Jump to content

Transfer Settlements - Oberland Station Interpretative Museum


Recommended Posts

Posted

Transfer Settlements - Oberland Station Interpretative Museum

View File

A Transfer Settlements blueprint that completely re-imagines Oberland Station into a pre-war train interpretative centre. The most notable feature is a multi-level museum with a train engine acting as the centrepiece. This build is a fusion of Homemaker brick walls with vanilla warehouse glass pieces.

Details on this build:

  • Three storey structure with a working mechanical level.
  • First deck: Train exhibit, shops, and medical facilities.
  • Second deck: Gym, bunks and washroom facilities.
  • Third deck: Kitchen, bunks, and washroom facilities.
  • Mechanical room: Working laundry, power, water, and workbenches.
  • Repaired the roof for the switching station, while converting it into a barbershop and spa.
  • Added a large water tower to fit in with the overall decor.
  • Hidden radiators and wires are used to power some of the lights.


Settlement Features
 

  • 30 bunks.
  • 175+ food.
  • 630+ defence.
  • 200 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.
  • 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. Leave the following intact:

  • The existing food production.
  • The switching station, but clear out the inside.
  • The train tracks.


Scrapping within the switching station an be risky. To reduce the risk, you can do the following:

  • Select the switching station to get the Reference ID (REFID).
  • REFID.Disable
  • Scrap without risk.
  • REFID.Enable


Build a Transfer Settlements console from Power > Miscellaneous on the tracks near the edge of the build area nearest to the switching station.
 

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.

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 -45666.39
setpos y -4482.37
setpos z 1583.14
setangle x 0
setangle y 0
setangle z 0


Scrap the new workshop as it is not functional.

Select the original workshop and apply the values procured:
 

setpos x -46104
setpos y -4368.05
setpos z 1569.18
setangle x 0
setangle y 0
setangle z 184.34 

 

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 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
    04/02/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...