COMPATIBILITY - v1.93: compatible with game version 1.10.163 and F4SE 0.6.20 - v1.92: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19 - v1.91: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19 - v1.58: compatible with game version 1.10.138 and F4SE 0.6.17 - v1.57: compatible with game version 1.10.130 and F4SE 0.6.16 - v1.56: compatible with game version 1.10.120 and F4SE 0.6.15 - v1.53, 1.54 & v1.55: compatible with game version 1.10.114 and F4SE 0.6.13 - v1.52: compatible with game version 1.10.111 and F4SE 0.6.12 - v1.51: compatible with game version 1.10.106 and F4SE 0.6.11 - v1.50: compatible with game version 1.10.98 and F4SE 0.6.10
NEW FEATURES - v1.57: you can turn off Power Grid notifications upon entering Workshop Mode - turn off for the settlement you're working with or turn off entirely - v1.57: you can turn on or off Power Grid notifications both in the settings holotape under General Settings or in the MCM menu under Main Options - v1.54: FIXING THE 'SCRAP CRASH' - with permission to include registrator2000's Power Grid Tools, Transfer Settlements now auto-fixes broken power grids of your settlements upon entering Workshop Mode - read more from kinggath about the Scrap Crash here: https://www.simsettlements.com/site/index.php?threads/scrap-crash-reason-fix-and-preventative-measures.7696/
PERFORMANCE FIXES AND IMPROVEMENTS - v1.57: isInterior is a new data in the blueprint header that shows whether the settlement is in an interior (1) or exterior Cell (0) - v1.57: cell_id, cell_id_dec and cell_plugin are new data in the blueprint header that determine the interior Cell of the settlement or the exterior Cell of the Workshop reference - v1.57: for items that are connected to other items with a wire connect_point_posX, connect_point_posY and connect_point_posZ determine the absolute position of the item's connect point - v1.57: for items that transmit power to other items via a snap connection ConnectedObjectsSnapped is a new string that lists the ids of the other items that are connected - v1.51: you can export/import the time delay data for delayed switches
FIXES - v1.92: removed a VATS debug feature (on screen message and creating a savegame upon entering VATS) that was left in the code by accident - v1.57: fixed notification that said you've entered Pip-Boy Mode from third person view when you actually have not - v1.57: hexadecimal FormIDs for Forms that originate from ESL plugins are now three digits long as they should be - v1.57: decimal FormIDs for Forms that originate from ESL plugins no longer show negative values in some cases - this fixes a bug that prevented the export/import of some Sim Settlements plots from Sim Settlements Addons that use ESL format - v1.55: fixed issue with workshop detection of built-in power grid fix when you enter workshop mode - v1.54: AVOIDING THE 'SCRAP CRASH' - your settlement's power grids get automatically reset after a Nuking process - v1.51: fixed issue with items exported as static not being imported with physics removed - v1.51: removed the slow-time features from the mod as they were causing issues and were no longer needed for stability's sake - v1.50: fixed issue with complex objects (like Nuka-Cade games or Contraptions DLC elevators) having misplaced parts or not working after a successful import - v1.50: fixed issue with static items not being exported with the RemoveHavok blueprint flag set to 1 - v1.50: fixed issue with original items (that were not built by the Player) not being exported with the isCreated blueprint flag set to 0 - v1.50: fixed issue with items built by the Player not being exported with the isCreated blueprint flag set to 1 - v1.50: fixed issue with farm animals not being exported with the isFarmAnimal blueprint flag set to 1 - v1.50: fixed issue with turrets not being exported with the isActor blueprint flag set to 1 - v1.50: fixed rare issue with shotguns placed as decor items not being exported at all
DOWNGRADING THE MOD AND "CLEANSAVING" Downgrading from an already installed newer version of the mod to an older version messes up the Global variables within your savegame. In cases like this "cleansaving" the mod might be your solution. - disable TS (the version you last installed and want to use) - create a new save without the mod - enable TS (the version you last installed and want to use), and load that last savegame
REGARDING BUG REPORTS - the most important rule regarding bug reports is to be specific enough and describe your issue in a way I can reproduce it! If I don't have information about which items, which settlement, which blueprint you are talking about, I certainly cannot fix your problem... - 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! - 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! - before reporting any issues, enable debug logging! - then go in game, reproduce the error, and send me these log files below - Papyrus log: ..\ Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log - F4SE log: ..\ Documents\My Games\Fallout 4\F4SE\transfer_settlements.log - then go into your blueprints folder and send me the blueprint json file as well - you can send files using any file sharing cloud services such as dropbox, google drive, etc. or paste them in pastebin.com
FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
even though it's quite annoying that Bethesda needs to update the game frequently, I have to admit, I really enjoyed playing around with the new workshop packs while testing v1.46.
SHAMELESS PLUG if you enjoyed the video above, and want to support me in a non-monetary way that really makes me happy, consider subscribing to my youtube channel. at the time of writing this post I'm close to 700 subscribers, but according to the recent changes in youtube's terms of service I'm going to loose my youtube partner status if I'm below a 1,000 subscribers by the 20th of February.
TL;DR: I REALLY REALLY APPRECIATE ANY NEW SUBSCIPTIONS ON MY CHANNEL!!!
Yes, new F4SE is available. Yes, CDante is working hard on compiling an update.
So much things can get in the way of a solid ETA. Revisiting a game that has been slumbering for years takes time, rebuilding the backbones for the development environment, refreshing old test procedures, etc... And... the biggest hurdle we are facing is tackling massive internal changes in the NextGen FO4 release.
Be patient we will no longer answer any questions on when TS will be updated. LATEST NEWS ] CDante: May, 8th, 2024 NOTE: The working DLLs CDante mentions are DEVELOPMENT versions and not available for the public. ] CDante: May, 9th, 2024 CDante has some additional plans to deal with the elusive internal functions. ] CDante: May, 10th, 2024 NEXT FO4 UPDATE ANNOUNCED by BGS for monday may 13th. ] May, 13th, 2024 F4 update dropped. Tiny 38MB, only Fallout4.exe and interface.ba2 updated, version bumped to 1.10.984. Likely not gonna be such a huge problem for Script Extender mods like the massive internal changes in 1.10.980 were. CDante is still working on the previous NextGen conversions for this mod.
Expect a much longer wait for the ?!? NextGen update ?!?
This ain't an easy quick update to a new FO4 version number, it requires a complete rework. Only possible thanks to the awesome support from legends like reg2k, ianpatt and other members from the amazing f4se-team.
Turns out, a lot of the advanced functions Transfer Settlements depends on changed drastically or are no longer available.
] CDante: This is a much greater problem than the issues I had earlier, but I won't give up. ] May, 20th, 2024 ] June, 5th, 2024 It is an honor to announce that there has been huge progress on the NextGen TS build. CDante succeeded in jumping over the biggest hurdles BGS threw at him and we have a working testbuild now. It is looking very good. Early tests are promising, but there still are a few issues that need finetuning. However, we will be testing it thoroughly and will take our time to do so. Again, we will not give an ETA, it will be done when it is done.
I installed everything but it can't seem to work. It keep asking me about F4SE.pex and ObjectReference.pex when it was clearly there. It also said that the "TS dll has the wrong version or not loaded". I then retraced and reinstall it carefully, then my dumbass just realized it is not compatible with next gen yet. Safe to say, I feel soo stupid when I finally took the time to read the comments here.
I remember liking this mod back in the day, and I appreciate you guys working on it and progress on updating it. You're doing god's work!
Always tell us which TS, FO4 and F4SE version numbers you are running,
Most likely there is a mismatch in version numbers, and that is why you get missing script popups. At the moment TS is only available for OldGen (max TS 1.93 + FO4 1.10.163 + F4SE 0.6.20 up to 0.6.23).
Read the sticky above (red border) to learn why NextGen isn't available yet.
Glad you discovered it yourself, but i'll keep this answer here, so others might see it.
kaitoinxmu Seems? Isn't that obvious with all the information we shared here? I really do not know how we could be any more transparant and informative about it.
Don't ask questions on this comment section, you'll only get crude responses with sarcasm and irony behind them. Same guy defended another dude who started harassing a user for asking if the mod owners abandoned the project and they said that asking if "the creators abandoned the project" is a massive insult.
I'm afraid it's are unknown when exactly this update will be released. For now, converting blueprints into Workshop Framework layouts is an only option to obtain TS blueprints.
Nope, it can be done with two PCs or running Windows in a VM and downgrading it to pre-NextGen.
Problem is, the more mods overall installed, the more likely it is, that something will interfere in importing savegames from NextGen to the downgraded Fallout4.
I have done this and it worked but I can't guarantee that there won't be CTDs the further one advances in the storylines. My NextGen playthrough is now at level 41 and I have copied savegames back and forth, importing seven blueprints, while all other mods besides TS are identical and I have roughly 90 mods overall.
Eysenbeiss We talked about this option in an older comment. Your game, your risk, your choice. And i do respect you experimenting.
I only want to add for other users that it is a very risky procedure. Invoking savegame corruption. I absolutely do not recommend loading a NG save into OG and back into NG.
Yep and you are right - I just wanted to point out, that it is possible and for me, it is a clear sign on how well TS has been done before NextGen.
So to make it clear for everybody that is reading this: This procedure CAN work, but it is NOT guaranteed.
You do this on your own behalf and like I already stated, the more mods you are using, the more likely it will not work out or causing problems in the long run - I am using mainly my settlement expansions, some weapon and armour mods, "a little bit of green" and some minor mods for convinience, only "Snap'n Build" is somewhat bigger, but nothing goes really deep into the mechanics or is using .dll files at all.
My actual playthrough is now level 46 with eight blueprints imported the way I stated - I only had one CTD - that was not caused by a mod, but by an still existing bug delivered by Bugtesla, meeting one of the Sentry Bots for the first time, before starting the Mechanist questline.
It is like Grote wrote: If you want to be on the safe side regarding your savegames, wait for TS to get updated for NextGen.
My blueprint is successfully imported but all the buildings seem to be crashing into the original ones, I wonder if it's because the TR is simply not supported in NG or there's something else wrong with it?(I've seen the sticker)
I've mentioned this before that I've had issues with vault 88 taking hours to save, (even at low-er item levels) so with an update, if there's a way to look into this, I mean it saves "normally" when I pause to the game menu
No, it is an issue that can not be adressed by TS on its own. The very long gamesave times is a game engine problem, likely enforced by your own local setup. But, and without any hard promises...
So far in a multitude of TS-NG beta testing big blueprints, 3000-8000+ items including a V88, i have not seen the typical game freeze on saving like we had in OG FO4. Which is great, would it not be that another problem emerged. Saving goes rather fast, seconds, not minutes. But FO4 crashes hard and locks up my PC when exiting the game to desktop manually. Bethesda, bethesda never changes.
just saying though, its only Vault 88 that takes forever to save, I have a 7500-ish Spectacle Island that takes maybe 30 minutes to save and upload (as each settlement takes about the same time to save and upload based on size) but.... Vault 88 used to never take as long as it did, it just popped up outta nowhere one day and it hasn't been fixed, no matter what I do (maybe a game update?)
Oh by save and load you mean export and import. My comment on saving being potentially much quicker in NG was about saving your game after an import.
Half an hour for 7500 items, your spectacle Island, sounds decent indeed. V88 has always been an oddball, i've done around 50+ exports and imports of huge builds there, or even more, lost count. Sometimes taking up to 6 hours, sometimes just around 15 minutes for similar blueprints. Only real tip i might have is to restart your FO4 or even Windows right before you export or import V88.
It is not something TS can be optimized for. It is the game engine acting up.
Hard load? What do you mean? A json file is just a specifically formatted textfile that TS uses to record/read every settlement object that is linked to the workshop.
If you mean by hard load. Having the settlement imported in your game instantly on a new game. Euhm no. There have been behind the scenes experiments in converting BPs into ESP files that can be loaded like any other mod. But powering up a settlement would never work, and resulted in very buggy behavior causing unpredictable crashes.
Just saying hello during my daily check-in to see if this wonderful creator has a stable version for release! (I had too many bugs with SS2, I can't wait to try this out!)
On the top of the page, there is a button to track the mod with. ;)
Best to set the following in your site preferences: Select Show author activity on the files you track Deselect Show user activity on the files you track Show user comments on the files you track.
Otherwise you'll get spammed with countless notifications.
Indeed, I have been without this mod while they fix it. It has been a bummer, but is what it is. Sounds like the team is also working on improvements. I appreciate their work and am excited for when update is finished.
cilceon Asking if the mod is abandoned when the team goes above and beyond to inform y'all is insulting too. Yes, there is absolutely no need to be rude. And that goes BOTH ways. But pure laziness and being rude crosses the line. Vissor1 deserved to be reprimanded.
CDante is working hard to completely rework his mod for a game he has not played in years. Same goes for his team, days of testing, helping users, answering questions that have been answered countless times. In return it is only fair to expect users to put in a tiny little effort on their side, reading really ain't that painfull.
Guys please don't use the comment section as Nexus intended! Our lord almighty eysenbeiss the perfect being has told us that were ignorant, self important and high of ourselves. I'm sorry to even insult you for my existance near you my lord, the question with the statement my comrade vissor1 made is totally insulting and gut wrenching offensive, please do not take our heads for it we are but simple commoners in this commonwealth
Lilcatfig you want to: Flamewars and insults? Defending users that disrespect a hardworking mod author? NOPE, you are so wrong, that all goes against the Nexus terms of service.
Eysenbeiss, to quote myself: We as a team are capable enough to manage the lazy users. Within the rules. I appreciate you pointing them out their shortcomings, but there is absolutely no need to behave this vigilant.
Regarding disrespect: Wouldn't be the first or last time CDante banned a user from access to his mods. Just saying. This thread is now LOCKED.
to Grotegottrol (and others): thank you so much for keeping us updated on the revs and running interference while the God-King CDante rebuilds what has become a cornerstone mod for some of our load orders. You guys deserve your share of thanks as well.
7098 comments
COMPATIBILITY
- v1.93: compatible with game version 1.10.163 and F4SE 0.6.20
- v1.92: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
- v1.91: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
- v1.58: compatible with game version 1.10.138 and F4SE 0.6.17
- v1.57: compatible with game version 1.10.130 and F4SE 0.6.16
- v1.56: compatible with game version 1.10.120 and F4SE 0.6.15
- v1.53, 1.54 & v1.55: compatible with game version 1.10.114 and F4SE 0.6.13
- v1.52: compatible with game version 1.10.111 and F4SE 0.6.12
- v1.51: compatible with game version 1.10.106 and F4SE 0.6.11
- v1.50: compatible with game version 1.10.98 and F4SE 0.6.10
NMCSU Blueprint - Home Plate by Septpas
NEW FEATURES
- v1.57: you can turn off Power Grid notifications upon entering Workshop Mode - turn off for the settlement you're working with or turn off entirely
- v1.57: you can turn on or off Power Grid notifications both in the settings holotape under General Settings or in the MCM menu under Main Options
- v1.54: FIXING THE 'SCRAP CRASH' - with permission to include registrator2000's Power Grid Tools, Transfer Settlements now auto-fixes broken power grids of your settlements upon entering Workshop Mode - read more from kinggath about the Scrap Crash here: https://www.simsettlements.com/site/index.php?threads/scrap-crash-reason-fix-and-preventative-measures.7696/
PERFORMANCE FIXES AND IMPROVEMENTS
- v1.57: isInterior is a new data in the blueprint header that shows whether the settlement is in an interior (1) or exterior Cell (0)
- v1.57: cell_id, cell_id_dec and cell_plugin are new data in the blueprint header that determine the interior Cell of the settlement or the exterior Cell of the Workshop reference
- v1.57: for items that are connected to other items with a wire connect_point_posX, connect_point_posY and connect_point_posZ determine the absolute position of the item's connect point
- v1.57: for items that transmit power to other items via a snap connection ConnectedObjectsSnapped is a new string that lists the ids of the other items that are connected
- v1.51: you can export/import the time delay data for delayed switches
FIXES
- v1.92: removed a VATS debug feature (on screen message and creating a savegame upon entering VATS) that was left in the code by accident
- v1.57: fixed notification that said you've entered Pip-Boy Mode from third person view when you actually have not
- v1.57: hexadecimal FormIDs for Forms that originate from ESL plugins are now three digits long as they should be
- v1.57: decimal FormIDs for Forms that originate from ESL plugins no longer show negative values in some cases - this fixes a bug that prevented the export/import of some Sim Settlements plots from Sim Settlements Addons that use ESL format
- v1.55: fixed issue with workshop detection of built-in power grid fix when you enter workshop mode
- v1.54: AVOIDING THE 'SCRAP CRASH' - your settlement's power grids get automatically reset after a Nuking process
- v1.51: fixed issue with items exported as static not being imported with physics removed
- v1.51: removed the slow-time features from the mod as they were causing issues and were no longer needed for stability's sake
- v1.50: fixed issue with complex objects (like Nuka-Cade games or Contraptions DLC elevators) having misplaced parts or not working after a successful import
- v1.50: fixed issue with static items not being exported with the RemoveHavok blueprint flag set to 1
- v1.50: fixed issue with original items (that were not built by the Player) not being exported with the isCreated blueprint flag set to 0
- v1.50: fixed issue with items built by the Player not being exported with the isCreated blueprint flag set to 1
- v1.50: fixed issue with farm animals not being exported with the isFarmAnimal blueprint flag set to 1
- v1.50: fixed issue with turrets not being exported with the isActor blueprint flag set to 1
- v1.50: fixed rare issue with shotguns placed as decor items not being exported at all
RETURNING QUESTIONS: THE ANSWERS by GroteGrottrol
A GUIDE TO IMPORT AS STABLE AS POSSIBLE by GroteGrottrol
GENERAL GUIDELINES TO SUCCESSFULLY IMPORT BLUEPRINTS by space2jump
TROUBLESHOOTING by mayaterror (look for the second half of his description page)
REGARDING CTD (CRASH TO DESKTOP) ISSUES IN GENERAL
THREE AWESOME TOOLS TO HANDLE BLUEPRINT FILES
- Transfer Settlements Blueprint Manager by DieFeM
- Fallout 4 - TSB Item Havok Disabler by FiftyTifty
- NMM Transfer Settlements Blueprint Installer by Caladon
DOWNGRADING THE MOD AND "CLEANSAVING"
Downgrading from an already installed newer version of the mod to an older version messes up the Global variables within your savegame.
In cases like this "cleansaving" the mod might be your solution.
- disable TS (the version you last installed and want to use)
- create a new save without the mod
- enable TS (the version you last installed and want to use), and load that last savegame
REGARDING BUG REPORTS
- the most important rule regarding bug reports is to be specific enough and describe your issue in a way I can reproduce it! If I don't have information about which items, which settlement, which blueprint you are talking about, I certainly cannot fix your problem...
- 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!
- 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!
- before reporting any issues, enable debug logging!
- then go in game, reproduce the error, and send me these log files below
- Papyrus log: ..\ Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log
- F4SE log: ..\ Documents\My Games\Fallout 4\F4SE\transfer_settlements.log
- then go into your blueprints folder and send me the blueprint json file as well
- you can send files using any file sharing cloud services such as dropbox, google drive, etc. or paste them in pastebin.com
even though it's quite annoying that Bethesda needs to update the game frequently, I have to admit, I really enjoyed playing around with the new workshop packs while testing v1.46.
SHAMELESS PLUG
if you enjoyed the video above, and want to support me in a non-monetary way that really makes me happy, consider subscribing to my youtube channel. at the time of writing this post I'm close to 700 subscribers, but according to the recent changes in youtube's terms of service I'm going to loose my youtube partner status if I'm below a 1,000 subscribers by the 20th of February.
TL;DR: I REALLY REALLY APPRECIATE ANY NEW SUBSCIPTIONS ON MY CHANNEL!!!
THANK YOU! :)
NextGen update.
So much things can get in the way of a solid ETA.
Revisiting a game that has been slumbering for years takes time,
rebuilding the backbones for the development environment,
refreshing old test procedures, etc...
And...
the biggest hurdle we are facing is tackling massive internal changes in the NextGen FO4 release.
Be patient we will no longer answer any questions on when TS will be updated.
LATEST NEWS
] CDante: May, 8th, 2024
NOTE: The working DLLs CDante mentions are DEVELOPMENT versions and not available for the public.
] CDante: May, 9th, 2024
CDante has some additional plans to deal with the elusive internal functions.
] CDante: May, 10th, 2024
NEXT FO4 UPDATE ANNOUNCED by BGS for monday may 13th.
] May, 13th, 2024
F4 update dropped. Tiny 38MB, only Fallout4.exe and interface.ba2 updated, version bumped to 1.10.984.
Likely not gonna be such a huge problem for Script Extender mods like the massive internal changes in 1.10.980 were.
CDante is still working on the previous NextGen conversions for this mod.
?!? NextGen update ?!?
This ain't an easy quick update to a new FO4 version number, it requires a complete rework.
Only possible thanks to the awesome support from legends like reg2k, ianpatt and other members from the amazing f4se-team.
Turns out, a lot of the advanced functions Transfer Settlements depends on changed drastically or are no longer available.
] CDante:
This is a much greater problem than the issues I had earlier, but I won't give up.
] May, 20th, 2024
] June, 5th, 2024
It is an honor to announce that there has been huge progress on the NextGen TS build.
CDante succeeded in jumping over the biggest hurdles BGS threw at him and we have a working testbuild now.
It is looking very good. Early tests are promising, but there still are a few issues that need finetuning.
However, we will be testing it thoroughly and will take our time to do so.
Again, we will not give an ETA, it will be done when it is done.
I remember liking this mod back in the day, and I appreciate you guys working on it and progress on updating it. You're doing god's work!
Most likely there is a mismatch in version numbers, and that is why you get missing script popups.
At the moment TS is only available for OldGen (max TS 1.93 + FO4 1.10.163 + F4SE 0.6.20 up to 0.6.23).
Read the sticky above (red border) to learn why NextGen isn't available yet.
Glad you discovered it yourself, but i'll keep this answer here, so others might see it.
I really do not know how we could be any more transparant and informative about it.
Problem is, the more mods overall installed, the more likely it is, that something will interfere in importing savegames from NextGen to the downgraded Fallout4.
I have done this and it worked but I can't guarantee that there won't be CTDs the further one advances in the storylines.
My NextGen playthrough is now at level 41 and I have copied savegames back and forth, importing seven blueprints, while all other mods besides TS are identical and I have roughly 90 mods overall.
We talked about this option in an older comment. Your game, your risk, your choice. And i do respect you experimenting.
I only want to add for other users that it is a very risky procedure. Invoking savegame corruption.
I absolutely do not recommend loading a NG save into OG and back into NG.
So to make it clear for everybody that is reading this: This procedure CAN work, but it is NOT guaranteed.
You do this on your own behalf and like I already stated, the more mods you are using, the more likely it will not work out or causing problems in the long run - I am using mainly my settlement expansions, some weapon and armour mods, "a little bit of green" and some minor mods for convinience, only "Snap'n Build" is somewhat bigger, but nothing goes really deep into the mechanics or is using .dll files at all.
My actual playthrough is now level 46 with eight blueprints imported the way I stated - I only had one CTD - that was not caused by a mod, but by an still existing bug delivered by Bugtesla, meeting one of the Sentry Bots for the first time, before starting the Mechanist questline.
It is like Grote wrote: If you want to be on the safe side regarding your savegames, wait for TS to get updated for NextGen.
So far in a multitude of TS-NG beta testing big blueprints, 3000-8000+ items including a V88, i have not seen the typical game freeze on saving like we had in OG FO4. Which is great, would it not be that another problem emerged. Saving goes rather fast, seconds, not minutes. But FO4 crashes hard and locks up my PC when exiting the game to desktop manually. Bethesda, bethesda never changes.
but.... Vault 88 used to never take as long as it did, it just popped up outta nowhere one day and it hasn't been fixed, no matter what I do (maybe a game update?)
My comment on saving being potentially much quicker in NG was about saving your game after an import.
Half an hour for 7500 items, your spectacle Island, sounds decent indeed.
V88 has always been an oddball, i've done around 50+ exports and imports of huge builds there, or even more, lost count.
Sometimes taking up to 6 hours, sometimes just around 15 minutes for similar blueprints.
Only real tip i might have is to restart your FO4 or even Windows right before you export or import V88.
It is not something TS can be optimized for. It is the game engine acting up.
A json file is just a specifically formatted textfile that TS uses to record/read every settlement object that is linked to the workshop.
If you mean by hard load. Having the settlement imported in your game instantly on a new game.
Euhm no. There have been behind the scenes experiments in converting BPs into ESP files that can be loaded like any other mod.
But powering up a settlement would never work, and resulted in very buggy behavior causing unpredictable crashes.
Best to set the following in your site preferences:
Select
Show author activity on the files you track
Deselect
Show user activity on the files you track
Show user comments on the files you track.
Otherwise you'll get spammed with countless notifications.
Last status update: June, 5th, 2024.
The problem, besides ignorant and self-important people, are guys like you, that are whitewashing everything, no matter how obvious it is ...
Asking if the mod is abandoned when the team goes above and beyond to inform y'all is insulting too.
Yes, there is absolutely no need to be rude. And that goes BOTH ways.
But pure laziness and being rude crosses the line. Vissor1 deserved to be reprimanded.
CDante is working hard to completely rework his mod for a game he has not played in years.
Same goes for his team, days of testing, helping users, answering questions that have been answered countless times.
In return it is only fair to expect users to put in a tiny little effort on their side, reading really ain't that painfull.
Flamewars and insults? Defending users that disrespect a hardworking mod author? NOPE, you are so wrong, that all goes against the Nexus terms of service.
Eysenbeiss, to quote myself:
We as a team are capable enough to manage the lazy users. Within the rules. I appreciate you pointing them out their shortcomings, but there is absolutely no need to behave this vigilant.
Regarding disrespect: Wouldn't be the first or last time CDante banned a user from access to his mods. Just saying.
This thread is now LOCKED.