Fallout 4

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mayaterror

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  1. andriodery
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    Hi there. Do you recommend returning everything back to "just discovered" state before importing?
    Or maybe scrap all objects that the vanilla game allows without using any scrap mods, and then start importing?
  2. hidman90
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    Hello! I can't get out from my power armor, when I'm inside the lighthouse.
  3. adamndirtyape
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    I just uploaded a couple of images of a modified version of this lighthouse that I used in my game. I replaced the walls with some from the city set in Snappy Housekit, and changed the interiors a bit, and added some additional things outside, like the small dock area. But I didn't want to change the original design too much because it was so regal looking.

    Thanks.
    1. mayaterror
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      Thanks for uploading the images! I love seeing how others use my blueprints in their game. I approved them so they show publicly now. Sorry it took so long to reply - I get so little traffic on my blueprints other than my Vault 88 that I don't check them very often. Plus I've been playing FO76 and have given FO4 a rest after 1600+ hours with the game. I'm sure I'll re-visit the Commonwealth one day. Thanks again!
  4. reimar28
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    Just loaded this blueprint and adventured for a couple of days before returning. Everything seems to be working just fine, everything seems to be powered up, etc. Have to find the damn siren, lol. One question: When I go into creation mode, the power level (300) is in red. Is something wrong? Also, did you build a settlement management terminal?

    Edit: I managed to find the siren. The bad news, there's no way to get up to it. Any ideas?
    1. mayaterror
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      You should be able to reach the siren by just going up the stairs until you reach the top of the lighthouse. You might be able to activate the switch from the top-floor platform by standing near the siren and looking up at it, but if necessary, build a set of stairs to reach the siren.

      I don't know why the power would be in the red - that's never happened when I've tested the import, and I've never had a user report it before. That usually indicates a powered connection that needs to be re-wired or selected and released in workshop mode. There are fusion generators in the cabin - try selecting and releasing them in workshop mode, or take note of what they're wired to, and re-wire that connection. There's also a fusion generator near the top of the structure you can try that with. Although, if the siren is going off, you must have power...

      I don't think I put a settler management terminal in this build. You could easily add one yourself and just wire it in anywhere. I'd put it on the floor with all the crafting workbenches if I were going to do it.
    2. reimar28
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      I had to build scaffolding to turn of the siren, but it's done. As far as the generators, I've selected and released them and nothing changes. What are they supposed to be wired to? I don't see any wires coming off of the generators in the cabin. And I've noticed there's no light inside the lighthouse.

      Update: I nuked the settlement and re-imported. This time everything seems fine. No RED!
    3. mayaterror
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      Are you using the latest versions of F4SE and Transfer Settlements? Using the 1.1 version of my Lighthouse blueprint? Importing the blueprint with the option to re-wire powered connections? You shouldn't have to be messing with the wiring at all. Transfer Settlements replicates the wired connections during the "Powering Up" phase of importing, unless you're using an old version of one of the components I mentioned above. All the electrical connections should be restored properly upon a successful import. If the generators aren't wired to anything then there's got to be some part of the procedure you're missing.
  5. SigynX1
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    Hello, I'm pretty new to using blueprints so wanted to ask if this would work with the latest Transfer Settlements v1.42. Thanks. :)
    1. mayaterror
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      It was updated for version 1.41 which was the big update that included automatic power activation. It should do everything it's supposed to do in 1.42 as well. On the Transfer Settlements main page it says that blueprints from 1.41 should work fine. You should try it and report back if there are any issues.

      I've been busy with launching my updated Vault 88 so I haven't gotten to my other blueprints yet, but I do plan to re-export everything with 1.42 and re-upload just to be sure everything is on the level.

      Thanks for checking it out!
    2. SigynX1
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      Thank you for the reply. I uncovered Longfellow's map marker today, so I'll try it out and let you know if everything works.

      I have been eyeing your Vault 88 for days and downloaded the new version today. I am really looking forward to trying it out. Looks fantastic!
    3. mayaterror
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      Thanks for uploading your screenshots of the lighthouse! Good stuff! Are you using one of the "clean concrete" mods?
    4. SigynX1
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      You're welcome! I'll get more soon. I always do a "test run" of a blueprint first to see what looks out of place due to not scrapping or whatever. Then I go back to a previous save, take care of it, and redo the blueprint. It is much easier for me to do that since finding old items under new is sometimes difficult.

      Like a poster prior to this, I had trees going all through the vendor area. I am pretty sure that it is Fallout 4 Seasons because I do have the Far Harbor add-on. Instead of scrapping those trees, I just removed that add-on as well as the Nuka World add-on since I had conflicts there also. I wasn't sure if you had done anything with Longfellow's cabin so left it as is and found it nestled among two large generators. Looks sorta of cool that way with some rearranging and scrapping of inside items, like everything built up around it. I do use a few clean mods - barns, beds, warehouses, and wasteland workshop. I took off clean shacks because they were too clean out in the wasteland and might end up taking off whatever is cleaning the concrete.

      Last note: I have had different results with needing to redo power wires for blueprint settlements but have only tried three others so far. One of them needed to be reconnected, two others were good as is. When I did my test run of the lighthouse, none of the wiring was in place so would need to be reconnected, but I wasn't sure if that was meant to be or not. Doesn't bother me at all because you did all of the hard work. I'll give it another go when I get some item's scrapped around Longfellow's cabin. It never fails that every time I go there to get it done, I get a notification that a settlement in the Commonwealth needs my help. LoL

    5. mayaterror
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      The original cabin and shed with the workshop are meant to be there - the entire structure is supposed to be built around it. I try to find ways to integrate existing structures in my blueprints if possible. It doesn't always work out but I think on this one it worked nicely.

      The issue with the trees has to be a result of the mod you mentioned, or from not completely clearing the scrappable trees that are in the original build area. In my game I scrapped every last thing I could find before I laid the first piece.

      As for the power not re-connecting, that is a bit disappointing to hear. It certainly should work and definitely did work in my tests with Transfer Settlements 1.41. For now, you should just double check that you downloaded the 1.1 version of the lighthouse because the 1.0 version definitely will not get power restored, since that was not a feature of Transfer Settlements prior to 1.41.

      I will be re-exporting my settlements with 1.42 as soon as time permits, but that may not be until next weekend. If automatic re-powering still doesn't work for you then just periodically check back here until I release an update.
    6. SigynX1
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      Oh good, I like that his cabin stays there and, yes, it worked out really nicely the way you did that. I'll double-check the trees now that I have removed the Seasons Far Harbor add-on. It will be interesting to see how much of it was a part of that mod.

      I definitely used 1.1 but I can download again and start from the beginning after scrapping a few things. I don't mind checking again for you. Who knows, it could be something on my mod list conflicting with the power. Will report back when done.

      Additional note: Clean Wasteland Workshop does give me clean concrete.
    7. SigynX1
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      Reporting back: It worked!

      I think I figured out the issue but I have no idea what is causing it. With the other blueprints I used, I get transported to the settlement when it starts up and am always near (or on) the workbench. The first time I tried this, I was standing in Far Harbor looking over at Longfellow's island but never got transported. I could see everything appearing in the distance but I definitely was not in the building area. It looked like everything appeared (though there is no way of knowing if some things never showed up) but the power lines weren't there. I tried it a second time and put myself right next to the workbench thinking that was were I would have been transported anyway. That time, almost nothing was built during the import stage (only a few items and couple walls outside the workbench shack) and the game froze during the powering up cycle at 206/279. Makes sense because there was nothing to power up. The third time was the charm... I placed myself in front of Longfellow's cabin but a little distance away near one of the fog condensers. All of the building worked and the lights and sirens came on. I fast traveled to the Commonwealth for 3 days and went back and all off the power lines are in place. Amazing work on this. Soooo happy with it! I can't wait until more settlers show up.

      So not sure why the transporting doesn't work for me with this one but could just be on my end for some strange reason. I was definitely transported to other settlements when importing. The only thing I did differently this time was to install manually rather than use NMM but I don't think that was the problem because I didn't transport the first time when it was on NMM.

      Thanks for your replies... made me want to try it out again right away and it's well worth it.
    8. mayaterror
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      Glad you got it working! FYI, a best practice for importing settlements is to always be within the settlement boundaries when you begin an import. I've read that on the Transfer Settlements main page. To be honest I've never tried it any other way. I just assumed it wouldn't work if you weren't at the settlement. Regardless, as long as it works for you, keep doing what you're doing!

      Also, if you like this blueprint, you'll probably like my other Far Harbor settlements along with my Commonwealth Alcatraz (Spectacle Island). They are pretty much all the same style of concrete fortress. Well, the Visitors Center one isn't really like that... but anyway, take a look if you're so inclined.
    9. SigynX1
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      It's funny because on my first test blueprint import, I made sure that I was in the boundaries but then read on the Transfer Settlements page that you get imported and figured I would just let it do its thing. I always had good luck with it before, but I think you are right that it's better to already be there.

      I'll definitely try out more of your settlements. I am still wanting to tackle Vault 88. I might want to have a book handy to keep myself occupied while that goes on. ;)

      I submitted a silly photo of the lighthouse saying hi in the lights. Thanks again for everything!
  6. darkdill
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    Very nicely done, but I'm not seeing anything added for clean water. You don't expect everyone to drink from the ocean, do you?
    1. mayaterror
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      Take a closer look - there are 4 industrial water purifiers hidden under the concrete platform where the crops are. There are power conduits in place to be able to chain wires to them.
  7. CorwinSF
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    Great settlement. A few questions:

    1. How do you wire the automatic door so it can be opened from both sides? Was it supposed to open from both?

    2. The speaker / nixie tubes... What is that supposed to do?

    This is the first settlement blueprint I tried and it's great. I'd never been interested in Longfellow's area before. Big but just too much crap terrain. This really fixed it!
    1. mayaterror
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      The automatic door is controlled by a pressure plate on one side and a switch on the other. The idea is that you'd just walk through the door, Star Trek-style, when you're leaving the settlement, but you'd have to hit the switch from the outside to open it when you're trying to come in. I actually tried for a while to do pressure plates on both sides but I couldn't make it work. Didn't want to get into the logic gates from the Contraptions, either.

      The nixie tubes.... well, those are strictly for looks. I never could figure out anything to do with them and didn't want to get into the more complex terminal programming. So I just used them to give kind of a "mad scientist" type of feel. I did program the light boxes at the top to be orange and to flash. That's about the extent of how far I was willing to get into that side of settlement buidling.

      Glad you enjoyed the blueprint! If you liked this one you'd probably like my other Far Harbor settlements, my Commonwealth Alcatraz, or my Vault 88!
    2. CorwinSF
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      It's really a cool building. I still haven't figured out how to wire that door correctly. I'm missing something, but it helps a lot to know what you had in mind for it. Thanks again.
  8. ApoAlaia
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    Great blueprint, thanks for the share

    I was a bit of a moron and I didn't clear much before the import so I ended up with dead trees sticking out everywhere and an outside loo in the middle of the trading area, not really a feature that customers would find pleasing I presume but it was easily remedied.

    The wiring was pretty straightforward too, thank you for keeping it simple.
    1. mayaterror
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      Thanks for checking out another one of my builds!

      I would always suggest scrapping all the junk in a settlement before importing any blueprint - or at least my blueprints. Every one of my builds was originally done in a game that had no mods beyond FDI and DEF_UI. No console commands were used except to get past a couple of game-breaking bugs. So all the scrapping in the settlement areas was done the old-fashioned way - me running around looking for stuff that could be scrapped. I almost never build a single object until I've scrapped everything I can find, so you can pretty much bank that none of my settlements were designed to have anything remaining beyond unscrappable objects.

      As for the wiring - I feel like most of the builds I've uploaded follow a pretty consistent formula for the wiring. After I built Commonwealth Alcatraz at Spectacle Island, I feel like I'd finally discovered my "style" for building settlements - at least the ones made of concrete. So if you were able to figure out the wiring on this one then you shouldn't have any trouble with any of my other builds if you end up trying them.

  9. diskdevl
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    I always hated his (vanilla) location, can't wait to try this one out. =)
  10. DieEi3rVonSatan
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    Is this one of those blue prints? Or can I just download and go?

    Just saw there is a category for transfer settlements, answers my question.
    1. mayaterror
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      You'll need to install the Transfer Settlements mod which also requires HUD Framework and F4SE. After that, go to Longfellow's Cabin, import this blueprint, and you'll have Longfellow's Lighthouse in your game.