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Transfer Settlements - Dark Tower Collection


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Transfer Settlements - Dark Tower Collection

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A collection of Transfer Settlements blueprints that are ideal fits for non-unique locations. Several settlements are basic and limited, so these blueprints provide a consistent design that leverages familiarity whilst allowing for high defence, population, and food production. The best part is that these structures are easy to make on your own.

Details on the Dark Towers below:

  • Adds a long three-storey building in an out-of-the-way location.
  • First floor functions as a lounge with stores. Additionally, there is a dedicated medical facility with surgical bays.
  • The second and third floors are dedicated to bunks, fitness, and washroom facilities.
  • Typically the roof contains two fusion generators, an array of turrets, recruitment beacon, and water tank(s).
  • Since a lot of these settlements occupy undesirable locations such as slopes, the base floor is doubled.

 

Note: These settlements were originally built using standard concrete pieces. However, I found that importing them caused a lot of issues, so I switched to Brotherhood of Steel pieces to give these builds a distinctive dark look.



Some of the features of this build are:

  • 24–36 bunks.
  • 90 to 185+ food.
  • 450–833 defence.
  • 200 power.
  • 30–90 water.
  • Tier 3 medical, restaurant, clothing, and general store.
  • Vault-Tec drink dispenser and slot machines.
  • Working sinks and showers.
  • Power partially run through the ceiling of the first floor.
  • Settlers have no trouble moving around the structure.
  • Cat and dog included in the build.
  • No visual glitches observed from this build, save for Longfellow's Cabin and Greentop Nursery. See below.


Defensive Capabilities

You may be asking yourself: that's a high defence number, but how effective is it in practice? Dark Towers provide elevated turret platforms, with several covering the same angle of attack. Where another structure blocks line of sight, additional turrets are added to ensure interlocking fields of fire.

I chose Oberland Station as a test case against a sizable force. The attacking army consisted of:

  • 45 Legendary Super Mutant Overlords
  • 9 Ancient Behemoths


These were split into three teams (one north-east, south-east, and west of the tower) and spawned inside the perimeter for a single concurrent assault, rather than staggered waves. How long did it take to eradicate them?

Under two minutes – without player involvement. Settlers barely had time to react, and the turrets handled the grunt work.
 

Note: Fast-travelling into such situations can be hazardous to your health! Consider adding a fast-travel mat well away from the towers (ideally clear of known spawn points), or arrive inside the tower itself and enjoy the light show.



Requirements

Downloadable Content

  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Enclave Remnants (for Longfellow's Cabin)


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


Unrelated But Useful


General Setup

Clear the area of rubbish, clutter, ruined homes, and brush. Follow location-specific instructions below for other details.
 

Note: Import should be done with Stable settings and Workshop Mode enabled.



Coastal Cottage

  • Bunks. 24.
  • Food. 120+.
  • Defence. 620+.
  • Power. 200.
  • Water. 30.
  • Instructions. Clean out the hole of all debris and clutter, clear out the area. Clean up the garage of clutter and scrap the damaged roof. The damaged home will mostly remain in place with straggling rear elements and the second level scrapped.


County Crossing

  • Bunks. 28.
  • Food. 135+.
  • Defence. 650+.
  • Power. 200.
  • Water. 60+.
  • Instructions. Remove the ruined home and settler shack, including the bunks. Remove the fire pits and hidden NPC sit markers. Lastly, either remove the tree or move it off the property line. Do not remove the power pole as the lines themselves will remain in place. For aesthetics, keep the post with the lantern in place.


Greentop Nursery

  • Bunks. 35.
  • Food. 155+.
  • Defence. 700+.
  • Power. 200.
  • Water. 60+.
  • Instructions. Scrap the greenhouse and associated food production whilst maintaining the piping system for the greenhouse. Scrap the house and annex along with all contents.

Note: You may end up with visual glitches when entering and leaving the rebuilt home.



Longfellow's Cabin

  • Bunks. 33.
  • Food. 160+.
  • Defence. 835+.
  • Power. 200.
  • Water. 60+.
  • Instructions. Remove the shed surrounding the workshop settlement and clear into the treeline as far as pictured. Remove the boardwalk's surface, leaving supports and planks in place since export will provide a fixed version. Leave Longfellow's Cabin intact.

 

Note: Visual glitches have been noted when scrapping terrain on the path leading to Longfellow's cabin.


Murkwater Construction Site

  • Bunks. 28.
  • Food. 130+.
  • Defence. 650+.
  • Power. 200.
  • Water. 60+.
  • Instructions. Remove the ruined home, excavator, and wooden frame surrounding the settlement workshop.


Nordhagen Beach

  • Bunks. 28.
  • Food. 125+.
  • Defence. 530+.
  • Power. 200.
  • Water. 90+.
  • Instructions. Clean out the shack as it will be repurposed as a workshop. Keep the power lines in place as the lines themselves cannot easily be removed.


Oberland Station

  • Bunks. 36.
  • Food. 175+.
  • Defence. 580+.
  • Power. 200.
  • Water. 90+.
  • Instructions. Remove the fencing and clear the contents inside the switching station. This blueprint works around the train tracks.


Outpost Zimonja

  • Bunks. 24.
  • Food. 130+.
  • Defence. 470+.
  • Power. 200.
  • Water. 30+.
  • Instructions. Remove all existing structures save the radio tower. This includes concrete floor elements. If you are running Companion Ivy, you can also remove the antenna itself, but maintain the base.


Somerville Place

  • Bunks. 31.
  • Food. 185+.
  • Defence. 720+.
  • Power. 200.
  • Water. 90+.
  • Instructions. In addition to base instructions, clean out certain elements of the home as per the attached picture.


Tenpines Bluff

  • Bunks. 24.
  • Food. 110+.
  • Defence. 450+.
  • Power. 200.
  • Water. 30+.
  • Instructions. In addition to base instructions, clear out the inside of the shack as it will be repurposed as a workshop.


After Blueprint Import

Confirm all defences and lights are on.

Potential Issues

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.

I recommend that you 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 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: Whilst Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable.


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.


  • Submitter
  • Submitted
    11/21/2025
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Settlement Objects Expansion Pack, Homemaker

 

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