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. Has; light mod reqs, Covenant walls and featuring: Focused Kill Tunnels (FKT), Button Activated Decor (BAD), and Grid Standardization Tech (GST). Come see...

Requirements
Permissions and credits
New Design Paradigm Blueprints Hub – NDPB Hub;
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 Standardization Technology (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 attackers 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 Detailing; 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.
 
NDP Stage 1 Design Standards

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.
 
NDP Stage 2 Design Standards
Standard Stage 2 Suite items added; 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 as some settlements start with buildings that can be used for beds, but you will have the freedom to decide for yourself. Food, Power, and Water specifics are listed in the blueprint.

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 Stage 1 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. 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 they 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.

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)
 
Sanctuary Hills      Stage 2 – slot 12 has;               Stage 2 Suite
34 turret stands;         27 with Heavy MG turrets.
2 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                  Food 20
 
Sanctuary Hills   NDP 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                  Food 20
Mechanist style spotlights "Deluxe", Robot Workbench,
Eyebot Pod, 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 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
 
 
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 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)                                 3 Garden Plots
Food (added) –            3 Corn     3 Mutfruit     1 Razorgrain
Food (native) –           16 Tato                                                 Food 13
Armor Workbench     Chem Workbench     PA Workbench     Weapon Workbench


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 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
 
 
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 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
 

Outpost Zimonja (Location 60)                       Stage 1 – slot 61 has;
18 empty turret stands
1 Small Generator (3)                                                           Power 3
Exposed GNC 4                 Hidden GNC 2               GNL (red) 4
1 “red” Powered Door (PBD)

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.
1 = Stage 1,   2 = Stage 2,   other digits are for “special orders”
Making; Sanctuary Hills (10) Stage 2 (2) blueprint = file 12.
This makes; Tenpines Bluff (30) Stage 1 (1) blueprint = file 31.
There will eventually be more settlement blueprints that are “special orders” the
first of these will be “3”. Example; Red Rocket (20) first special (3) blueprint = file 23.

NDPB Easy Location Placeholder (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

I intend to add at least one more per week, 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
Sanctuary - No Dead Dog and Raider
Solar Street Lamps
This Settlement Does Not Need Your Help - BS Defence Redone