Fallout 4

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Installation Instructions

American Gothic House at Somerville -- A Transfer Settlements Blue Print.

I built this settlement with Desperado/Badlands 2 mods installed. So, the terrain was fairly barren. These mods eliminate the grass that pokes through floors, but they are not required. The console command scrapall clears the terrain including the dreaded pokey-through grass.

The blue print is numbered 19. If you already have a BP with that number, just change the number for the Somerville BP folder.

Installation Steps:

A. Quick and dirty installation.

Copy the Somerville folder (#19) to your blueprint folder. Do a scrapall to the settlement. Install the building permit.

B. Detailed installation steps.

1. F4SE. Install the latest version of F4SE (https://f4se.silverlock.org/).

2. Transfer Settlements. Install the latest version of Transfer Settlements. (https://www.nexusmods.com/fallout4/mods/22442)

3. Download the Mod File. I install BP's manually. Unzip the file and place the folder #19 into Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints. I imagine that the mod managers will work fine. I just haven't tested it.

4. Mods. Mods required for the build.
a. Nuka World elements are used by some of the building mods.
b. The buildings and outdoor "hardscape" were done with Snappy House Kit. (At least 99% of the objects.)
c. Northland Diggers and CREAtive Gardens were used for the floral gardens. If you prefer doing your own gardening, leave those out. The garden areas will be bare and the added grass, agave, etc. will not appear.
d. I used Homemaker for some chain link fencing around the corn field. I believe that's all. So you really don't need it.
e. Settlement Objects Expansion was used for hidden lighting --the invisible Omni Shadow Spheres and Spotlights -- and also for the waterfall in the rear. The Omni lights do not require power. The Omni spheres are normally invisible. However, after a restart, you often have to enter/exit workshop mode to make them disappear. Who knows why? Some requirement not being met at start up.

5. Site Preparation. Use the console command ~ scrapall to clear the settlement of all objects. Only the workshop will remain standing. Transfer Settlements: "Nuke Before Installation" may also work -- it doesn't work very well for me, however.
a. Workshop Placement. Write down the x,y,z location of the workshop, since it will be buried after the import. And then you may have to use tfc or tcl to find it. After the build move it to where you want it with setpos and setangle, or if you prefer, moveto player and setangle x 0.
b. Recommended Option. Move the workshop to this location before you import the BP. Use setpos to move to these co-ordinates.
x -35606,
y -89727,
z 2365.
And setangle z 270.

Those co-ordinates will place the workshop in a little shop where the chem station, weapons bench and armor bench will also be found. Or you can move the workshop to anywhere you prefer.

The move will put the workshop up the hill. After the build, it will be inside a little shop.

6. Import. Find [Settings] Transfer Settlements in your Pip Boy Misc tab. Configure TS if you haven't already done so. This BP doesn't have any power connections, or original objects (other than the workshop), animals or anything special to import. It doesn't matter if you have those checked, though. Except the water markers for the waterfall (they're important, see below).
a. Click on Import Settlement blue print, scroll down to the Somerville BP.
b. Click on it, then click Import this Settlement (#19).
c. Be sure to click Enable Markers in the menu that appears. I think you have to click Import this Settlement again after any changes to import requirements. (There are 2600 objects so it will take 20 minutes or more.)
d. Personal preference. I like to choose build from the ground up. You can clearly see the objects going in and know what elements were involved in building it as the foundation and walls go up.

7. Furnishings. There is no interior decoration in the current BP, other than the fireplace and wall paper. (Omni spheres are invisible.) So, consider this BP as a modder's resource. You will want to personalize the furnishings to your own taste. I see the main room as a living room with the kitchen and breakfast nook to the rear -- bay window area. The fireplace room as the parlor. The green room with sun porch as the bedroom. The loft? I don't know -- a place to bask in the sun under the skylight and take your afternoon tea. Maybe play chess or read a book. There are three bunks in the bunkhouse for the original farm family and work benches in the shop.

C. Issues and Problem Areas

Unwanted Plants. Desperado/Badlands replaces a number of plants with cactus and other plants. Hopefully those revert to something decent in your landscape environment. One exception is the agaves -- blue and striped. I have several of these in my own yard and couldn't resist adding them manually. You probably will want to remove them.

Ground Bleed Through. This problem came from Desperado. I didn't see the effect in a vanilla test import. There is ground terrain bleed through onto the floor in the entrance to the bedroom. The ground is a least a foot below the floor, so I don't know why this is happening. It's weird. It also appears bleeding through some of the foot paths and even onto the flowers planted there. It acts like a decal and I believe it may have been a pile of leaves in the vanilla landscape. It can't be removed through normal means.

Grass Poking Through. Scrapall removed all the grass in my Desperado/Badlands environment in the build area. True grasses and Badlands Grass adds it back, if you use those. In a normal vegetated environment, you may have grass poking through the floor. For screenshots, you can remove the grass with the console command ~ tg (toggle grass).

Minor issues. I'm sure there are a number of plants floating above ground and a few carpentry/masonry joints that don't quite line up. I tried to catch as many of these as I could. You may even find some unused building materials just lying about. Let me know about those, I'll want to remove them for later versions.