Fallout 4

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Septpas

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Septpas

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About this mod

A Neat Modern Cozy Smooth and Unabbreviated Home Plate.
It is made of 639 comfortable objects immersed in warm light...

Requirements
Permissions and credits
Changelogs
Welcome to the Neat Modern Cozy Smooth and Unabbreviated Home Plate.

It is made of 639 elements and features:


- A Bed
- Chemical and Cooking Stations, Ammunition and Weaponsmith Workbenches.
- Terminals
- A Decontamination Arch
- A Clock
- Living room, bathroom, kitchen, bedroom.
- Seats

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What is needed:

- Transfer Settlements - Shareable Settlement Blueprints. The blueprints maker.
   - Fallout 4 Script Extender (F4SE). Needed by Transfer Settlements.
   - HUDFramework. Needed by Transfer Settlements.

Game DLC:
- Wasteland Workshop (DLCWorkshop01.esm): Some Decorations, Decontamination Arch, Garden Plots, some Lights.

Required mods:
- Alternate Settlements v1.2 and above. Most Walls, some Grounds, Pillars. This is the required SKE version. *
   - Settlement Keywords Expanded SKE. Needed by Alternate Settlements.
- Settlement Objects Expansion SOE v1.6.8 and above. Some Walls, some Grounds, Light sources, Water tiles, Decorative Plants, Grass.
- HZY-Furniture and Decoration 1.6+. Most Furniture, some Decorations.
- CREAtive Clutter v14+ (Bethesda.net). Some Furniture, most Decorations and Clutter. The old version used to make this BP is in Miscellaneous Files.
   - Settlement Menu Manager v0.1.4+. Needed by CREAtive Clutter.
Homemaker v1.55.1+. Terminal, Trunk, Wall Safe, some Decorations.
Northland Diggers v1.4+. Decorative Plants, Rocks.
- Snap'n Build v2.0+. Most Grounds, some Walls, some Posts.
PCPO - Power Conduits and Pylons Overhaul SKE v2.0+. The connectors. The SKE version is required.**
   - (Reminder) Settlement Keywords Expanded SKE. Needed by PCPO.
Simply Modular Housing v0.06+. The Wooden Beams, some Walls.
   - Optional for Simply Modular Housing: SMH Retextures v0.2+. Textures are darker. No esp, just texture files. It is better (IMO).
Renovated Furniture v5.1+. A few Furniture.
Renovated Decorations v3.6+. Rugs and Curtains.
Armor and Weapon Keywords Community Resource (AWKCR) v8.5+. Armorsmith and Ammunition Workbenches.
Woody's Wasteland Stuff v4+. Aquarium, Bird Cage, Cigars.
- Weaponsmith Extended v2.23.2019+. Optional!! Just one decorative Japanese Sword Set. Very good mod but difficult to install.

* If the non-SKE version of Alternate Settlements is installed in your game and you want to install the SKE version, you should know that risks breaking the Workshop Menu (for AS).
So, you may have to go back to a previous savegame. Or try to repair the Menu with Workshop Menu Missing Tabs Fix.
** PCPO - Power Conduits and Pylons Overhaul: I could replace the non-SKE version with the SKE's OK, but you should verify the Menu carefully if you do.
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Important mods for settlement management:
Scrap Everything. You'll need that mod or equivalent if you want to clean the place
before installing this blueprint to collect resources.
Should be placed after the settlements esp files in the loading list to avoid possible reappearance of scraped objects.
Place Everywhere. An must if you need to manipulate objects.
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This settlement blueprint comes with a plugin (esp file).
It takes care of the things that should be done before installing the blueprint.

The plugin removes almost everything including:
- All vertical pillars.
- All twisted metal plates on walls and ceilings.
- The ground of the first and second floor and the stairs.
- All horizontal wooden beams making the corners between walls and ceilings.
- All horizontal wooden beams on the ceilings upstairs.
- The four ventilation grids.
- All furniture and objects.

What remains:
- Most horizontal wooden beams on the ceilings downstairs.
- All diagonal wooden beams downstairs and upstairs.
- Some horizontal wooden beams in the highest room downstairs and all beams on the walls upstairs... See the screenshots.

In Miscellaneous files, there are screenshots of Home Plate empty and ready for the blueprint installation (v1.01).

The Power Switch (100 elect) is moved near the Workbench but the blueprint cannot connect it to connectors. So, a Generator-Fusion is built and put outside of the apartment, behind the Cooking Station wall.
If you can hear it and you don't like the sound, you can connect the Power Switch to the main Connector instead (it is right under the Power Switch) and scrap the Generator-Fusion.
You'll need to use the console command tcl to go grab the connector underground and to go outside of the cell to scrap the generator.

The original Power Switch seems to be still in its original place. You should use the 'disable' console command to remove it.


The esp does not move the Workbench, so it is up to you to place it near the Red Trunk and the Wall Safe.
Open the console, click on the Workbench and enter the following coordinates:
They are present in the printable text file in Miscellaneous files:
setpos x 1011.0
setpos y -279.53
setpos z 69.47
setangle z 338.84
setangle z 338.84

Enter the last coordinate twice to remove the tremor (use the Up arrow to call the latest command).

Another solution would be to use the mod Move that Workbench!
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Some sounds can be annoying and there is a Radgull in my settlements whose cry can be bothersome, but in Home Plate, there is this incomprehensible and deafening rumbling that is properly too much.
In Miscellaneous files there is a mod with various silenced objects.
With a manual install, you can pick and choose:

data\sound\fx\npc : removes the 'voice' of Radgulls and Brahmins (not other sounds).
data\sound\fx\Dlc02 : removes the sound of the Generator-Fusion.
data\sound\fx\amb\exteriors: removes the metal agony sound in Hangman's Alley (and other places but not the ones in some houses in Sanctuary and other
     places).
data\sound\fx\amb\interiors: greatly diminishes the deafening rumbling in some interiors (not other ambient sounds) (Home Plate, Prydwen, Caves, Subway,
     Tunnels, Vaults and Generics).
data\sound\fx\ui: - Pipboy : removes the hum and changes the light On/Off sound to discrete.
                                - Terminals : removes the hum.
                                - Workbench : removes the sewing sound that sometimes stays with a settler (i.e. in County Crossing).
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Installation:


- The plugin zip file can be installed with Mod Organizer, NMM or Vortex.
To install it manually:
Copy the esp file in the \Data directory of the game.

- The blueprint must be copied manually to:
MO: Copy the blueprint .json file in ...\Mod Organizer\mods\TransferSettlements\F4SE\Plugins\TransferSettlements\blueprints\1 to 50
NMM: Copy the blueprint .json file in ...\Data\F4SE\Plugins\TransferSettlements\blueprints\1 to 50
Vortex: It should be similar to MO with a different path. See where it placed the install of Transfer Settlements or maybe the one of F4SE.

- Silent Radgull-Brahmin-Rumbling-Generator-Sewing-Hangman's-Pipboy-Terminal can be installed with a mod manager.
You can also install manually only the sounds you want removed to:
MO: ...\Mod Organizer\mods\'a name'\data\sound\fx\
NMM: ...\data\sound\fx\
Vortex: Should be similar to MO with a different path.
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To make Home Plate a place to send your companions to (and more): Home Plate Workshop Settlement
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This blueprint is free!
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Transfer Settlements settings

The following details are in the text file in Miscellaneous files.

Options to be activated:
- Import DLC items
- Import mod-added items
- Import or nuke marker-based items   ***Important*** This must be activated by you.
- Import wired connections
- Restore snapped power connections
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About the screenshots
Here are some of the mods bringing 'visuals' in the screenshots:
- ENB + Reshade presets "GrimWolf Institute ASD". Brings the pixel crispiness, the contrast and the fine colors, especially at dawn and dusk.
- HD texture pack DLC
- Enhanced Lights and FX
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Possible problems and solutions:

Until you find the Magazine "Picket Fences #2" in Hardware Town near Diamond City, vanilla "High-tech Lights" (seen in corporation buildings, lobbies, bars) may not function in the settlement. You may need to replace them.
They are in Power/Lights but don't appear in the menu until you get the magazine.
So, if you see lamps that are switched off, it is probably because of this.
The six orange dome-like table lamps are among that group.

How to: For the change to be done without spending components, just store the lamp in the Workshop (Tab), then go to Power/Lights, and place it back.
To put it exactly where it stood (if Place Everywhere is installed):
Store the coordinates of the faulty lamp with = (next to Backspace) and place the new one with 0 (zero).
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Merging plugins

It is not possible to merge my settlements plugins (with FO4Edit) without keeping the original ESPs as masters. But many other mods can be so, here are two methods to merge plugins if you are close to the 256 ESPs limit.

-- TUTORIAL - HOW TO MERGE ESPs

-- Step by step general method:
- Find the plugins you use that have no files attached, just an esp file.
In the 'Plugins' window of your mod manager, click/hover on one of those esp. That displays the list of the master files needed by it.
If the only masters are Fallout4.esm and/or a DLC's esm, then that esp is a good candidate.

- Open FO4Edit with your mod manager.
- Select all the plugins.
- When they are loaded (wait for the message "finished"), open, in the left panel, one of the mods you found previously.
- If all its records are part of both that particular mod and Fallout4.esm (or a DLC's esm) and to no other, then you can transfer them into your merged mod.
The records presence in mods or esm is displayed in the right panel.
In the tree of the candidate mod (left panel), right-click on each chapter and choose "Deep copy as override into..." then "new file" or the file where you are grouping those mods.
There should be no message.
If there is one telling you the original mod's esp, or any other mod is a master, cancel the copy, erase the changes and try with another one.
- When all is done, save with Ctrl+S or simply exit FO4Edit.

Making ESLs out of some ESPs:
Patches and other plugins that have the game ESMs, plus a plugin that you use (so it is present anyway), as masters can be saved as ESLs after you copy (Deep copy as override into...) all the data they contain to a new plugin.
Remember that ESLs must not contain a lot of records so, only small mods should be saved as ESLs.

If you use MO2, you must take the file in Mod Organizer\overwrite and install it.
If you use NMM, FO4Edit places the new file in the right game directory.
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My other blueprints:
NMCSU Settlement Blueprint - Abernathy Farm
NMCSU Settlement Blueprint - Boston Airport
NMCSU Settlement Blueprint - County Crossing
NMCSU Settlement Blueprint - Covenant
NMCSU Settlement Blueprint - Croup Manor
NMCSU Settlement Blueprint - Finch Farm
NMCSU Settlement Blueprint - Graygarden
NMCSU Settlement Blueprint - Greentop Nursery
NMCSU Settlement Blueprint - Hangman's Alley
NMCSU Settlement Blueprint - Jamaica Plain
NMCSU Settlement Blueprint - Nordhagen Beach
NMCSU Settlement Blueprint - Oberland Station
NMCSU Settlement Blueprint - Spectacle Island
NMCSU Settlement Blueprint - Starlight Drive-in
NMCSU Settlement Blueprint - Sunshine Tidings Co-op
NMCSU Settlement Blueprint - Taffington Boathouse
NMCSU Settlement Blueprint - Tenpines Bluff
NMCSU Settlement Blueprint - Zimonja Outpost

NMCSG Plugin - The Castle ready for any Blueprint

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Credits:
To all the mods making this blueprint.
If you find the objects pleasant, think of endorsing those mods.
Special thanks to Cdante for Transfer Settlements that gives reasons to build something better than if it was just for oneself.


Discredit:
To Bethesda for their culpable indifference about the Workshop hugely inadequate interface since modders added thousands of objects.
That doesn't fit well with the billions dollars that firm made with this game!
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I am not anglophone, so there might be some oddities.
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