Fallout 4

File information

Last updated

Original upload

Created by

DMKI

Uploaded by

dmki

Virus scan

Safe to use

About this mod

My new main base. Factory, trade centre, safe ground. It provides food, water, scrap, chems, pulls components from linked settlements, disassembles weapons, armor and ammo, allows to make robots and whatnot.

Requirements
Permissions and credits
I built it for myself, not to impress anyone. Hence it's the best design I would like to see there and maybe you'll like it too. I am using Clean and Simple Starlight Drive-In settlement, though original will be fine as well.

The settlement is well surrounded by chain fence. In real world it would be funny, but in Fallout it's unpenetrable and you can shoot through it. If you'll get all the mods in the list, you'll get most out of it, though some mods only add one object, so you can easily skip them. Settlement will be imported even with object missing, so fear not.

The key element of this settlement is the factory. Stupid and apalling characters will be able to brew some mentats there (actually, that's how it started - I was playing Kim Kardashian, naturally with no Charisma or Intellect, it was my first playthrough for the Railroad, and it was fun, they even called me the Professor, and that tells something!), Grognaks will get their jet and psycho, Mechanists will be able to assemble their army of robots (there are 3 robot recyclers, mod recycler and robot workbench, that's all you need!), and hardcore survival horror fans... Well, they are looking at this overpowered settlement and mentally crucifying me. But in my defense I'll say that it's no gay bar type of settlement, and not a Fort Knox or anything - it's just a flying shack where Minutemen are brewing their plans to rebuild the Massachusets. Yeah, and Whisky. There is contraption to make Whisky, as it's used to make Grape Mentats. For charisma.

There is also the central command for We Are The Minutemen (beware - not the last update! Author changed the mod file name in V5, so in that case you would have to either ignore it, or change the .esp file name in blueprint file), radio device tuned to minutemen radio station (you have the mod that mutes the music in it, right?), fresh vegetables (that is - no radiation!), barracks from Sim Settlements (so you can always get roaming guards of your favourite faction), Tidy bot to loot killed enemies, quick way to sell stuff (WATER!) from IDEK's station to auto-sell trunk.

There is also useless death tower - it serves no purpose, as there are no deadly enemies around, I just wanted to take a look around. Funny form of the bridge is because under it I have Scavenger's Station, which is very tall. If you'll choose another design of the plot, your settlement will look differently.
So, enjoy!

There are 26 mods, including DLC, required to successfully import this blueprint:

1. Fallout4.esm has 372 objects in blueprint (46 %), of them 60 connected to power grid.
Used in objects: Water Purifier - Industrial, Power Pylon - Large, Bell, [Prewar] Fancy Lads Snack Cakes, Restaurant, Trading Emporium, Footlocker, Trade Caravan Post, Doghouse, Switched Power Pylon, Armor Workbench, Power Armor Station, Brahmin Feed Trough, Weapons Workbench, Chemistry Station, Scavenging Station, Artillery Piece, Shack Stairs, Metal Box, Industrial Wall Light, Spotlight, Heavy Laser Turret, Power Pylon, Power Conduit, Construction Light, Shack Roof, Missile Turret, Shack Stairwell, Laser Turret, Guard Post, Recruitment Radio Beacon, Shack Balcony Railing, Shack Floor, Terminal, Shack Wall and Roof, Shack Wall Corner, End Table, Radio, Lightbulb, Mattress, Minutemen Flag, Shack Upper Floor, Shack Steps
2. Automatron (DLCRobot.esm) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Robot Workbench
3. Wasteland Workshop (DLCWorkshop01.esm) has 96 objects in blueprint (12 %), of them 3 connected to power grid.
Used in objects: Concrete Steps, Decontamination Arch, Concrete Foundation, floor, Oil Lamp Post, Concrete Wall, Generator - Fusion, Oil Lamp, Floor - Curve, Floor - Small, Railing
4. Far Harbor (DLCCoast.esm) has 83 objects in blueprint (10 %), of them 0 connected to power grid.
Used in objects: floor
5. Contraptions (DLCworkshop02.esm) has 21 objects in blueprint (2 %), of them 1 connected to power grid.
Used in objects: Conveyor Storage, Stairs, Ammunition Plant, Sorter Right, Conveyor Belt - Straight, Conveyor Belt Lift, Conveyor Belt - Downward Ramp, Conveyor Belt - Right Turn, Scaffolding Railing, Conveyor Belt - Left Turn
6. Vault-Tec Workshop (DLCWorkshop03.esm) has 11 objects in blueprint (1 %), of them 0 connected to power grid.
Used in objects: Bed, Fluorescent Ceiling Light
7. Homemaker - Expanded Settlements (Homemaker.esm) has 204 objects in blueprint (25 %), of them 0 connected to power grid.
Used in objects: [HM] Tarberry, fence, Greenhouse Table, Street Lamp, Stool, Table, Cooking Station, [HM] Fresh Carrot Planter, [HM] Fresh Corn Planter, [HM] Fresh Melon Planter, Radio, Light, Shack Wall, Bunk Bed, Shack Floor, Terminal, Bed, safe

8. Sim Settlements (SimSettlements.esm) has 25 objects in blueprint (3 %), of them 14 connected to power grid.
Used in objects: Old Wood Stairs - Extra Wide, Full Granite Stairs - Wide, Full Tall Granite Stairs - Wide, Recreational Plot - Wood - 2 x 2, Martial Plot - Concrete - 2 x 2, Commercial Plot - 2 x 2, 2x2 Foundation - Concrete, Advanced Industrial Plot - 2 x 2, Industrial Plot - 2 x 2, Martial Plot - 1 x 1, Settlement Flag - Flying

9. Better Manufacturing (Better Manufacturing.esp) has 12 objects in blueprint (1 %), of them 3 connected to power grid.
Used in objects: Mod Recycler, Armor-Disassembler, Ammo Recycler, Conveyor Belt - Left Branch Joiner, Component Extractor Only Linked, Weapon-Disassembler, Sorter Left, Conveyor Belt - Right Branch Joiner, Conveyor Belt Lift Downward, Chem Utility Builder, Drug Builder

10. Auto-sell Everything (VendorTrunk.esp) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Vendor Trunk

11. Manufacturing Extended (ManufacturingExtended.esp) has 13 objects in blueprint (1 %), of them 2 connected to power grid.
Used in objects: Object Extractor, Conveyor Workshop Storage, Recycler, Conveyor Belt - Intersection, Auto-Distillery

12. Craftable Turret Stands (TurretStands.esp) has 3 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Turret Stand

13. Switchbox Generator (SwitchboxGenerator 30-AllRad.esp) has 7 objects in blueprint (0 %), of them 7 connected to power grid.
Used in objects: Switchbox Generator [1024], Switchbox Generator

14. More Guard Barricades has 2 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Guard Post (Minutemen)

15. Contraptions - Food Processor (ContraptionsFoodProcessorProvidesFood20BETA.esp) has 1 objects in blueprint (0 %), of them 1 connected to power grid.
Used in objects: Food Processor

16. Sandbag Fortifications (Sandbag Fortifications - Version 2C.esp) has 7 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Barbed Wire Fence, Short Trench

17. The Fridge (TheFridgeWireless.esp) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: The Fridge

18. Converging Conveyors (Converging_Conveyors.esp) has 12 objects in blueprint (1 %), of them 0 connected to power grid.
Used in objects: Conveyor Belt - Turn R, Conveyor Belt - Turn L, Conveyor Belt - Straight - Connection Points

19. Wall Oil Lamps (Wall Oil Lamps.esp) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Wall Oil Lamp

20. Scrap-O-Tron 2000 (X13_ScrapOTron.esp) has 1 objects in blueprint (0 %), of them 1 connected to power grid.
Used in objects: X13 Scrap-O-Tron 2000

21. IDEK's Logistics Station (SimSettlements_IDEKsLogisticsStation.esp) has 4 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Logistics Locker, Storage Beacon

22. Turret Control Panel (TurretControlPanel.esp) has 7 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Heavy Machinegun Turret Mk VII

23. Whirligig Sentry (WhirligigSentry.esp) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Whirligig Sentry Mk IV  [Prototype Disruptor]

24. Settlement Radar Station has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Large Radar Station

25. Settlement Tidy Bot (SettlementTidyBot.esp) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Mister Tidy Station Pad

26. We Are The Minutemen (My_Minutemen.esp) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
Used in objects: Central Command


IF YOU WOULD LIKE TO CUT SOME MODS OUT, you are welcome to use Transfer Settlements Blueprint Editor.