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Transfer Settlements - Tenpines Bluff HalluciGen Experimental Crop Facility


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Transfer Settlements - Tenpines Bluff HalluciGen Experimental Crop Facility

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A Transfer Settlements blueprint that completely re-imagines Tenpines Bluff as an experimental crops facility by HalluciGen. Most of the usable space fused into a single coherent structure of Homemaker brick walls with vanilla warehouse glass pieces.
 
Details on this build:
  • Two floor structure (with a courtyard) that uses most of the build space for the settlement.
  • First floor: Stores, bunks, bathrooms, laundromat, workshops, and medical facilities.
  • Second floor: Gym and over one hundred greenhouse tables.
  • Courtyard: Bar, singing settler, slot machines, and drink dispensers.
  • Combination of brick walls and warehouse glass walls, creates an expansive space that still feels like you are outside. Entire second level, except for the gym, is enclosed in glass.
  • Hidden radiators and wires are used to power some of the lights.
 
Settlement Features
  • 31 bunks.
  • 175+ food.
  • 715+ defence.
  • 300+ 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.
  • Settlers appear able to move freely, with minimal difficulties observed.
  • Cat, dog, and child included in the build.
  • No visual glitches observed from this build.
 
Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.
 
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 is relatively straightforward. Remove flora, food, garbage, rubble, the destroyed home and shack.
 
You will be required to scrap some trees beyond the build area in addition to the unscrapable tree within. For these you will need to do the following.
  • Select the 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 the corner where the food workshop was located.
 
Note. Import should be done with Workshop Mode enabled.
 
Tasks After Import
 
Because you cleared all food prior to the blueprint import, you'll need to re-assign the settlers already there. Additionally, confirm all power has been restored.
 
Optional
 
There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order:
 
Select the new workshop and use the following:
 
getpos z
getpos x
getpos y
getangle z
 
These are the values I extracted:
 
setpos x -22190.01
setpos y 89346.05
setpos z 6138.54
setangle x 0
setangle y 0
setangle z 171.89
 
Scrap the new workshop as it is not functional.
Select the original workshop and apply the values procured:
 
setpos x -22185.38
setpos y 89303.74
setpos z 6159.34
setangle x 0
setangle y 0
setangle z 181.06
 
Note. While the above can be a copy and paste, confirm the values and save prior to making the changes.
 
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
    03/30/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack

 

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