Jump to content

Transfer Settlements - Sanctuary Hills - The Heart of the Commonwealth


Recommended Posts

Posted

Transfer Settlements - Sanctuary Hills - The Heart of the Commonwealth

View File
 
Sanctuary Hills has been completely razed and rebuilt into a thriving post-war style metropolis. This blueprint replaces the dilapidated ruins with high-density structures including a four-story hotel, a state-of-the-art hospital, dedicated shops, and a fortified children's park.
 
Quote

Shawn deserves a good home.

 

 
Details of the Build
  • Four-story Hyperion Hotel with pool area, working elevator, dedicated gym, and a mixture of suites and communal sleeping areas.
  • Three-story hospital with working elevator, three surgical bays, bathrooms, and a recovery ward.
  • Single-level Siren’s Song pub 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 armour store using Better Armory Mod for intricate displays.
  • Barber shop with multiple chairs and lingerie displays.
  • Multi-purpose workshop / classroom combination. Includes easy roof access.
  • Jetty with two usable 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 into a children’s park with retaining wall and bubble-turret defence.
  • The iconic central tree now hosts a working fountain.
 
Note. Version 1.1.0 of this build has close to 9.4K pieces. While it imported cleanly for me that may not be the case for older systems.
 
Key Statistics
  • 80+ bunks
  • 330+ food
  • 2675+ defence
  • 840+ power
  • 150+ water
  • All Tier-3 stores (Medical, Restaurant, Clothing, General, Weapons, Armour)
  • Dedicated gym area
  • Vault-Tec drink dispensers, slot machines, and phoropter.
  • 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
  • Cat, dog, and child included
 
Visual glitches are minimal and vary heavily based on mod load. Outward-facing windows on most homes were deliberately removed to reduce glitches.
 
Requirements
 
Downloadable Content
  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Automatron
  • Far Harbour
  • Enclave Remnants
  • Modern Furniture Workshop Pack (Optional)
  • Home Decor Workshop Pack (Optional)
  • Arcade Workshop Pack (Optional)
  • Coffee and Donuts Workshop Pack (Optional)
  • Virtual Workshop: Desert Island (Optional)
  • Virtual Workshop: GNR Plaza (Optional)
  • Bunker Home Pack (Optional)
 
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
 
Setup
 
Clearing the area is relatively straightforward, but it will take a while. Clear out Sanctuary Hills of trash, brush, trees, and structures. The exceptions to the above are:
  • 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 is a massive build with over 8500 pieces, and this can complicate the import process. As a result there are two options for import:
 
  • Single Import File. (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. (Version 1.0.0) 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 only Homemaker and Far Harbour elements which will add the structures.
 
Note. Using the 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.
 
After Blueprint 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.
 
Sometimes the pool and fountain will be missing water pieces. Just add the items to complete the look after the site is stable.
 
Move Shaun's crib back into his bedroom.
 
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 GraygardenExt from the console. Wait a couple of minutes before heading into Graygarden Homestead across the road. Once inside wait an additional few 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.
 
Updates
 
Version 1.1.0
  • Removed the requirement for Erotic Art Extended and optimised for use with my Classic Erotic Art Retexture.
  • Closed up the fourth floor of the Hotel and turned into a utility area.
  • Added warehouse floor underlays for the Hotel's first and second floor.
  • Properly doubled-walled bathrooms within the hotel.
  • Switched the ceiling in homes to warehouse floors. Cleaner look and feel and easier snap.
  • Switch barn for the roof underlay for homes from 0.5x0.5 pieces to 0.5x1 and 1x1 warehouse pieces. Reduced global item count as a result.
  • Redid all of the home roofs for better alignment. Added small flourishes for better conduit routing, and a larger one the Sole Survivor's home.
  • Added a rug for an additional doctor as well as the phoropter. Makes the hospital feel properly staffed for a settlement of this size.
  • Walled in the second level of the general store.
  • Added a Slocum's Joe by the bridge, tightening defences along the waterfront.
  • Added a patio behind the Sole Survivor's home.
  • Added arcades to the laundromat.
  • Adjust plants, switching to razorgrain fields in some areas.
  • Added some AE lighting and SOE light sources to brighten certain areas.
 
Version 1.0.1
  • Closed up the roof of the Hospital. This effectively provides a third level dedicated for power generations.
  • Fixed and closed up the second level of the general store. Made a little lounge in addition to crafting workbenches.
  • Fixed up several conduit rungs. This could leave to interruptions in power due to snapping order.
  • Fixed up water features at the pool and fountain.
  • Switched the ceiling in homes to warehouse floors. Cleaner look and feel and easier snap.
  • Added Immersive Laundry.
  • Doubled up vendors at the pub and general store. Makes these locations feel properly staffed for a settlement of this size.

 


  • Submitter
  • Submitted
    11/28/25
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack

 

  • 1 month later...
Posted
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?

Posted

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.

 

Posted
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. 

Posted
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.

Posted
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. 

 

  • 2 months later...
Posted (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 by Tseverin
Posted
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?

Posted
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. 

Posted
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.

Posted
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. 

  • 3 months later...
Posted

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?

Posted
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  

Posted (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 by GoldCorvette
Posted
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.

Posted
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.

Posted
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?

Posted
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)

Posted

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!

Posted
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! 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...