msmfoster Posted November 28, 2025 Posted November 28, 2025 Transfer Settlements - Sanctuary Hills - The Heart of the Commonwealth View File A Transfer Settlements blueprint that turns Sanctuary Hills into a thriving community. This build scraps every original building and even parts of the seawall to make way for proper homes, shops, a hospital, a hotel, and docks. The outer hedge is sealed to create a natural barrier against attack, and most buildings carry turrets to provide overlapping fields of fire. Quote Shaun deserves a good home. Details on this build: Three-storey Hyperion Hotel with pool area, working elevator, and dedicated gym. Features a mix of private suites and communal sleeping areas. Two-storey hospital with working elevator, three surgical bays, bathrooms, and a recovery ward. Single-level pub, the Siren’s Song, with stage for a Singing Settler. Includes easy roof access. Two-level General Store with storage, front counter, workshops. Includes easy roof access. Anne Hargrave’s clothing shop with fitting rooms and extensive display space. Smiling Larry's Weapons and an armour store using Better Armory Mod for intricate displays. Barber shop with multiple chairs and lingerie display racks. Multi-purpose workshop / classroom combination. Includes easy roof access. Jetty with two functional buildings (laundromat and storage). Bunker near the bridge with holding facilities. A greenhouse for increased food production. Fully recreated player home featuring a working kitchen, child’s room, master bedroom, bathroom, and laundry room. Several bunk houses, most with two or three bathrooms, small kitchens, gym equipment, and bunks. The approach to Vault 111 flattened for a children’s park with retaining wall and bubble-turret defence. The iconic central tree in the cul-de-sac replaced with a working fountain. Settlement Features 68 bunks 330+ food 2550+ defence 840+ power 150+ water All Tier-3 stores (Medical, Restaurant, Clothing, General, Weapons, Armour) Dedicated gym area Vault-Tec drink dispensers and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Every building has independent generators, ensuring a single generator failure never disables turrets Child, cat, and dog included Note. Visual glitches are minimal and vary heavily based on mod load. Outward-facing windows on most structures were deliberately removed to reduce glitches. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Automatron Enclave Remnants Hard Requirements Transfer Settlements. Required to import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. 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 Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art and Erotic Art - Expanded. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler in the pub and some flooring. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Trixter Statues Collection. Sexualised Skyrim statue that appears as you near the cul-de-sac. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement. Devious Devices. Puts in Devious Devices workbench. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. * The Sanctuary Bridge. Replaces the wooden bridge with a concrete variant. This build is not specifically optimised for this mod. Setup Clearing the area is straightforward but time-consuming. Remove all trash, brush, trees, and structures from Sanctuary Hills, with the following exceptions: The hedge on the outside perimeter. The seawall from the outer edge of the settlement to the pillar furthest from the bridge. The remaining area is rubble and can be cleared. The road, sidewalks, and driveways. You can remove the bricks leading up to the homes. The Sanctuary sign by the bridge. Shaun's crib. Move it onto the road and place it back later. The end effect is a large empty area, which will be resolved once the blueprint gets imported. Build a Transfer Settlements console from Power > Miscellaneous anywhere on the road. I prefer to place it nearer to the cul-de-sac as you can see the larger structures take shape. Note. Import should be done with Workshop Mode enabled. Blueprints Sanctuary Hills is a massive build containing over 8,500 pieces, which can complicate the import process. Two import options are available: Single Import File. Available for all versions. Features the full settlement with every piece. You will likely get prompted that a piece or two were missed during the import, but the process is done in one sweep. This is the recommended method unless your system cannot handle it all in one go. Import Pack. Available for version 1.0.0 only. Sanctuary has been separated into three files with a focus to build required items before dropping in the structural elements. With this process you will end up with a lot of floating elements until you are done. Part 1. Includes all of the mods except for Homemaker and Far Harbour. This will setup and connect the whole power grid. Part 2. Includes all Homemaker and Far Harbour elements which will finish off the structures. Note. Using the import pack means leaving the area long enough for the cells to settle (Transfer Settlements recommends 24 in-game hours) before moving forward with the next Part. Tasks After Import Move Shaun's crib back into his bedroom. For version 1.0.0 is likely that the pool and fountain will be missing water pieces. Just add the items to complete the look after the site is stable. 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 often 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 Graygarden homestead across the tracks. 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. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. 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 Closed up the roof of the Hospital. This effectively provides a third level dedicated for power generation. Can only be accessed using the elevator. Fixed and closed up the second level of the general store. Made a little lounge in addition to the crafting workbenches. Fixed up problem conduit runs. This could lead to interruptions in power as two conduits snapped at the same point. These have been removed and should make imports smoother. Fixed up water features at the pool and fountain. Added Immersive Laundry. Double up vendors at the pub and general store. Makes these locations feel properly staffed for a settlement of this size. Submitter msmfoster Submitted 11/28/25 Category Sexual Content Requirements Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack
msmfoster Posted January 20 Author Posted January 20 49 minutes ago, _clientside said: How long does the full installation takes for you? A little over an hour I would say. Heavily dependent on the computer. With this one you'll get a few stuck pieces which slow the process down a bit. There are a LOT of pieces to import and that seems to be the problem. I normally keep the system from going to sleep and just wait it out. How long has it been?
_clientside Posted January 20 Posted January 20 It has taken me at least like an hour for the part one alone, it's is a long time to wait but definitely worth the hassle.
_clientside Posted January 20 Posted January 20 This blueprint in good looking, i love the building style and layout but definitely has some flaws in it like performance, try to like maybe reduce the light in the certain area or add a fuse box so that later it can be turn off for adjustment, overall, i like this blueprint.
msmfoster Posted January 21 Author Posted January 21 10 hours ago, _clientside said: This blueprint in good looking, i love the building style and layout but definitely has some flaws in it like performance, try to like maybe reduce the light in the certain area or add a fuse box so that later it can be turn off for adjustment, overall, i like this blueprint. Thank you. It gives Sanctuary the look and feel of a community. Are you using dynamic lighting? Just curious, because tons of naked bulbs never seemed to have much effect for me.
_clientside Posted January 22 Posted January 22 On 1/21/2026 at 8:49 AM, msmfoster said: Thank you. It gives Sanctuary the look and feel of a community. Are you using dynamic lighting? Just curious, because tons of naked bulbs never seemed to have much effect for me. Not that i aware of, I only have Enhanced Lights and Fx installed as for the light mod.
msmfoster Posted January 22 Author Posted January 22 10 hours ago, _clientside said: Not that i aware of, I only have Enhanced Lights and Fx installed as for the light mod. The easiest way to deal with my lighting would be to remove all the naked bulbs. I use it to light up statutes, objects, and spaces and are often hidden within the rafters of buildings. The Transfer Settlements editor can be used to filter them out entirely. That would cut down on lighting significantly. You'll end up with darker spaces, but less processor intensive.
Tseverin Posted March 24 Posted March 24 (edited) trying to scrap the houses in Sanctuary with Scrap Everything. Not having any luck. got any ideas? Edit: working with place everywhere... and... it worked. Edited March 24 by Tseverin
msmfoster Posted March 24 Author Posted March 24 4 hours ago, Tseverin said: trying to scrap the houses in Sanctuary with Scrap Everything. Not having any luck. got any ideas? Edit: working with place everywhere... and... it worked. Glad you got it to work. Running what version of F04? OG, NG, AE?
Tseverin Posted March 25 Posted March 25 19 hours ago, msmfoster said: Glad you got it to work. Running what version of F04? OG, NG, AE? Hey. OG
msmfoster Posted March 25 Author Posted March 25 5 hours ago, Tseverin said: Hey. OG Oh. I figured that would be the most robust version for Scrap Everthing. Thanks. I'll pass on Place Everywhere is someone else encounters your problem.
Tseverin Posted March 26 Posted March 26 15 hours ago, msmfoster said: Oh. I figured that would be the most robust version for Scrap Everthing. Thanks. I'll pass on Place Everywhere is someone else encounters your problem. Your prints loaded just like you said they would. Man, it's incredible. I'll have to change some of the pictures in Shawn's room. I used Place everywhere to delete houses and a few other things.
msmfoster Posted March 26 Author Posted March 26 16 hours ago, Tseverin said: Your prints loaded just like you said they would. Man, it's incredible. I'll have to change some of the pictures in Shawn's room. I used Place everywhere to delete houses and a few other things. Glad it worked! Easier to modify than build from scratch.
GoldCorvette Posted June 27 Posted June 27 Love this! But how did you get your Sanctuary houses to disappear? Mine stubbornly stick around. I had to use Scrap Everything to get rid of them, and even then, I couldn't get all of them. Now they're all back and I can't touch them. How did you do it?
msmfoster Posted June 27 Author Posted June 27 29 minutes ago, GoldCorvette said: Love this! But how did you get your Sanctuary houses to disappear? Mine stubbornly stick around. I had to use Scrap Everything to get rid of them, and even then, I couldn't get all of them. Now they're all back and I can't touch them. How did you do it? I use use Scrap Everything as well. Are you using AE or a Pre-Vis repair pack? The latter tends to conflict with Scrap Everything and you need to set the load order to have Scrap Everything run later. I have no tested with AE, but NG made minor changes that caused some items to be unscrapable. I'm considering doing a hybrid approach. Scrap in Creative Engine, import the hard requirements and then make that an ESP adjusting NavMesh and PreVis. Thing is I'm on NG so I can easily download the Creative Engine to do it. One thing you can try. Select house in console: Disable MarkForDelete That tends to get rid of objects that Scrap Everything can't handle
GoldCorvette Posted June 27 Posted June 27 (edited) 8 hours ago, msmfoster said: I use use Scrap Everything as well. Are you using AE or a Pre-Vis repair pack? The latter tends to conflict with Scrap Everything and you need to set the load order to have Scrap Everything run later. I have no tested with AE, but NG made minor changes that caused some items to be unscrapable. I'm considering doing a hybrid approach. Scrap in Creative Engine, import the hard requirements and then make that an ESP adjusting NavMesh and PreVis. Thing is I'm on NG so I can easily download the Creative Engine to do it. One thing you can try. Select house in console: Disable MarkForDelete That tends to get rid of objects that Scrap Everything can't handle I did try that, but the houses are intangible to the console. Scrap Everything can't scrap them anymore, and they aren't identifiable either. I tried using some (really) old mods to level Sanctuary's build space, but to no avail. I am running the latest AE version. (1.11.221, I think) I am also using PRP, but without it, many spots in the game remain broken and flickering/not there at all. (Vault 88 literally became an entire white void. Having a different problem with that now, but I am working on it.) Edited June 27 by GoldCorvette
msmfoster Posted June 27 Author Posted June 27 20 minutes ago, GoldCorvette said: I did try that, but the houses are intangible to the console. Scrap Everything can't scrap them anymore, and they aren't identifiable either. I tried using some (really) old mods to level Sanctuary's build space, but to no avail. I am running the latest AE version. (1.11.221, I think) I am also using PRP, but without it, many spots in the game remain broken and flickering/not there at all. (Vault 88 literally became an entire white void. Having a different problem with that now, but I am working on it.) I don't have AE, only reason I mentioned it. Okay, Scrap Everything to my understand must be one of the last things on your load order. That does break pre-combines at settlements, so be forewarned. Wish I could be of more help.
GoldCorvette Posted June 28 Posted June 28 1 hour ago, msmfoster said: I don't have AE, only reason I mentioned it. Okay, Scrap Everything to my understand must be one of the last things on your load order. That does break pre-combines at settlements, so be forewarned. Wish I could be of more help. I did use Scrap Everything at first, and it let me clear all but three of the houses, but then they all respawned unscrappable and other problems started cropping up. So I had to hard reset my computer to shut Fo4 down, and then booted to a known good save, then uninstalled Scrap Everything.
msmfoster Posted June 28 Author Posted June 28 34 minutes ago, GoldCorvette said: I did use Scrap Everything at first, and it let me clear all but three of the houses, but then they all respawned unscrappable and other problems started cropping up. So I had to hard reset my computer to shut Fo4 down, and then booted to a known good save, then uninstalled Scrap Everything. Question for you, were the houses pristine as though they exist when you are walking through there. Or was it more like a rough outline that is pixelated?
GoldCorvette Posted June 28 Posted June 28 6 minutes ago, msmfoster said: Question for you, were the houses pristine as though they exist when you are walking through there. Or was it more like a rough outline that is pixelated? They seemed completely normal. (Albeit clipping through the structures of the blueprint)
GoldCorvette Posted June 28 Posted June 28 UPDATE: I got it! I found the mod: Sanctuary Lite on Bethesda.net's servers. It seems to be the only mod that has ever worked. I can now enjoy your entire blueprint with no restrictions! Thank you so much for being so supportive while I navigate this! 1
msmfoster Posted June 28 Author Posted June 28 21 minutes ago, GoldCorvette said: UPDATE: I got it! I found the mod: Sanctuary Lite on Bethesda.net's servers. It seems to be the only mod that has ever worked. I can now enjoy your entire blueprint with no restrictions! Thank you so much for being so supportive while I navigate this! Glad it worked!
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