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Daniele Matteo Cereda -Gina Melasonolavatava- Raptorigi

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RaptorIGI

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About this mod

I've scrapped ALL the settlement, but i've manteined a similar configuration of the main building and the swimming pool.
This settlement is expanded, with a diner and 2 more building, plus the main "old but new" building have 2 floors now.
44 beds, all shops, more than one bar-point, 999+ defense, 2 swimming pools, 1 tarberry-water pool.

Requirements
Permissions and credits
Create a folder "46" in your "Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints\" path.
If you already have a folder with "46" number, rename with another and not used number.


I've scrapped ALL the settlement, but i've manteined a similar configuration of the main building and the swimming pool.
This settlement is expanded, with a diner and 2 more building, plus the main "old but new" building have 2 floors now.
44 beds, all shops, more than one bar-point, 999+ defense, 2 swimming pools, 1 tarberry-water pool.

So, don't be afraid to SCRAPALL in console-command.

The number of object imported from blueprint is over 8000, so Vegeta will not get angry. But most important, even with theese over8000 the settlement will stay "light", because the "scrapall" remove many decals, debris and more annoying stuff. So your graphic engine must deal only with new stuff.

So, we can proceed:

Savegame first.

Scrapall when the settlers are sleeping. Better this way, less original game-markers will remains, or you will see settlers crop inside the full-watered swimming pool.
It wil take some seconds, or one minute or two.
After, save again, better be sure.
Wait 2 sec, scrapall again.

Then you're ready to import the new settlement.

First thing first: i've used some mods, but not all are required: you can use vanilla furniture if you want, and ignore some.
So, please, relax. If you don't want use some mods listed it's simple: don't use them. Use just the main where i've wrote "required".
The rest are just "extra", aesthetics, maybe some good use but still extra.
DLC are required? Yes and no. Yes if you want use even DLC items, no if you
don't care about DLC items. There will be just an empy room (barber
shop) and just a need to replace the medical vendor register with a
Vanilla one or with clinister's one.

If you don't like the blueprint, just don't use it, there are plenty of blueprint for this settlement. Easy.

44 beds
120 water
Over 100 food
999+ defence
500+ energy
Cats-traps, dogs-traps, brahmin-traps.
3-4 bar\restaurant (1 Clintsters Vendor Cash Registers, 1 Slocum's Joe all inside the diner. 1 in one building, it's a Settlement_Marker "dancer" bartender on the floor, in the big kitchen. 1 SOE near the main swimming-pool, it's the ice-cream register)
All the shops.

Like the last 4 blueprint: no skimpy or semi-nude picture this time, sorry.
I had problems because of people who do not like them, and because of mine forgetfulness to insert in the tags "skimpy" and "naked" once.

Needed and optional mod-list:
>AnnoyingObjects - Optional. It's for the decals-debris inside the big house. Even if you replace everything, the "dirt" effect still persist. 
>Settlement_Markers - Required for Tarberry and parts of the buildings.
>Build Your Own Pool - Required for water in the 2 swimming pools and ceramic tiles in main building.
>Bob's Iguana Diner Required. Need The Master Plan mod
>Clintsters Vendor Cash Registers Optional. You can place Vanilla's or DLC's one
>CREAtive Clutter - Optional, if not used you can replace all furniture, lights and more with Vanilla or another mod.
>CWSS Redux v2 - Craftable Working Showers Sinks Baths Toilets Urinals Kitchens etc - Optional, if not used you'll replace with Vanilla's creepy ones, or Vault DLC thing in the 7 bathroom if you want.
>Dicky's Pinup Outfit CBBE - Optional. Just a skimpy outfit for female bartender. As usual, it's for fun.
Do It Yourshelf - clutter for shelves and bookcases - Optional, if not used you can replace all furniture
Easy Homebuilder and Working Double Beds (Rebuild your Sanctuary) Required. 2 Houses are from this mod. Many doors. Many things.
Ground Required.
Instabell - Gather all Settlers INSTANTLY - Optional
Mod Configuration Menu Required
Multiple Floors Sandboxing - Reccomanded
Office and Store Buildings - Optional. Used only for the Diner's door, the only one compatible with Auto-doors 2.8. You can use bob's iguana diners one if you want, but it will not be automated.
Real Troughs - New Brahmin Feeders (standalone) - Optional, just for one brahmin feeders and one caravan post. The rest
have nukaworld only. Vanilla caravan post and vanilla brahmin feeders
sometimes don't appear inside the workshop menu (with or without mods
don't change, it's a bug).
Settlement Objects Expansion Pack Required. For cooking stove, lights, glass, some more objects.
Settler Sandbox Expansion Reccomanded
SnapBeds - Usable Bunk Beds - Mix and Match Beds - Optional, if you want use classic\vanilla, just remember there's almost 20 rooms to fill.
Snappy HouseKit - Required. All the structure, all the port (with Ground) is builded with this.
Starlight Drive-In And Diner - Lighting - Optional, for the diner's light
The Master Plan - Required for Bob's Iguana Diner
Transfer Settlements - Shareable Settlement Blueprints
Workshop Workbench Marker - OPTIONAL: if you want to move your settlement's Workbench.
Workshop Rearranged - Required.
Happy Maker 9000 - Optional - Many radios are stuck in the supports of the snapbeds mattresses

From Creation Club (if you have it)
> Slocum's Joe vendor inside the diner.

My other work:

Longfellow's Cabin Little Village

https://www.nexusmods.com/fallout4/mods/35386

Somerville Place Little Place
https://www.nexusmods.com/fallout4/mods/35355


Egret Tours Marina Little Port
https://www.nexusmods.com/fallout4/mods/35354

Oberland Station Little Village
https://www.nexusmods.com/fallout4/mods/35233

Covenant Little Village
https://www.nexusmods.com/fallout4/mods/35193

The LITTLE Castle
https://www.nexusmods.com/fallout4/mods/35167

Taffington LITTLE Boathouse
https://www.nexusmods.com/fallout4/mods/35094

Starlight Drive In Little Village
https://www.nexusmods.com/fallout4/mods/35049

Murkwater construction site Little Village
https://www.nexusmods.com/fallout4/mods/35000

Echo Lake Lumber Mill - Mansion and more stuff
https://www.nexusmods.com/fallout4/mods/34118

Red Rocket - Little Village
https://www.nexusmods.com/fallout4/mods/34327

Abernathy Farm - Little Village
https://www.nexusmods.com/fallout4/mods/34329

Tenpines Bluff Little Village
https://www.nexusmods.com/fallout4/mods/34486

Sanctuary Little Village
https://www.nexusmods.com/fallout4/mods/34600

Outpost Zimonja - Little Mansion
https://www.nexusmods.com/fallout4/mods/34691

Nuka Red Rocket Little Village
https://www.nexusmods.com/fallout4/mods/34698

Greentop Nursery Little Village
https://www.nexusmods.com/fallout4/mods/34733

Fallout 4 Coastal Cottage Little Mansion and Cottages
https://www.nexusmods.com/fallout4/mods/34788

Vault 88 - A little tiny vault...or not
https://www.nexusmods.com/fallout4/mods/34864

Kingsport Lighthouse Little Village
https://www.nexusmods.com/fallout4/mods/34948



NEXT BLUEPRINT RELEASE
:

>Re-working on Nuka Red Rocket, i'm trying to create a perfect assembly line for
the attacking raiders\gunners\supermutans who attack, to get them to end
up directly in the auto-butcher machine. They appear, boom from 30
missile turrets and gun\shotgun turret. Butchered, caps\weapons\items
gained without any hardwork.
>Warwick is causing problems, too much water around me, I have to level with layers of ground.
>Dalton farm is a pain in the ass.
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