer and walk away. This disconnects the graphics from the background tasks. This may work in your favour, but is higher risk. Again you can't have the station suspend or hibernate during the import. 

 

You'll also want to ensure that you restore power connections as part of the import. Otherwise you'll have to go through some walls to establish vertical power connections yourself. 

 

Lastly, the Molerat Den is high risk given your stability. Try either to go to Vault 111 and head on it, or COC to Graygarden and enter the Graygarden home. Wait a few minutes around the entrance before entering to ensure cells swap out. 

 

Hope this helps!

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