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 the current instability of the buggy nextgen FO4 release.
Be patient we will no longer answer any questions on when TS will be updated.
A summary of troubleshooting tips regarding imports can be found in this article . An old guide regarding chrashes can be found here .
Be aware that V88 is a very demanding location. Even in the standard game it can be a major pain settlement-wise. The settlement is huge and depending on how complex the blueprint is and/or your mod loadorder there is a plentitude of things that can and will go wrong.
It can be done, the TS testteam has done 100s of succesfull huge V88 imports.
Nuking only nukes stuff you have build in the settlement yourself.
Scrapall is dangerous tho. It can damage the settlement. If you keep getting crashes i'd recommend to return to a save you made before the scrapall command and painstakingly scrap manually. That would still be quicker than getting stuck with crashes.
this is why i used scrap all https://cdn.discordapp.com/attachments/741080074647765065/1236710181212258395/Fallout4_5_5_2024_11_56_19_AM.png?ex=6638ff9c&is=6637ae1c&hm=1296984eeadaae76e4866ea3cdf80c5d549bfe5ec67b4251ffab1c62067d1562&
Dead bodies do not matter. They can be disabled with the ~ console but that does not play a roll in your crash.
Lightning mods can be the cause yes, there are a heap of buggy and/or depreciated mods around. To be honest, a lot of the mods that touch V88 are a broken beyond repair too. Especially the earlier ones. I can not tell you which might be problematic.
One thing that stands out is that you said it ALWAYS crashes at 8%. If that is a constant there is a big chance a specific problem is triggering it. Although that doesn't sound good, it is way better than random crashes. 8% points at an issue that is reproducable. And my suspicion goes to a buggy mod in your loadorder, or a savegame in bad condition.
It all comes down to the health of your savegame and the mods you are using. And that is a rabbithole way too deep for us to dive in. We can not help you solving the specific problem on your side. But we will always try to help answering global questions regarding TS.
We can not help with your loadorder or modlist. We can only offer help with Transfer Settlements itself. It is not feasable to cover every possible variation in a user his or hers local setup.
CDante his discord is mentioned in the stickies above.
/edit powertron cycle Something might have borked your workshop menu. Settlement Menu Manager by cadpnq is a good tool to tackle such issues.
Hello! I must be doing something wrong. I want to import just one blueprint, but I can't get there to do it. As soon as I log in, Transfer Settlements displays this message. What do I need to do to make it work? image
You need to run with the correct TS and F4SE version for your FO4 game version and start the game with the f4se_loader.exe
Be aware that the current TS does not yet support FO4 1.10.980 and F4SE 0.7.01. The last available TS version 1.93 is for FO4 1.10.163 and F4SE 0.6.23.
Some items are missing/ not being imported. The blueprint I'm importing for (lets say) Sanctuary asks me to scrap everything first. When I import some items aren't coming back, for example trees, some tables, kitchen items etc.
I don't have any other mods that change/ alter items or settlements so I'm not sure why this is.
Is there a way to revert all scrapping and make a settlement vanilla/ pre-scrapped again?
No, there is no proper way to respawn clutter or undo scrapping. (theoretically a hard cell reset might bring back the clutter, but you do not want to trigger a bug to fix the issue and create new problems, DANGER breaking previsbines and restoring them could trigger a cell reset DANGER)
I do hope you can revert to a save from before you started scrapping. Redo some scrapping after reverting but skip the stuff you want to keep.
You could also post a comment on the blueprint you used, informing other users to be carefull not scrapping too much.
And maybe ask the author if you need to enable the[ x ] Import original items (Not build by the player) option during the import. It depends on whether the creator of the blueprint exported those items or not. Be aware that option only covers vanilla workshop items like workbenches and furniture placed by Bethesda. It does not cover non vanilla workshop items like trees, food items laying around, kitchen utensils etc.
Started new game and only came across this mod last night. To my dismay it doesn't work as of yet with latest F4 update. Will be using it when it's done to implement one of many blueprints already made for Vault 88.
Not in rush, just appreciate you and other mod creators that puts in the time to update their creations. Anyhow cheers.
Is v1.93 of Transfer Settlements, compatible with the latest version of F4SE?
Since the latest version of Fallout 4, a new version of F4SE has been released.
However, when I try to use the Transfer Settlements Mod, I am getting the following errors:
F4SE 0.4.1 or later detected, but your Data/ScriptsObjectReference.pex seems to be missing. + Transfer Settlements v1.93 Data/f4se/Plugins/transfer_settlments.dll has the wrong version...
I have checked the release notes for the new version of F4SE and it mentioned that some Mods need their DLL's updating..
I'm just checking this isn't just me and I'm not being Silly.
All i'm looking for, is confirmation that I am waiting for a new version of "Transfer Settlements" to be released...
So I have a lot of blueprints created on versions 1.10.163 and F4SE 0.6.20
My game is currently locked down, but when I do decide to update and download the new f4SE and the new TFB is there an expectation that our old blueprints will still be able to load into TFB? We have how many TFBs stored on Nexus? a thousand maybe? I have not counted.
Or worst case, will the old blueprint files on my computer and the ones we have published (so far) on nexus be worthless? In the same vein if I dont update will future blueprints here on nexus work on my previous version TFB?
I mean the blueprints just profile the files to put into the world and those haven't changed, right? so I am hopeful..
YES, 99,90% sure they will work, in both directions. They always have been forwards compatible untill now, and thanks to the way blueprints are formatted it should stay that way.
NO, 00,05% NEW -> OLD If newer bleuprints contain new nextgen added items they will be skipped during import on older gameversions, but the blueprint will still work, minus a few objects. OLD -> NEW Some abandonned mods might never get a needed update for nextgen. NO, 00,05% You never know if something completly unforseeable broke FO4 nextgen. worst case an update might be impossible, but that absolutly is not something we are expecting to be the case.
6867 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! :)
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 the current instability of the buggy nextgen FO4 release.
Be patient we will no longer answer any questions on when TS will be updated.
An old guide regarding chrashes can be found here .
Be aware that V88 is a very demanding location. Even in the standard game it can be a major pain settlement-wise.
The settlement is huge and depending on how complex the blueprint is and/or your mod loadorder there is a plentitude of things that can and will go wrong.
It can be done, the TS testteam has done 100s of succesfull huge V88 imports.
Scrapall is dangerous tho. It can damage the settlement.
If you keep getting crashes i'd recommend to return to a save you made before the scrapall command and painstakingly scrap manually.
That would still be quicker than getting stuck with crashes.
https://cdn.discordapp.com/attachments/741080074647765065/1236710181212258395/Fallout4_5_5_2024_11_56_19_AM.png?ex=6638ff9c&is=6637ae1c&hm=1296984eeadaae76e4866ea3cdf80c5d549bfe5ec67b4251ffab1c62067d1562&
https://cdn.discordapp.com/attachments/741080074647765065/1236710182344593458/Fallout4_5_5_2024_12_03_43_PM.png?ex=6638ff9c&is=6637ae1c&hm=51f78f1973e4bc978a199eb928bf2c65b6a3de4c187367fe6e19c27c96206241&
But you must also understand that scrapall is not safe to use, you took the risk.
In our article i linked above it clearly states:
Lightning mods can be the cause yes, there are a heap of buggy and/or depreciated mods around.
To be honest, a lot of the mods that touch V88 are a broken beyond repair too. Especially the earlier ones.
I can not tell you which might be problematic.
One thing that stands out is that you said it ALWAYS crashes at 8%.
If that is a constant there is a big chance a specific problem is triggering it.
Although that doesn't sound good, it is way better than random crashes. 8% points at an issue that is reproducable. And my suspicion goes to a buggy mod in your loadorder, or a savegame in bad condition.
It all comes down to the health of your savegame and the mods you are using. And that is a rabbithole way too deep for us to dive in.
We can not help you solving the specific problem on your side. But we will always try to help answering global questions regarding TS.
It is not feasable to cover every possible variation in a user his or hers local setup.
CDante his discord is mentioned in the stickies above.
/edit powertron cycle
Something might have borked your workshop menu. Settlement Menu Manager by cadpnq is a good tool to tackle such issues.
I must be doing something wrong.
I want to import just one blueprint, but I can't get there to do it.
As soon as I log in, Transfer Settlements displays this message.
What do I need to do to make it work?
image
Be aware that the current TS does not yet support FO4 1.10.980 and F4SE 0.7.01.
The last available TS version 1.93 is for FO4 1.10.163 and F4SE 0.6.23.
I don't have any other mods that change/ alter items or settlements so I'm not sure why this is.
Is there a way to revert all scrapping and make a settlement vanilla/ pre-scrapped again?
(theoretically a hard cell reset might bring back the clutter, but you do not want to trigger a bug to fix the issue and create new problems, DANGER breaking previsbines and restoring them could trigger a cell reset DANGER)
I do hope you can revert to a save from before you started scrapping. Redo some scrapping after reverting but skip the stuff you want to keep.
You could also post a comment on the blueprint you used, informing other users to be carefull not scrapping too much.
And maybe ask the author if you need to enable the[ x ] Import original items (Not build by the player) option during the import.
It depends on whether the creator of the blueprint exported those items or not.
Be aware that option only covers vanilla workshop items like workbenches and furniture placed by Bethesda. It does not cover non vanilla workshop items like trees, food items laying around, kitchen utensils etc.
Not in rush, just appreciate you and other mod creators that puts in the time to update their creations.
Anyhow cheers.
Is unbelievable YOU ARE A LEGEND!! Now i can ng+!!
Since the latest version of Fallout 4, a new version of F4SE has been released.
However, when I try to use the Transfer Settlements Mod, I am getting the following errors:
F4SE 0.4.1 or later detected, but your Data/ScriptsObjectReference.pex seems to be missing.
+
Transfer Settlements v1.93 Data/f4se/Plugins/transfer_settlments.dll has the wrong version...
I have checked the release notes for the new version of F4SE and it mentioned that some Mods need their DLL's updating..
I'm just checking this isn't just me and I'm not being Silly.
All i'm looking for, is confirmation that I am waiting for a new version of "Transfer Settlements" to be released...
any help would be much appreciated
Good Luck and all of your hard work is appreciated by the Community.
My game is currently locked down, but when I do decide to update and download the new f4SE and the new TFB is there an expectation that our old blueprints will still be able to load into TFB?
We have how many TFBs stored on Nexus? a thousand maybe? I have not counted.
Or worst case, will the old blueprint files on my computer and the ones we have published (so far) on nexus be worthless?
In the same vein if I dont update will future blueprints here on nexus work on my previous version TFB?
I mean the blueprints just profile the files to put into the world and those haven't changed, right? so I am hopeful..
Cheers,
They always have been forwards compatible untill now, and thanks to the way blueprints are formatted it should stay that way.
NO, 00,05%
NEW -> OLD If newer bleuprints contain new nextgen added items they will be skipped during import on older gameversions, but the blueprint will still work, minus a few objects.
OLD -> NEW Some abandonned mods might never get a needed update for nextgen.
NO, 00,05%
You never know if something completly unforseeable broke FO4 nextgen. worst case an update might be impossible, but that absolutly is not something we are expecting to be the case.