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Transfer Settlements - Boylston Club Coastal Cottage


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Transfer Settlements - Boylston Club Coastal Cottage

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A Coastal Cottage that lives up to its name: A rebuilt three-storey cottage with basement and fixed garage, that offers commanding views of the fish plant and mirelurk queen spawn points. Meets the goal of building within the existing template without sacrificing food production.
 

Quote

What's a cottage to members of the Boylston Club?


Details on this build:

  • Removed existing cottage and cleaned out the sinkhole.
  • Created a three-storey cottage with large observation area.
  • First deck: shops, bar, and medical facilities.
  • Second deck: bunks, washrooms, gym, and barber shop.
  • Third deck: bunks, and washrooms.
  • Basement: power, water, and laundry.
  • Repaired garage serving as a workshop.
  • Added large Skyrim statue near entrance as showpiece.
  • Discounting rooftop turret lines, only one visible power cable from the exterior.
  • Radiators/conduits routed below surface for lighting without marring views.


Settlement Features

  • 28 bunks.
  • 170+ food.
  • 525+ defense.
  • 200 power.
  • 60 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.
  • Cat and dog included in the build.
  • No visual glitches observed from this build.


Requirements

Downloadable Content

  • 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. 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 the existing cottage and clutter found throughout the build area.
  • Remove the damaged roof for the garage and the clutter within. Do not remove the garage itself.
  • Remove all clutter within the sinkhole itself. This significantly expands the usable space.



A few elements cannot be scrapped normally, in this case you will need to do the following:

  • Go into the console.
  • Select the object (E.g., ivy or wood plank).
  • Disable
  • MarkForDelete

 

Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.


Build a Transfer Settlements console from Power > Miscellaneous facing the workshop.
 

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.

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.


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 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.

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 1.0.0

  • Initial release of this build.

 


  • Submitter
  • Submitted
    03/20/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack

 

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