Fallout 4

About this mod

A selection of settlement blueprints for CDantes Transfer Settlement Mod.
Now updated to Version 3!
21 Settlement Blueprints in total!

Requirements
Permissions and credits
Norcaine’s Settlement Blueprints



If you like my blueprints, check out my new Raider Sanctuary here.


NEW UPDATE v3: 

4 new settlements - now 21 in total:
  • Player home at the Sanctuary Red Rocket
  • Sizeable town at Starlight Drive-In
  • Fortified settlement at Graygarden
  • Now new: Mercer Safehouse at Jamaica Plains

Updates to County Crossing and Tenpines Bluff

Many fixes for all Settlements

New system to show necessary preparations when you load up a blueprint
- so you know what to scrap at settlements before starting the import. Getting the info you need when and where you need it.
People who update from Version 2 should check the sticky in the comments.


This is a collection of blueprints to be used with CDante’s ingenious Transfer Settlements mod. I consider my builds detailed and mostly “realistic”, though most also require a lot of mods to work as intended. Bigger settlements (Sanctuary, the Castle and the new Starlight Drive-In, mostly) might also have an impact on performance due to relatively high item counts (this obviously depends on your system and settings). All of the buildings are intended to fit in the game and the settlement they’re built in. Personally, I don’t like when things look too new or too “orderly” in Fallout – it kind of goes against the spirit of the game (at least that is my opinion) – and I consider the “we fucked everything up”-atmosphere rather essential. Just so you know what to expect.


Installation:

  • First you need to prepare in-game for import. You need access to the workshop of the settlement you want to import. Also, there might be items that are better to scrap/store before the import, as they can be difficult to reach afterwards. When you load up the blueprint you will get a screen that shows you what to do.
  • Check the required mods (see respective settlement descriptions below).
  • Download the file for the settlement you want to import, extract the archive and put the .json file in your folder of choice (Any number from 1 to 50). If you install via Mod Manager, make sure there are no other blueprints in the respective folder!
  • Make a save in Fallout 4 (in case anything doesn’t go the way you want it to)!
  • Fire up the Transfer Settlements holotape. Choose “import a settlement from a blueprint” and choose your blueprint. Choose the appropriate options for the import (check DLC items, Mod-added items, marker-based items, wired power connections, restore snapped power connections). For any and all questions concerning Transfer Settlements, see CDante’s mod page.
  • Hit “IMPORT” and wait for the process to finish.
  • Assignable objects (food sources, guard posts, shops, etc.) will not work right away after an import. CDante suggest to let some game time pass for the area to refresh, afterwards everything should work. Personally, I first quicksave (this can take a while) and then quickload. Usually, that seems to be enough.
  • Check your new settlement for missing stuff, collisions with old items and so on and fix these issues.




Required Mods:

Some general words about the required mods: I use a ton of mods for settlement building - so I suppose these blueprints are more for people who like to do some building themselves. Others will have quite some downloading to do. Check the respective settlement sections for info on which mods are needed. They can be seen in the header of the blueprint file as well. My settlements usually require all DLC (or the required mods need all DLC). If a mod is missing the blueprint will still work, but there will be missing items.

For further help with what mods you should install prior to importing I have added the following discrimination in their description:

  • Bold printed links are for structural integrity – so you need them if you don’t want holes in the walls and floating or even missing buildings.
  • Links that are underlined are mods that are required for the functionality of the settlement – they might for example contribute a water purifier, food supply or power conduits.
  • Italicised printed links are for decoration mods that I consider important for the atmosphere of the settlement to come across as intended.
  • All other mods will still improve upon the blueprint – but if you need to prioritise (for example because of a full load order) you might be able to leave these out.



For further recommendations see the sticky post in the comments!



Blueprints:


Sanctuary Hills:

My Sanctuary Hills consists of a warehouse-type main building that sits at the end of town, two and a half inhabited houses, a clinic and a small bar. I wanted to preserve the deserted feeling of Sanctuary as best as possible, so many buildings are left largely untouched. Gives you room to expand if you want. It is not a fortress – there is a road block at the edge of the inhabited part of town and some approaches are covered with small fortifications or fences – but let’s face it: enemies will spawn inside anyway. Has every crafting station including AWKCR and an ammo workbench (if you have the respective mods).


The Castle:

My Castle is a rundown shantytown. It has a small trading area and a greenhouse for food supply. There are several crafting workbenches and of course defences are pretty good. The walls are fixed as well – though it’s hardly more than a patch job. And it has many little buildings that are about to fall apart – as well as some improvised living quarters in rail cars and shipping containers


Abernathy Farm:

Adds a few more buildings to Abernathy Farm. It turns the field into a courtyard for the settlement. The southern building is a greenhouse with a living area on the second floor. Features a food store and there is a handful of turrets on the rooftops as well.



Tenpines Bluff:

Adds a small barn to the settlement, as well as a second building with beds. There is now a store in the ruined house. Everything is small and cosy.


Sunshine Tidings:

I enlarged the central warehouse type building and built a wall around the entrance. Built as Mercer Safehouse.


The Slog:

Turns the Slog into a walled settlement with several buildings, workshop (with crafting area), small greenhouse and a clinic.


Nordhagen Beach:

Just adds a small house, a second shack, defences and some decoration.


Oberland Station:

A warehouse that features a small courtyard that is used as a plantation. The rest is built around that. Has a general store, crafting workbenches and a handful of defence turrets.


Outpost Zimonja:

A small building around the old Outpost. Built as Mercer Safehouse.


Hangman’s Alley:

Features a small greenhouse, a “bureau” for the Salvage Beacon team (if you have that mod) and a bunk house made of an old rail car.


Spectacle Island:

Adds a small harbour area to Spectacle Island with two houses, two shacks and a picturesque pier with a view of the Castle and the Boston downtown area. All crafting workbenches are available and the main building can be used as a player home.


Murkwater Construction Site:

Adds a half-sunk church to Murkwater Construction that serves as an outer wall for a ramshackle conglomeration of huts that pile up almost to the roof.


County Crossing:

Turns County Crossing into a fortress – I thought of it as a repurposed pre-war prison. High walls, turrets – it's all around pretty safe.


Kingsport Lighthouse:

This blueprint turns Kingsport into a Raider Outpost – however it has everything required for a normal settlement, too. All crafting stations are available (including AWKCR) and the defences should be more or less adequate.


Far Harbor Visitors Center:

I tried my best to keep it in line with the overall feeling of the island and Far Harbor - few light sources, no electricity (the cables are just decorative) and few bright colours - everything looks rather rundown and bleak. Has a crafting area, a small plantation outside and the central part of the building with the collapsed roof now is a greenhouse.


Basement Living Storage Warehouse:

Surprisingly, this requires BasementLiving.esp. It is a large basement that was turned into a home. For details on how Basement Living works check the mod page. The basement is very detailed and comfortable. It has every crafting workbench, including AWKCR (if you use it) and a lot of storage. The lighting is tuned so that it works both with and without the default lighting that comes with Basement Living (this is potentially mod dependend of course). It can be toggled next to the fusebox.
Spoiler:  
Show
Known issues: Transfer Settlements apparently thinks that the fusebox is player built - meaning it will be included into the blueprint. And that means you will create a duplicate with every import. You can move one of them through a wall or the floor with Place Everywhere.
Settlement Slot: 16
Item count: 857
Number of beds: 1
Mods:
BasementLiving.esp
CR_OuthouseCollection.esp
AlternateSettlements.esp
ExpandedSettlementBuildings.esp
InsulatedConduits - Half Cost.esp
dinoshelf.esp
Homemaker.esm
SettleObjExpandPack.esp
CREAtiveClutter.esp
OCDecorator.esp
BuildableBurningCampfires.esp
Eli_Crafting Shiz 9000.esp
SignsOfTheTimesPosters.esp
BetterStores.esp (*)
Wall Oil Lamps.esp
g2m_Workshop_Nexus.esp
Lore Friendly Posters.esp
LooksMirror.esp
LivingInterior.esp
JustDebris.esp
ArmorKeywords.esm
AdvBubbleTurretSet-RealNP.esp
Eli_Armour_Compendium.esp


Basement Living Fallout Shelter:

This requires BasementLiving.esp. A small basement home with just the basics. Crafting is available for weapons and armor.
Spoiler:  
Show
Known issues: Transfer Settlements apparently thinks that the fusebox is player built - meaning it will be included into the blueprint. And that means you will create a duplicate with every import. You can move one of them through a wall or the floor with Place Everywhere. Afterwards wiring should work as intended.
Settlement Slot: 17
Item count: 333
Number of beds: 1
Mods:
BasementLiving.esp
dinoshelf.esp
OCDecorator.esp
CREAtiveClutter.esp
AlternateSettlements.esp
g2m_Workshop_Nexus.esp
Eli_Crafting Shiz 9000.esp
Homemaker.esm
SignsOfTheTimesPosters.esp
WastelandBillboards - Signs.esp
JustDebris.esp
SettleObjExpandPack.esp


Red Rocket:

Turns the Red Rocket near Sanctuary into a Player Home. Has lots of storage space, displays for collectables and all crafting workbenches. Has some Raider items hidden around the place. If you don't want to use them feel free to consider them mere decoration.


Starlight Drive-In:

Creates a large new town at the Starlight Drive-In. It is centered around salvage, with it's own market place and farm.


Graygarden:

Adds a small settlement around Graygarden. It is composed mostly of Reginalds Prefabs, so I didn't have to put too much work into this. Has some fortifications, some crafting workbenches and a general store.


Jamaica Plains:

Turns the two ruined houses into a small settlement. Has a crafting area, food supply and a robot workbench. Built as a Mercer Safehouse.



(*) The Nexus version of "Better Stores" is currently unavailable (and has been for some time). The author states that some items might be missing in the bethesda.net version - not sure if this affects these blueprints, however.
As the .esp names have been changed for the bethesda.net version, you need to rename them manually to the format these blueprints expect (CDantes mod will otherwise discard the items during an import even if the mod is downloaded). The file names must be:
BetterStores.esp
BetterStores - Main.ba2
BetterStores - Textures.ba2
BS - FarHarborExpansion.esp
BS - FarHarborExpansion - Main.ba2


You could also try to replace the filenames in the blueprints to your version (not just in the file header but for each item). In theory, it should work either way.

Special thanks to Ranaline for providing the link to the bethesda.net version and solving the filename issue!




Credits:

CDante for Transfer Settlements – this would not have been possible without his work. Thank you!
TheLich for Place Everywhere – couldn’t and wouldn’t build anything without this.
The authors of every single mod listed above for their great additions to Fallout 4 settlement building.
DieFeM for Transfer Settlements Blueprint Manager.
All screenshots are made with Decent ENB