About this mod
Tenpines Bluff Settlement Blueprint fully decorated.
- Requirements
- Permissions and credits
Tenpines Bluff Settlement Blueprint fully decorated, First settlement of the many to come under the Minutemen umbrella, fully decorated, my goal here was to create a settlement that can be made to your own liking. No unwanted or needed mods to download and since it's purely vanilla you can use your own mods and make the changes as you please or just leave it and enjoy it as it is.
This settlement comes with a siren gate closing system but unfortunately Transfer Settlement Blueprint doesn't know how to wire snap on the logic gates thus once the transfer is complete the gates will be closed and non functional so to fix this, the logic gates will have to be unsnapped and stored in the workshop and then replaced back to their original position and then rewired, so once after you've ported away and returned then make the changes. Please take note on how to wire them back by viewing the pictures and or viewing the video below, if you try to re-snap without first storing in the workshop it will cause a CTD. If it becomes a problem you can just omit the logic gates by leaving them in the workshop and replacing the electric gates with manual closing gates. If any questions please ask.
Has one hidden scavenging station in which more can be added.
Added glass windows to the "Shackwalls and Roofs".
Level 2 vendor booths
Added screened in porches.
Logic Gates used
Scraping and Storing Instructions Before Import
Logic Gate Wiring Instructions
This settlement comes equipped with
Importing the blueprint
My other Settlement Blueprints
Finch Farm
County Crossing
Abernathy Farm
The Castle
Starlight Drive-in
Oberland Station
Taffington Boathouse
This settlement comes with a siren gate closing system but unfortunately Transfer Settlement Blueprint doesn't know how to wire snap on the logic gates thus once the transfer is complete the gates will be closed and non functional so to fix this, the logic gates will have to be unsnapped and stored in the workshop and then replaced back to their original position and then rewired, so once after you've ported away and returned then make the changes. Please take note on how to wire them back by viewing the pictures and or viewing the video below, if you try to re-snap without first storing in the workshop it will cause a CTD. If it becomes a problem you can just omit the logic gates by leaving them in the workshop and replacing the electric gates with manual closing gates. If any questions please ask.
Has one hidden scavenging station in which more can be added.
Added glass windows to the "Shackwalls and Roofs".
Level 2 vendor booths
Added screened in porches.
Logic Gates used
- And Gate
- Not Gate
Scraping and Storing Instructions Before Import
- Scrap all of the trees
- Scrap the fridge and tricycle
- Scrap everything inside of the broken house
- Store all of the tato plants
Logic Gate Wiring Instructions
- Connect Power to Siren
- Connect Siren to “And Logic Gate” positive side
- Connect Power to “And Logic Gate” positive side
- Connect “And Logic Gate” negative side to positive side on “Not Logic Gate”
- Connect negative side of “Not Logic Gate” to Master Switch
This settlement comes equipped with
- 17 beds
- 140 Defense
- 100 power
- 36 water
- 2299 item download
Importing the blueprint
- Enable ‘Import original items (not built by the Player)
- Enable 'Import DLC items
- Enable Nuke marker based items'. (I choose this option as I feel it gives the best successful Import and Export).
- Enable 'Import wired power connections
- Enable 'Restore snapped power connections
- Please be sure to read thoroughly the import Success instructions on the Transfer Settlement Blueprint site located in descriptions and the post section as a sticky.
My other Settlement Blueprints
Finch Farm
County Crossing
Abernathy Farm
The Castle
Starlight Drive-in
Oberland Station
Taffington Boathouse