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Transfer Settlements - Murkwater Oil - Pipeline Monitoring Station


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Transfer Settlements - Murkwater Oil - Pipeline Monitoring Station

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Murkwater Oil - Pipeline Monitoring Station

Murkwater Construction has been re-imagined into an oil pipeline monitoring facility. Given that most of it is swampland, the facility was built on stilts to maintain operations through the apocalypse.

 

Quote

We put the tar in tarberries.


Details on this build:

  • Created a multi-level coherent structure that incorporates BOS and pre-war industrial pieces to create the illusion of this being a viable facility the settlers found and adapted for use.
  • First deck: Large tailing pond used to grow nearly 60 food in tarberries, additional planters for varied food, dedicated shops and medical facilities. 
  • Second deck: Catwalks over the industrial site, bathroom, gym, and bunk room.
  • Third deck: Workshops, monitoring station, power generation.
  • Piping, silos and industrial equipment, and Istacks added to fit in with the theme of Murkwater Oil.

 

Note. Warehouse glass pieces have a reflection component that may tank your framerate within the industrial area. See Unrelated But Useful for more information on mods that may help.


Settlement Features

  • 32 bunks.
  • 130+ food.
  • 675+ defense.
  • 280 power.
  • 120 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.

 

Note. Tailing pond may not animate as expected. I've seen some cases where the settlers to to ground level to reach the tarberries instead of floor level. An option to avoid this at import is to filter out the Tarberries (001D1A, 001D1C) and Lake Water (000D9C, 03DE49) from the blueprint and place Homemaker planter tables and food. 


Requirements

Downloadable Content

  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Far Harbour
  • Automatron


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 straightforward, remove everything. In fact, this is one of the few settlements where ScrapAll works.

Some of the foliage cannot be easily scrapped. To remove it using the console:

  • 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 in front of the settlement workbench.
 

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.

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
    04/17/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Settlement Objects Expansion Pack, Homemaker

 

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