Returning Questions: The Answers FAQ

We will add more to this list as we go along. (Work in progress)

  • 01: No blueprints visible / No workshops nearby?
  • 02: Nuking did not scrap everything?
  • 03: Objects placed at weird angles or missing after import?
  • 04: Does it take resources to import a blueprint?
  • 05: Will the contents of containers or settlers be included?
  • 06. You are not able to scrap the TS Terminal?

???. Still having a problem?

!!!. Regarding Bug Reports!


01: No blueprints visible / No workshops nearby.

Scripts are not running OR missing INI settings to unlock loose files.

- Check if you followed the How to install on the description page to the letter.

- Ensure these exact lines (typos?) appear in your ../Documents/My Games/Fallout4/fallout4custom.ini:
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[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

- Are you running the game with f4se_loader.exe instead of fallout4.exe?
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Look in the game main menu, click settings and look in the bottom right corner, it should say: v(F4SE x.x.x rel xx) x.xx.xx.x there.
Or you can enter console mode, type GetF4SEVersion, and hit enter. The reply will be F4SE version: x.x.x, release idx xx, runtime xxxxxxxx.

- Be aware that Transfer Settlements requires scripts included in the F4SE download, Make sure you have the corresponding version of F4SE.pex and ObjectReference.pex in steamapps/common/Fallout4/Data/Scripts/

- Blueprints belong here: Data\F4SE\Plugins\TransferSettlements\blueprints\##\YourBlueprint.json (where ## is a numbered folder between 1-100). Only one blueprint allowed in each folder!

- Cracked games have big problems with running F4SE. If TS does not work correctly due to piracy: shame on you! We don't condone nor support people with pirated software. Go and buy a legit copy!

- Check all the tips in "!!! Still having problems" at the bottom of this article!


02: Nuking did not scrap everything.
Nuking is not to be used to 'clean-up' a settlement. It is meant to remove a settlement you have previously built.


- Items need to be linked to the workshop to be removed, and only typical workshop items like crops and beds are linked by default,
but constructions/chairs/clutter placed by the game itself are not!

- All items you place down in buildmode will also be automaticly linked to the workshop.

- Moving a pre-existing object should mark an object as linked to the workshop (manipulating items in buildmode adds a keyword, eg. "AddKeyword WorkshopItemKeyword", that links them to the workshop)

- TS blueprints will not remember items you scrapped. Scrapping (for now) needs to be done by yourself on every playthrough.


03: Objects placed at weird angles or missing after import.
Did you stay in the settlement during the whole import process?

- If you leave the cell there are bound to be problems. Never leave while importing (or exporting)!

- You can leave after you receive the succesfull import message, but not before that. If you retry read this article and follow the guidelines in there.


04: Does it take resources to import a blueprint.
It might be hard to believe, free things sound to good to be true, but yeah, no materials required to import.

- You can consider this as a cheat and would like it to be not this way, i can tell you CDante has been looking into different forms of buildcosts, including actual precise resource costs, and it is a whole lot of work to introduce such an option. Unsure it will ever be implemented.


05: Will the contents of containers or settlers be included.
No. Not planned to be added either as far as i remember.

- This include displays, their content will no be preserved as they technically are containers.
- Settlers and/or their inventory will not be included.


06: You are not able to scrap the TS Terminal?
Caused by Scrap Everything. Loading Transfer Settlements last in your loadorder does not fix this.
There is a mod in your loadorder that does not approach workshop items correctly, ignoring the commonly agreed upon methodologies.
It does not respect how the game handles scrapable items the proper way.

Confirmed and reproduced after multiple users have reported the issue, uninstalling Scrap Everything fixed it for them..
As a workaround you could also remove the TS Terminal by opting to nuke the settlement before or during the import process.


???: Still having a problem?

If you still have a problem after checking the above, please post a comment and tell us:

- For good measure install TS manually. Place it low in your loadorder, below every settlement mod, preferably near the end.

- Try a savegame that never has been modded. I uploaded a testsave with most settlements unlocked if you want to test a settlement blueprint on a clean save.

- Be very specific in the description of your problem, You should have checked everything mentioned above, no need to go into detail on that,
we assume you did your part.

- Did you have to craft the holotape in the chem workbench or did it appear when you first loaded TS?
The holotape is still craftable because the recipe is in the esp, it doesn't require scripts to be craftable.

- if you have issues and you're using scrap mods, don't forget to say which ones!

- if you have used the scrapall console command before importing a blueprint, don't forget to mention that either!

- Tell us if you do use a lot of mods (200+), maxing out your loadorder is not helping FO4 to function reliable.

!!!: Regarding Bug Reports!
If after applying all these tips you still have a crash i urge you to enable papyrus-logging and send us your logs.

YOU SHOULD KNOW THAT:
  • TS has become rocksolid over the years, chrashes should not happen.
  • The Nexusmods bug report section has been closed due to lazy users not reading instructions and flooding the reports.
  • You are still welcomed to report issues on the DISCORD server (<- preferred) or in the regular comment section, and it will be decided case by case if it needs attention.
  • CDante does not have a lot of time available to analyze logs, only relevant cases might be looked at, mainly those issues where it is clear that multiple users are having the same problem might be eligible for further inspection.
  • Always provide as much relevant information as you can, you will be ignored if you don't.

- At this point if the mod is not working for you AT ALL, you should read the description VERY carefully. Everything is detailed in the "How To Install" section.

- Use manual install if mod managers fail you!

- If you have issues and you're using scrap mods, don't forget to mention which ones!

- If you have used the scrapall console command before importing a blueprint, don't forget to mention that either!

- The most important rule is to be specific enough and describe your issue in a way CDante can reproduce it!
  If he doesn't have information about which items, which settlement, which blueprint you are talking about, he certainly cannot fix your problem...

- Before reporting any issues, enable debug logging!
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Add these lines to your C:\Users\...\Documents\My Games\Fallout4\fallout4custom.ini
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
sDefaultLogOverlay=Papyrus


- Then go in game, reproduce the error, and link these log files below
  • Papyrus log: ..\ Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log
  • F4SE log: ..\ Documents\My Games\Fallout 4\F4SE\f4se.log
  • F4SE log: ..\ Documents\My Games\Fallout 4\F4SE\transfer_settlements.log
  • Import log: ..\ Documents\My Games\Fallout 4\Logs\Script\User\TransferSettlementsImport.0.log
  • Go into your blueprints folder and link the blueprint json file as well
- You can link files using any file sharing cloud services such as dropbox, google drive, paste them in pastebin.com etc. or use the [ spoiler ] tag.
Please, do NOT paste your logs straight into your bugreport !

Corrupted Savegames:
FOR IMPORTING TESTS To exclude the possibillity your gamesave being borked try the "never modded testsave" i uploaded, it has most settlements unlocked and makes it easy to test a settlement blueprint on a clean save.


Hoping we will not have to answer these questions another thousand times...
Questions about the above can be asked on the DISCORD server or in the regular comment section,
Grotegrottrol.

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GroteGrottrol