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Transfer Settlements - Nuka-World Red Rocket Truck Stop and Bordello


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Transfer Settlements - Nuka-World Red Rocket Truck Stop and Bordello

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This Transfer Settlements blueprint transforms the Nuka-World Red Rocket into a sprawling, multi-functional hub. Leveraging the massive build area, this overhaul introduces a high-end diner, a multi-story hotel with a hedonistic twist, and a fortified farmers' market. The site is also protected by a massive 1600+ defense rating.
 

Quote

The Last Red Light Before Nuka-World.


The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.

Details of the Build

  • The shoulder area between the road and the Red Rocket now houses a diner.
  • Added a strip mall complex housing a general and clothing store.
  • Added a medical clinic featuring surgery bays, waiting area, and recovery ward.
  • Added a four-storey hotel featuring a club, gym, entertainment rooms, and shared accommodation. Working elevator part of the build.
  • Added an additional strip mall complex housing a laundromat, public washrooms (like a truck stop), and a barbershop.
  • Given proximity to the hotel, the Red Rocket has become a player home. Bubble turrets are added to the canopy, as that's a known spawn point for super mutants.
  • Added two greenhouses with a small roadside stand to act like a farmers' market.
  • Two small farmhouses have been added at the back of the greenhouses for additional bunks.


Key Statistics

  • 50 bunks.
  • 120+ food.
  • 1600+ defence.
  • 400+ power.
  • 60 water.
  • Tier 3 Medical, Restaurant (Diner), Clothing, General Store, and several bars.
  • 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

  • Nuka World
  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Far Harbour
  • Enclave Remnants


Hard Requirements

 

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


Soft Requirements


Nice to Have

  • Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour.
  • Videos of the Wasteland. Working televisions and projectors.
  • Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions.
  • Gruffydd's Signs and Posters. Billboards and signs
  • Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area.
  • Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the [Advanced Animation Framework](https://www.loverslab.com/files/file/5584-advanced-animation-framework/), and additionally places assignable gurneys that increase happiness.
  • [Sex Toys of the Commonwealth](https://www.loverslab.com/files/file/4399-sex-toys-of-the-commonwealth/). Adds the random placement of sex toys throughout.
  • Torture Devices. Addition of associated torture devices.
  • TRX Trixter Statues Collection. Sexualised Skyrim statues that work well with the theme of this place.


Unrelated But Useful


Setup

Setup in this case is a straightforward process:

  • Clean out the area of clutter, trash, cars, brush, and plants.
  • Remove the sidewalks around the Red Rocket as these will be replaced.
  • Remove the cement curbs surrounding the gas station sign.
  • Ensure you keep the Red Rocket itself intact, while scrapping all content inside.

 

Note. It is faster and safer to scrap within the Red Rocket if you disable it temporarily. Simply get the reference id and REFID.Disable followed by REFID.Enable when done.


Build a Transfer Settlements console from Power > Miscellaneous on the road by the Red Rocket gas price sign.
 

Note. Import should be done with Workshop Mode enabled.


Tasks After Import

Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.

Notes on Imports

Transfer Settlements recommends leaving the area after import and 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.

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

Updates

Version 1.0.1

  • Switched to Immersive Laundry.
  • Did more work on the Red Rocket, lighthouse doors fit the aesthetics better, and Warehouse Electric Door was added to replace the missing garage door.

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

 

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