About this mod
Walls help defend your settlements. Good walls take forever to build! New Design Paradigm Blueprints has got you covered! We have a Hub of blueprints to fit many needs on settlements. NDPB has; light mod reqs, Covenant walls and featuring: Focused Kill Tunnels (FKT), Button Activated Decor (BAD), and Grid Standards Technique (GST). Come see...
- Requirements
- Permissions and credits
Our blueprints are certified to work with all corporate technologies including;
Vault-Tec., General Atomics, Poseidon Energy, Mass Fusion, Nuka-Cola, Slocum’s Joe, West Tek, and RobCo Industries, to name a few…
New Design Paradigm (NDP) features;
Simplified settlement blueprints Stages, light mod requirement, with Covenant style walls and
introducing: Focused Kill Tunnels FKT, Button Activated Decor BAD, and Grid Standards Technique GST.
FKT provides a small corridor to enter a settlement where defenses can be focused. Good for
settlements with no natural choke points, where caravans and visitors can pass safely but hostiles get Fuc**ed.
BAD includes; Push Button Doors PBD, and Spotlight Renewal Objects SRO.
PBD; Only The Sole Survivor can push a button which opens the door for 10 seconds, but NPC’s and Dogmeat cannot.
SRO; Spotlights have a glitch where sometimes the light doesn’t show. The easy fix is to turn them off then back on. This is a simple reset button which you push, it goes off then back on resetting it for you.
GST bits; Grid Node Conduit GNC and Grid Node Lights GNL.
GNC are conduits tied into the power grid for easy placement of objects which require power, be it direct connection or radial power.
GNL is simply a light at a conduit to make the conduit easier to find.
Each Settlement has it's own Stat Card Details, here are some common traits for the stages;
NDP Stage 1 Design Standards (slot x1)
Standard Stage 1 is just bare bones; A wall that travels near the perimeter of the settlement
border utilizing; FKT, BAD, and GST. It will have many empty turret stands.
There is now a Stage 1 All in one.
NDP Stage 2 Design Standards (slot x2)
Stage 2 will add turret stands, adds turrets to turret stands, and will add a few turret spotlights (on turret stands) which have SRO's. It includes a Stage 2 Suite of items, and will also add any missing basic workbenches.
The Stage 2 Suite items added are; Brahmin Feed Trough, Cooler or Tool Chest (for Firework Shells), Decontamination Arch, Dog Houses (3), Fast Travel Target (mat), Firework Launcher, Nuka-Mixer Station, Pommel Horse, Scavenging Station, and Vault-Tec Population Management System. Finally, a Recruitment Radio Beacon added but not connected to power grid, so settlers are not showing up during settlement stabilization period.
Stage 2 Variables
Beds, Food, Power, and Water vary by settlement.
Beds are only included in some of the blueprints (in the form of bunkhouses) as some settlements start with buildings that can be used for beds, so in those settlements, you will have the freedom to decide for yourself where beds go.
Food, Power, and Water specifics are listed in the Stat Card Details.
There is now a Stage 2 All in one.
NDP Stage 2d Design Standards (slot x4)
Stage 2d has everything from Stage 2, Stage 2 Suite, and then adds a Deluxe Suite; Robot Workbench,
Deluxe Mechanist style spotlights (instead of turret spotlights), Trade Caravan Post, a few more turrets on stands, and
some fun labels here and there.
There is now a Stage 2d All in one.
Mod Requirements are;
DLC, ~ I assume most people these days have all the DLC ~
Many mods (and this) require Fallout 4 Script Extender (F4SE) you likely already have this.
Transfer Settlements by CDante is required (should be obvious)
and it requires HUDFramework by registrator2000
Snappable Covenant Walls - SMM - Standalone (Light ESP Version) by Babaloo321 is required (ESL)
and it requires Settlement Menu Manager (SMM) by cadpnq
Detailed Sanctuary Hills description.
This is a wall around Sanctuary that passes under the bridge. The walls terminate at the NE Blue House. The Root Cellar is behind this house and the build area touches the edge making it impossible to build around (without mods that change build area). Wall has 5 "Gates" with push button doors PBD – with buttons on both sides. Only player can interact with the buttons so no dog and no NPCs can open the doors. Each PBD has 2 turret stands. There are other turret stands; along wall, at corners and a few other points. The bridge is open so caravans and any other NPC can only enter Sanctuary via the bridge. Sanctuary does not have FKT, because of it's bridge. The PBD require 1 power each to open, but because there are 5 PBDs, I have included a 5 energy generator to make sure game engine is happy. Many of the exposed Grid Node Conduits GNC have Grid Node Lights GNL Sanctuary uses industrial wall light, so the GNC are easy to find, making it easier to tie in to the power grid for your own modifications.
Stage 2 has 2 spotlights with SRO’s; One NW side near Vault 111, the other at Sanctuary Bridge.
Note; Originally, I would clean up settlements before building a little bit, as it made it easier to build.
As time went on I stopped doing any cleaning as to place things around the stuff already there, to make these
more compatible with builds that did not clean the settlements first, so no trash overlap.
Stat Card Style Specific Details;
*** These are adjusted to fit better on phone screens ***
Sanctuary Hills (Location 10) Stage 1 – slot 11 has;
32 empty turret stands. 27 along wall, 5 non-wall.
1 Medium Generator (5) Power 5
Exposed GNC 18 Hidden GNC 5 GNL (industrial) 18
5 “white” Powered Door PBD
Food (native) – 1 Gourd 2 Melon Food 1.5
Sanctuary Hills Stage 2 – slot 12 has; Stage 2 Suite
34 turret stands; 27 with Heavy MG turrets.
2 Turret Spotlights with SRO’s; Def 220
1 Water Pump (3), 2 Water Purifiers (20) Water 23
1 Medium Generator (5), 1 Large Generator (10) Power 15
Exposed GNC 31 Hidden GNC 6 GNL (industrial) 19
5 “white” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato (20)
Food (native) – 1 Gourd 2 Melon (1.5) Food 21.5
Sanctuary Hills Deluxe DLC – slot 13 has; Stage 2 Suite
34+ turret stands; 27+ with Heavy MG turrets.
6 Deluxe Spotlights with 1 master SRO; Def 316
1 Water Pump (3), 2 Water Purifiers (20) Water 23
1 Medium Generator (5), 2 Large Generator (10) Power 25
Exposed GNC 31 Hidden GNC 6 GNL (industrial) 19
5 “white” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato (20)
Food (native) – 1 Gourd 2 Melon (1.5) Food 21.5
Mechanist style spotlights "Deluxe", Robot Workbench,
Eyebot Pod, and Trade Caravan Post.
Sanctuary Hills Stage 2d – slot 14 has; Deluxe Suite
35 turret stands; 31 with Heavy MG turrets.
6 Deluxe Spotlights with SRO's; Def 260
1 Water Pump (3), 2 Water Purifiers (20) Water 23
2 Medium Generator (10), 1 Large Generator (10) Power 20
Exposed GNC 30 Hidden GNC 6 GNL (industrial) 20
5 “white” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato (20)
Food (native) – 1 Gourd 2 Melon (1.5) Food 21.5
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
Red Rocket Location 20 Stage 1 – slot 21 has;
14 empty turret stands
1 Small Generator (3) Power 3
Exposed GNC 4 Hidden GNC 2 GNL (red) 4
2 “red” Powered Doors PBD
Red Rocket Stage 2 – slot 22 has; Stage 2 Suite
29 turret stands; 26 with Heavy MG turrets.
3 Turret Spotlights with SRO’s; Def 214
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
1 Medium Generator (5), 1 Large Generator (10) Power 15
Exposed GNC 13 Hidden GNC 2 GNL (red) 11
Bunkhouse (7 Beds) 2 Tables – metal picnic bench style
2 “red” Powered Doors PBD 3 Garden Plots
Food (added) – 1 Carrot 4 Corn 1 Gourd
2 Melon 4 Mutfruit 1 Razorgrain 4 Tato Food 10.5
*** resolved firework launcher issue updated v1.1.2 ***
Red Rocket Stage 2d – slot 24 has; Deluxe Suite
29 turret stands; 29 with Heavy MG turrets.
4 Deluxe Spotlights with SRO’s; Def 240
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
1 Medium Generator (5), 1 Large Generator (10) Power 15
Exposed GNC 13 Hidden GNC 5 GNL (red) 11
Bunkhouse (7 Beds) 2 Tables – metal picnic bench style
2 “red” Powered Doors PBD 3 Garden Plots
Food (added) – 1 Carrot 4 Corn 1 Gourd
2 Melon 4 Mutfruit 1 Razorgrain 4 Tato Food 10.5
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
Tenpines Bluff Location 30 Stage 1 – slot 31 has;
12 empty turret stands
1 Small Generator (3) Power 3
Exposed GNC 5 Hidden GNC 2 GNL (green) 5
1 “white” Powered Door PBD
Food (native) – 16 Tato Food 8
Tenpines Bluff Stage 2 – slot 32 has; Stage 2 Suite*
27 turret stands; 25 with Heavy MG turrets.
2 Turret Spotlights with SRO’s; Def 204
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
1 Medium Generator (5), 1 Large Generator (10) Power 15
Exposed GNC 8 Hidden GNC 3 GNL (green) 8
Bunkhouse (7 Beds) 4 Benches (booth style table)
1 “white” Powered Door PBD 1 Garden Plot
Food (added) – 3 Corn 3 Mutfruit 1 Razorgrain (5)
Food (native) – 16 Tato (8) Food 13
Armor Workbench Chem Workbench PA Workbench Weapon Workbench
*Missing; Pommel Horse and Scavenging Station. Oops.
Tenpines Bluff Stage 2d – slot 34 has; Deluxe Suite
27 turret stands; 27 with Heavy MG turrets.
2 Deluxe Spotlights with SRO’s; Def 220
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
1 Medium Generator (5), 1 Large Generator (10) Power 15
Exposed GNC 8 Hidden GNC 4 GNL (green) 8
Bunkhouse (7 Beds) 4 Benches (booth style table)
1 “white” Powered Door PBD 1 Garden Plot
Food (added) – 3 Corn 3 Mutfruit 1 Razorgrain (5)
Food (native) – 16 Tato (8) Food 13
Deluxe Mechanist style Spotlights, Robot Workbench, and
Trade Caravan Post ... also has; Full Stage 2 Suite
Starlight Drive-In Location 40 Stage 1 – slot 41 has;
18 empty turret stands
1 Medium Generator (5) Power 5
Exposed GNC 8 Hidden GNC 4 GNL (industrial) 8
4 “blue” Powered Door PBD
Starlight Drive-In Stage 2 – slot 42 has; Stage 2 Suite
35 turret stands; 30 with Heavy MG turrets.
5 Turret Spotlights with SRO’s; Def 250
1 Water Pump (3), 2 Water Purifiers (20) Water 23
2 Medium Generator (10), 1 Large Generator (10) Power 20
Exposed GNC 17 Hidden GNC 6 GNL (industrial) 15
Bunkhouse (7 Beds)
4 “blue” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato Food 20
Armor Workbench Chem Workbench PA Workbench Weapon Workbench
Starlight Drive-In Stage 2d – slot 44 has; Deluxe Suite
35 turret stands; 35 with Heavy MG turrets.
6 Deluxe Spotlights with SRO’s; Def 300
1 Water Pump (3), 2 Water Purifiers (20) Water 23
2 Medium Generator (10), 1 Large Generator (10) Power 20
Exposed GNC 18 Hidden GNC 8 GNL (industrial) 16
Bunkhouse (7 Beds) Assorted seating; 2 Benches (booth style table), 2 Tables – metal picnic bench style
4 “blue” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato Food 20
Armor Workbench Chem Workbench PA Workbench Weapon Workbench
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
Sunshine Tidings Location 50 Stage 1 – slot 51 has;
16 empty turret stands
1 Small Generator (3) Power 3
Exposed GNC 6 Hidden GNC 3 GNL (white) 6
3 “white” Powered Door PBD
Sunshine Tidings Stage 2 – slot 52 has; Stage 2 Suite
31 turret stands; 27 with Heavy MG turrets.
4 Turret Spotlights with SRO’s; Def 224
1 Water Pump (3), 2 Water Pump – Powered (20) Water 23
2 Medium Generator (10), 1 Large Generator (10) Power 20
Exposed GNC 15 Hidden GNC 4 GNL (white) 14
3 “white” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato Food 20
Armor Workbench PA Workbench Weapon Workbench
Sunshine Tidings Stage 2d – slot 54 has; Deluxe Suite
31 turret stands; 31 with Heavy MG turrets.
4 Deluxe Spotlights with SRO’s; Def 256
1 Water Pump (3), 2 Water Pump – Powered (20) Water 23
2 Medium Generator (10), 1 Large Generator (10) Power 20
Exposed GNC 16 Hidden GNC 6 GNL (white) 15
3 “white” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 1 Gourd
4 Melon 8 Mutfruit 1 Razorgrain 8 Tato Food 20
5 Native Beds Firepit Table (metal picnic style)
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
Outpost Zimonja Location 60 Stage 1 – slot 61 has;
19 empty turret stands
1 Small Generator (3) Power 3
Exposed GNC 6 Hidden GNC 3 GNL (red) 5
1 “red” Powered Door PBD *** this is the updated 1.1.3 ***
Food (native) – 2 Carrot 2 Tato Food 2
Outpost Zimonja Stage 2 – slot 62 has; Stage 2 Suite
32 turret stands; 29 with Heavy MG turrets.
3 Turret Spotlights with SRO’s; Def 230
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
2 Large Generator (20) Power 20
Exposed GNC 9 Hidden GNC 3 GNL (red) 7
1 “red” Powered Door PBD 3 Garden Plots
Food (added) – 4 Corn 1 Gourd 2 Melon
4 Mutfruit 1 Razorgrain 2 Tato (9)
Food (native) – 2 Carrot 2 Tato (2) Food 11
Added; Armor Workbench Chem Workbench
PA Workbench Weapon Workbench
2 Benches (booth style tables)
*** Ugly brute force fix for a few wires updated v1.1.4 ***
Outpost Zimonja Stage 2d – slot 64 has; Deluxe Suite
32 turret stands; 32 with Heavy MG turrets.
4 Deluxe Spotlights, 3 with SRO’s; Def 256
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
2 Large Generator (20) Power 20
Exposed GNC 10 Hidden GNC 5 GNL (red) 8
1 “red” Powered Door PBD 3 Garden Plots
Food (added) – 4 Corn 1 Gourd 2 Melon
4 Mutfruit 1 Razorgrain 2 Tato (9)
Food (native) – 2 Carrot 2 Tato (2) Food 11
2 Benches (booth style tables) also has; Full Stage 2 Suite
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
Taffington Boathouse Location 70 Stage 1 – slot 71 has;
15 empty turret stands
1 Small Generator (3) Power 3
Exposed GNC 6 Hidden GNC 1 GNL (green) 6
1 “white” Powered Door PBD Native 3 beds
Food (native) – 5 Gourd Food 2.5
Taffington Boathouse Stage 2 – slot 72 has; Stage 2 Suite
29 turret stands; 27 with Heavy MG turrets.
2 Turret Spotlights with SRO’s; Def 220
1 Water Pump (3), 1 Water Purifier (10) Water 13
2 Large Generator (20) Power 20
Exposed GNC 12 Hidden GNC 1 GNL (green) 11
1 “white” Powered Door PBD Beds (native) 3 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 4 Melon
8 Mutfruit 2 Razorgrain 8 Tato (20)
Food (native) – 5 Gourd (2.5) Food 22.5
Armor Workbench Chem Workbench PA Workbench Weapon Workbench
Taffington Boathouse Stage 2d – slot 74 has; Deluxe Suite
30 turret stands; 30 with Heavy MG turrets.
2 Deluxe Spotlights with SRO’s; Def 244
1 Water Pump (3), 1 Water Pump – Powered (10) Water 13
2 Large Generator (20) Power 20
Exposed GNC 13 Hidden GNC 2 GNL (green) 12
1 “white” Powered Door PBD 6 Garden Plots
Food (added) – 2 Carrot 8 Corn 4 Melon
8 Mutfruit 2 Razorgrain 8 Tato (20)
Food (native) – 5 Gourd (2.5) Food 22.5
Beds (native) 3 also has; Full Stage 2 Suite
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
The Slog Location 80 Stage 1 – slot 81 has;
20 empty turret stands
(native) Water Pump (3) Water 3
1 Medium Generator (5) Power 5
Exposed GNC 13 Hidden GNC 8 GNL (green) 13
4 “white” Powered Door PBD Beds (native) 8
Food (native) – 21 Carrot 24 Corn 9 Tarberry Food 27
The Slog Stage 2 – slot 82 has; Stage 2 Suite
32 turret stands; 27 with Heavy MG turrets.
5 Turret Spotlights with SRO’s; Def 226
(native) Water Pump (3), Water Pump - Powered (10) Water 13
2 Large Generator (20) Power 20
Exposed GNC 15 Hidden GNC 10 GNL (green) 13
4 “white” Powered Door PBD Beds (native) 8
Food (native) – 21 Carrot 24 Corn 9 Tarberry Food 27
Chem Workbench PA Workbench Weapon Workbench
The Slog Stage 2d – slot 84 has; Deluxe Suite
33 turret stands; 33 with Heavy MG turrets.
5 Deluxe Spotlights with SRO’s; Def 274
(native) Water Pump (3), 2 Water Pump - Powered Water 23
2 Large Generator (20) Power 20
Exposed GNC 16 Hidden GNC 11 GNL (green) 13
4 “white” Powered Door PBD Beds (native) 8
Food (native) – 21 Carrot 24 Corn 9 Tarberry Food 27
Deluxe Mechanist style Spotlights, Robot Workbench, and Trade Caravan Post.
Greentop Nursery Location 90 Stage 1 – slot 91 has;
16 empty turret stands;
(native) Water Pump (3) Water 3
1 Small Generator (3) Power 3
Exposed GNC 12 Hidden GNC 12 GNL (green) 12
1 “blue” Powered Door PBD Beds (native) 2
Food (native) - Mutfruit 26 Food 26
Greentop Nursery Stage 2 – slot 92 has; Stage 2 Suite
30 turret stands; 28 with Heavy MG turrets.
2 Turret Spotlights with SRO's; Def 228
(native) Water Pump (3), Water Pump - Powered (10) Water 13
1 Small Generator (3), Generator - Large (10) Power 13
Exposed GNC 13 Hidden GNC 14 GNL (green) 12
1 “blue” Powered Door PBD Beds (native) 2
Food (native) - Mutfruit 26 Food 26
Armor Workbench PA Workbench Weapon Workbench
Transfer Settlements saves blueprints in folders as numbers. I think of them as slots. So "slot 1" is folder "1".
> Fallout 4 > Data > F4SE > Plugins > TransferSettlements > blueprints > 11 (for "slot 11")
> Fallout 4 > Data > F4SE > Plugins > TransferSettlements > blueprints > 31 (for "slot 31") etc...
I plan to make several Stages of each settlement. If this is not your first Transfer Settlement file, 1 is likely
already used leaving 11 and larger numbers more likely available.
The actual names of those blueprints are based on the character name. To keep things more clear and simple I have created separate characters so the save files will have matching names with the Stage. For example;
"slot 11" save is named (by Transfer Settlements) bp_n.d.p. stage 1_sanctuary_250416030652
"slot 12" is named bp_n.d.p. stage 2_sanctuary_250417003753
NDPB Hubs - Blueprint Numbering. All blueprints follow a simple numeric code based on location and stage.
10’s digits are for locations, single digit’s are for Stages.
So Far; Sanctuary Hills is code 10. Red Rocket is code 20. Tenpines Bluff is code 30. Starlight Drive-In is code 40. Sunshine Tidings Co-op is code 50. Following Settlements will be 60, 70, 80, etc.
x1 = Stage 1, x2 = Stage 2, other digits will vary, some are for “special orders”
Making; Sanctuary Hills (10) Stage 2 (x2) blueprint = file 12.
This makes; Tenpines Bluff (30) Stage 1 (x1) blueprint = file 31.
There will eventually be more settlement blueprints that are “special orders” the
first of these will be “3”.
Example; Sanctuary Hills (10) first special (3) blueprint = file 13.
NDPB Easy Location Labels (In Optional Files)
Adds files into settlement folder as labels. For example; 10 Sanctuary Hills
Does not take up a slot Transfer Settlements even uses (it uses simply "10") it will make the blueprint folder look like;
10 Sanctuary Hills
11
12
20 Red Rocket
21
22
30 Tenpines Bluff
31
32
etc ... which makes it easier to know what's where at a glance. I posted a screen shot
Every Thursday, I intend to add at least one more blueprint, be it another location or another slot to an existing settlement.
Any specific requests will be considered.
I will eventually do some special builds that require more mods.
Suggested Mods
Another Sanctuary Bridge
Auto-Dead All-in-one Minutemen Startup
Highlighting Enemy and Corpses
Machineguns Rebirth v1.1c ESP version
Place Everywhere
powerofthree's Photo Mode
Raze My Settlement
Robot Workbench
Sanctuary - No Dead Dog and Raider
Solar Street Lamps
This Settlement Does Not Need Your Help - BS Defence Redone
Note - Some people have suggested tags of;
Overhaul, Replacer, and Total Conversion.
I do not feel those really apply because this is a Transfer Settlement mod hub.
It is part of the game to build settlements, so you are not Overhauling the game nor Converting the game, it is just blueprints so that you can reuse something you (or someone else) built in game. Feel free to discuss in comments.