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Transfer Settlements - County Crossing Motel


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Transfer Settlements - County Crossing Motel

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What is missing by a military training facility? A motel!

County Crossing is transformed into an L-shaped motel that gives off a by-the-hour vibe. This build delivers high defence, population, and food production while leveraging the Settlement Objects Expansion Pack High Rise pieces to give it a distinctive look.
 

Quote

Bask in the half-life by-the-hour.


Details on this build:

  • Added a large three-storey, drive-through L-shaped motel.
  • Workshops, power generation, and water located on the third level.
  • Rooftop planters for additional food production (viable even in sieges).
  • Large concrete area with vintage cars (scrap if concerned about explosions).
  • Existing power lines along the settlement activated for perimeter lighting.
  • Placed a large Skyrim statue as the centerpiece (hides flames from an unscrapable fire pit).


Settlement Features

  • 34 bunks.
  • 150+ food.
  • 680+ defences.
  • 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


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 can be done quickly. Still, save often just in case you accidentally scrap something important like one of the power poles. Be sure to maintain:

  • Existing food plants.
  • Power lines traveling along the road facing the nuclear power plant.


Some of the foliage cannot be easily scrapped.

  • Select the offending brush or tree.
  • Disable
  • MarkForDelete

 

Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.


Build a Transfer Settlements console from Power > Miscellaneous in between the fire pits.
 

Note. Import should be done with Workshop Mode enabled.

Tasks After Import

No additional requirements other than confirming all power has been restored as expected.

Optional

The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:

  • Select the lantern besides the workshop and type getpos z to get the elevation.
  • Select the workshop itself and type setpos z <value> using the above elevation.

 

Note. The window shutters can only be accessed from the outside. You'll need to use tcl to reach most of the windows.

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.

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 1.0.0

  • Initial release of this build.

 


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

 

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