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Transfer Settlements - Greenleaf Pharms (Greentop Nursery)


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Transfer Settlements - Greenleaf Pharms (Greentop Nursery)

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Greentop Nursery has been re-imagined into a Greenleaf growing operation, dispensary, and associated headquarters. This build works around the visual glitches caused by the scrapped home by working around it entirely. The area plagued with visual glitches is now a warehouse that sees little to no traffic.

 

Quote

We got the super mutants so high they leave us alone.


Details on this build:

  • Removed the home to create a cohesive brick and warehouse glass structure.
  • First deck: Dispensary area featuring all shops, large warehouse, laundromat, and medical clinic.
  • Second deck: Washrooms, kitchenette, bunks, and gym.
  • Third deck: Washrooms, bunks, and employee break area.
  • Greenhouse has been repaired, extended, with a visible warehouse floor.
  • Warehouse annex to the greenhouse, that functions as a workshop, and two levels of turrets on the roof.
  • Warehouse electric doors have been added for the greenhouse and annex.
  • Underground radiators are used to hide much of the cabling.

 

Note. Warehouse glass pieces have a reflection component that may tank framerate when you are in the dispensary. See Unrelated But Useful for more information on mods that may help.


Settlement Features

  • 32 bunks.
  • 150+ food.
  • 680+ defense.
  • 240 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.
  • Power switch on the third deck will turn on and off the settlement beacon to save players from having to tcl onto the roof.
  • Cat, dog, and child included in the 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 is relatively straightforward. Remove the greenhouse, home and associated shack.

Maintain the following:

  • The internal components of the greenhouse. Existing support pylons and spray lines.
  • Maintain just enough of the mutfruit plants to keep the settlers assigned.


Some of the foliage cannot be easily scrapped.

  • Select the offending brush, tree, or bumper of a wrecked truck.
  • 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 down the hill near where the fire pit was, where caravans come in.
 

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.
 

Note. The electric garage door for the warehouse is not wired in. It is purely decorative because an operational door would make the visual glitches worse.


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.


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 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
    04/10/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Setup Instructions, Settlement Objects Expansion Pack

 

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