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Transfer Settlements - Somerville Place a Farming Community


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Transfer Settlements - Somerville Place a Farming Community

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Somerville Place is defined not only by its convenient location near the Glowing Sea and a Gunner vault, but also by its unforgiving terrain and the lone Destroyed Home structure. This blueprint builds on that to create an expansive, thriving farming community. The added barn, homes, and structures form a layered defense strong enough to make even a legendary alpha deathclaw will think twice.

Details on this build:

  • Repaired the destroyed home to house the diner, general store, and clothing store.
  • Created an elevated area with retaining walls for access to four bunkhouses.
  • Added a large two-level barn: ground floor used as gym, upper level serves as a workshop.
  • Placed two large cisterns beside the barn to conceal water generators while preserving the farm aesthetic.
  • Dedicated medical facility with surgical bays.
  • Dedicated laundromat that also houses the barbershop.
  • Added a large bunkhouse nearer to the water to fully enclose the settlement.
  • Every structure equipped with independent power.
  • Double-flooring used throughout to reduce settler fall-through issues.


Settlement Features

  • 30 bunks.
  • 140+ food.
  • 860+ defences.
  • 420 power.
  • 63 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 scrap the destroyed home. Be sure to maintain:

  • Destroyed home, but toss the contents.
  • Existing food plants and surrounding fence.
  • Tree with swing.
  • Water pump.
  • Fire pit.

 

Note. To make scraping less risky around the Damaged Home consider using Disable during the scrap and Enable when done. Be sure to note the home's Reference ID in case you click on another object by mistake.


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 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
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack

 

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