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Transfer Settlements - Nordhagen Beach Hotel


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Transfer Settlements - Nordhagen Beach Hotel

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Nordhagen Beach is transformed from an isolated beachside farm into a sprawling beach resort with a working dock. The build delivers high defence, population, and food production while leaning heavily into the classic resort aesthetic.
 

Quote

Bask in the sun while enjoying the breathtaking view of the Boston Airport.


Details on this build:

  • Added a large two-storey L-shaped hotel hugging the road and bridge-side of the shore.
  • Hotel includes a basement that conceals power and water generation while providing workshop space.
  • Added a fishing wharf with a docked fishing trawler.
  • Added a smaller dock dedicated to a singing settler.
  • Added beachside decor: palm trees, lifeguard shack, seaside bar, parasols, and deck chairs.
  • Placed a large Skyrim statue as the settlement centerpiece.
  • Several power lines and radiators routed below ground level for ambient lighting without obstructive pylons or visible lines.


Settlement Features

  • 32 bunks.
  • 190+ food.
  • 775+ defences.
  • 260 power.
  • 90 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
  • Halloween Decorations
  • Wasteland Workshop


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 the cliff face or the main fishing shack. Scrap everything but the following elements:

  • Existing food plants.
  • Existing fishing shack structure. Clear out the inside, and wooden pad leading into it.


You need to scrap the leaning power pole and the associated wires. For the wires you will need to do the following:

  • Select one of the wires.
  • 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 facing the workshop.
 

Note. Import should be done with Workshop Mode enabled.


Tasks After Import

No additional requirements other than confirming that all power has been restored as expected. You will likely need to lower the warehouse block adding additional collision meshes on the singing settler platform. Doing ModPos Z -15 from the console should send the block to the correct depth.

Optional

Want to have permanent bikini-clad settlers hanging around the beach? Do the following:

  • Position yourself at a prime location by the beach. E.g., fire pit near the stage.
  • From the console type: Player.PlaceAtMe 20593 5
  • This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor
  • Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console.
  • Repeat the above for more settlers using the idles.


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
    03/26/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack, Beach Workshop

 

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