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Transfer Settlements - Longfellow Estates at Archers Point


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Transfer Settlements - Longfellow Estates at Archers Point

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Transforms Longfellow's rugged island into a premier seaside locale. Featuring the iconic Lynn Woods Tower as a historic lighthouse and a fully refurbished boardwalk, this build offers a stark, brightly-lit contrast to the gloom of the Fog. The build is dotted with nude elven archer statues, hence Archers Point.
 
Quote

The best view of Far Harbour without all of the suffering.

 

 
Details on this build:
  • Added the Lynn Woods Tower as a historic lighthouse on the rocks. Lit and visible from afar, even in fog.
  • Replaced the boardwalk with a functional version which now leads straight to the beach.
  • Added gift shop housing general/clothing store and gym.
  • Added dedicated medical facility with surgical bays.
  • Replaced the Longfellow's Cabin with a combination bar and workshops. Longfellow can now enjoy a cold one any time to the day.
  • Added bunkhouses throughout. The two by perimeter serve as weapon platforms for fog threats.
  • Wrought iron fence beach-to-beach. Bubble turrets on concrete posts defend openings/outer areas.
  • Large pump house with windows located along the shore. Windows and lights make it clearly visible to those huddling for warmth at Far Harbour.
  • Added beach side decor: Lifeguard shack, seaside bar, parasols, and deck chairs.
  • Placed several large Skyrim statues of nude elf archers throughout.
  • Radiators/power lines run underground in key areas for remote lighting without view obstruction.
  • Every building has independent power.
 
Settlement Features
  • 32 bunks.
  • 150+ food.
  • 1150+ defences.
  • 420 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.
  • Cat and dog included in the build.
  • No visual glitches observed from this build.
 
Requirements
 
Downloadable Content
  • Far Harbour
  • Contraptions Workshop
  • Vault-Tec Workshop
  • Wasteland Workshop
  • Enclave Remnants
 
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 scrap a cliff or dirt terrain that may lead to visual glitches. Be sure to maintain cliffs and dirt mounds to avoid visual glitches.
 
Clear trees from the line drawn by the tree trunk that has fallen over the path leading into the settlement all the way back to the end of the point.
 
Note.  Visual glitches have been noted when scrapping terrain near the path leading to Longfellow's cabin.
 
Build a Transfer Settlements console from Power > Miscellaneous on the rocks in front of Longfellow's Cabin.
 
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.
 
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.
  • 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
    05/08/26
  • Category
  • Requirements
    Transfer Settlements, Scrap Everything, Homemaker, Settlement Objects Expansion Pack, Beach Workshop

 

  • 3 weeks later...
Posted

Izgalmas részleteket tár fel a képgyűjtemény? Feltétlenül...

Csak...? 

- valahol túlzsúfolt és valahol eléggé szegényesen hiányos illetve túlzottan alulértékelt...

 

 

 

 

Does the collection of images reveal any exciting details? Definitely...

Just...?

- somewhere overcrowded and somewhere quite poorly incomplete or excessively undervalued...

Posted
2 hours ago, Metro Station said:

Izgalmas részleteket tár fel a képgyűjtemény? Feltétlenül...

Csak...? 

- valahol túlzsúfolt és valahol eléggé szegényesen hiányos illetve túlzottan alulértékelt...

 

 

 

 

Does the collection of images reveal any exciting details? Definitely...

Just...?

- somewhere overcrowded and somewhere quite poorly incomplete or excessively undervalued...

You meant the screenshots? This build took a while to create and test, so I did end up with a large amount of them. 

 

What areas should I have focused on?

 

If you are talking about the Erotic Art that's another matter altogether. I am slowly working my way to through a collection of images that should make for a more toned down erotic set. So I spend less time curating the perfect shot.

Posted
22 hours ago, msmfoster said:

focused

Well... No Need to Rush! It's worth thinking about it and asking many people....

 

 

I just described my observation and the effect of the sum with my thoughts.

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