compatibility with next-gen Fallout 4, game version 1.10.984 and F4SE 0.7.2
optional old-gen version compatible with pre-next-gen Fallout 4, game version 1.10.163 and F4SE 0.6.23, but with the same new features of Transfer Settlements
full compatibility with Fallout: London in pre-next-gen Fallout 4, and forward compatibility with the upcoming Fallout: London in next-gen Fallout 4 - this includes full blueprint export/import support for all seven London settlements: - Biggin Hill Airport- Covent Garden- Lambeth Construction- Lambeth Walk- London Bridge- Thameshaven Market- Wandsworth Tennis Museum
in the next-gen version the main features of the mod are no longer accessible from the Transfer Settlements Holotape due to some internal changes of the new version of Fallout 4, however, a new Transfer Settlements Terminal can be built in workshop mode under Power / Miscellaneous and used instead
as a convenience feature in the next-gen version, the old Transfer Settlements Holotape can be used to auto-build the new Transfer Settlements Terminal at any of the available settlement workshops
in the old-gen version the new Transfer Settlements Terminal is still available to build in workshop mode under Power / Miscellaneous, but the old Transfer Settlements Holotape can still be used to access the main features of the mod
NEW MINOR FEATURES AND CHANGES
the physical appearance of the blueprints can no longer be inspected via the holotape or the terminal due to some inconsistent UI behavior, but there’s a new Blueprint Stash spawned automatically next to each Transfer Settlements Terminal that can be activated separately, and can be used to inspect each of the available blueprints in their physical form - choosing the TAKE option of the blueprint will take that blueprint to the nearest Transfer Settlements Terminal to directly open its import options
changed the font on the physical representation of the blueprints to a more readable style
added some fixes and minor adjustments to physical blueprint textures
added seven brand new physical blueprint designs for the seven new London settlements: Biggin Hill Airport, Covent Garden, Lambeth Construction, Lambeth Walk, London Bridge, Thameshaven Market, Wandsworth Tennis Museum
blueprint population only happens if there were actual changes in the available blueprint folders, making terminal menus (and holotape menus for old-gen version) load much faster
to handle text replacements and to make terminal menus load much faster, each terminal go into a brief inaccessible state once after placing them and exiting workshop mode, and once for each terminal later on if there were additional changes in the available blueprints
automatically saving the game before starting to import a blueprint and starting to nuke a settlement - this is not an actual Autosave but a normal new save file so it does not take away from the maximum amount of Autosaves available
loading such a save file would not continue with the import or nuking process that was originally initiated the save file creation, so it’s a proper “last minute” autosave before an import or a nuking would have happened
Papyrus scripts attached to each object type or NPC type are now detected dynamically, and the OnWorkshopObjectPlaced and OnWorkshopObjectMoved events are properly called from those attached scripts when importing a blueprint, and similarly the OnWorkshopObjectDestroyed events when nuking a settlement - this should fix a good amount of spawning/deleting issues with more complicated settlement items from DLCs and mods
added the ggTrol Coffee Cup from the Transfer Settlements Terminal desk as an individually constructible item under Decorations / Miscellaneous - you can drink the coffee and refill (repair), drinking it gives a small HP gain and also a caffeine boost in Survival difficulty the mod now collects all tutorial message boxes that would stop an Import process mid-execution and schedules them to appear after the Import has finished
due to some inconsistent UI behavior, the import option to nuke a settlement before importing a blueprint is now two separate entries: nuking player built items only or nuking every buildable item, even if they were placed by the game developers
due to the same UI inconsistencies, the nuking confirmation now happens after you would hit the IMPORT or NUKE command from the terminal (or the holotape in old-gen version) - the mod can also remember your choice of nuking a settlement if you don’t want this asked again
added a Transfer Settlements load screen
added an alternate Transfer Settlements load screen to London in Fallout: London’s load screen style
BUGFIXES
fixed NPC scaling issues happening especially when importing pets or turrets added by mods
fixed rare issue when a texture was missing without the Automatron DLC installed in the press Settlement Boy first person animation
eliminated some errors and warnings cluttering the Papyrus logs
ADDITIONAL COMPATIBILITY
added compatibility with Internal State Persistence by niston - you can use the ISP scripts to add internal attributes to any workshop object, like for example if you created a mod that adds a settlement radio that can be set to play any radio station, then the selected channel - as a persistent internal state - can be universally saved into a blueprint, so it means it can be exported and imported by Transfer Settlements with the selected channel
Party Time! Updates released. Read the changelog, watch the video, download the files.
Older Blueprints are compatible! TS OldGen v2.18: compatible with FO4 v1.10.163 and F4SE v0.6.23 TS NxtGen v2.18: compatible with FO4 v1.10.984 and F4SE v0.7.02 OldGen v2.18 will work in Fallout London, it has its own page on Fallout London Nexus too! On that page there is a patch for HUD Framework compatibility with the Fallout London UI
PSA, December 21st, 2024
i'm gonna wind down after the 3 months of intense support i offered post TS v2.18 release. TS is rocksolid, almost all questions can be answered by reading our Knowledge Base articles. Come on people, start reading the articles, the vast majority of these questions ARE answered in there. Support will wind down soon, expect to see a lot of replies from me stating to read the articles without convenient links and quotes. + Please use the nexusmods comment search function.
You can read the removed stickies about the NG tribulations here: The TS NextGen Story
THANK YOU FOR Providing the 'fix-it' answers in the trouble shooting pages! My story today is I was <- note was-> going to post "IT JUST DON'T WORK!!!" until I went back and READ POSTS IN HERE, Then followed the answers listed in your help page here: Returning Questions: The Answers.It took time. The process always takes time. No one wants to take the time to learn. I found my issue was corrupted .INI files and missing .pex files from the /scripts folder. The first place I discovered issues was reading, checking, and verifying this section:01: No blueprints visible / No workshops nearby.
I am currently using MOD2 and that gives me 3 possible places to check and verify .ini file issues. I ALSO watched the linked GOPHER videos. VERY HELPFUL. Again, this all takes time. Then, I checked to see why I was still getting the same error when reading the terminal screen for the program: Transfer Settlements v<Token.Name=TSModVersion> [Game is not recognizing program is installed] For some unknown reason, parts of the F4SE program got deleted from the /scripts folder. the .pex files and I am sure some others. "- 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/ " After manually re-installing the F4SE program TS worked as advertised. Again, thank you for the help pages.
Glad to read you found the solution. Yes, it takes time to read everything. It also takes a lot of time answering the same questions over and over again. I wish more people would read the instructions.
I'm having trouble with this. Some of the settlement blueprint mods I have crash when they're either building, lighting up all the lights, or just finishing. How do I fix this?
Your game possibly isn't stable, either due to modconflicts or savefile corruption. We can not help with that. Refer to Import and Export - As Stable As Possible for some general guidelines.
- 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/
If not check all steps to ensure you installed TS correctly.
Still is an Installation issue. Either your buildmenu is broken due to other mods. Or you still did not install TS correctly.
I can use the pipboy to access the settings in transfer settlements
OldGen or Nextgen Fallout 4? OG: Blueprint should be visible. (Same aricle i linked, eg 01: No blueprints visible) NG: Pipboy no longer has options to handle blueprints due to changes in Nextgen FO4.
I can use the pipboy to access the settings in transfer settlements
Wait, that is not right at all. You can not access the general setting in the NG holotape. Settings are only available in MCM or the TS terminal. NG holotape merely has a function to spawn a TS terminal. I was wondering why you did not notice you can use the holotape to place the new TS terminal.
So you probably have a mix of conficting versions installed, also make sure you got the F4SE.pex and ObjectReference.pex from F4SE 0.7.02.+ TS NxtGen v2.18 version installed of course.
I have used ST in the past with great success. I recently did a clean reinstall of the game, following the Midnight Ride and swapping to MO2 from Vortex. ST is on my load order and I see no indication anywhere that there is issue.
However, in both the terminal and holotape the export/import/nuke and various options do nothing at all. I attempt to export and it wants to create a blank-named preset for that slot. The terminal itself also does not spark and make noise like it once did. I loaded an old save that has used ST and am having the same effect currently.
I cannot find a cause, all versions are correct and matching, and I cannot find anything suggesting load order issue (I'm not sure load order matters.)
Is any of this a known problem? Troubleshooting and research yields nothing and I really do not want to abandon the mod.
Very likely an install problem, seeing you are new to MO2. Read the Mod Organiser 2 and Transfer Settlements article. Reinstall the mod. Do a manual install if MO2 does not work for you.
So yes I am certainly new to MO2. I tried manual install to data folder as per the mod page instructions and still nothing. Do I need to place the extracted contents to the virtual data folder through MO2?
TS should show up as <unmanaged> in the MO2 data tab. It should autoload as if it is a gamefile like the DLCs. For help with using MO2 refer to their documentation, plenty of Youtube vids around too, or visit their Discord Server.
Not sure why but when i install the oldgen it tells me my 0.6.23 F4SE is the wrong version and that I need 0.7.2 which is the steam version. I am currently on the gog version which is 1.10.163 that requires the 0.6.23 F4se and you're page tells me I need the oldgen verison. It just doesn't make sense.
Sorry about the double post but it seems downloading the oldgen actually downloads the newgen. Even when I went into it in the game it talked about having to build a workbench which is only newgen stuff. Also told me f4se was the wrong version and I couldn't use it.
When you use Vortex (download with modmanager) it installs the most recent version. TS last update was for both OG and NG, different files, but same versionnumber, this confuses Vortex.
This has been answered several times, (retrieved by the nexusmods comment search function):
You had the TS NG version installed in the OG game, and that messes up global variables. Follow the procedure in Read This First - Knowledgebase DOWNGRADING THE MOD AND "CLEANSAVING" to fix it.
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
Next time, help yourself and check the MUST READ before COMMENTING articles. Or use the nexusmods comment search function.
Thanks for the reply. I wasn't far into that game so I started a new game and it was fixed. Must have been something in the save and a clean save may have fixed it but really its just easier to start a new game for me. Thanks for the awesome mod.
Not sure why but when i install the oldgen it tells me my 0.6.23 F4SE is the wrong version and that I need 0.7.2 which is the steam version. I am currently on the gog version which is 1.10.163 that requires the 0.6.23 F4se and you're page tells me I need the oldgen verison. It just doesn't make sense.
Hello, I am having an issue with exporting a blueprint for homeplate. At first I got notice that I didn't have ownership of the workshop (which I did), and then crashed when I attempted to export the blueprint. After restarting the game, it allows me to go through the menu, but fails to store anything. Please help!
Your issue description does not tell us much about what might be going haywire for you. Does TS work fine for you at other settlements? Needed to determine if it is a fault at Home Plate or more general. Do you have any mods installed that affect Home Plate or Diamond City? If you do the problem is very likely related to them.
I was able to export blueprints at Sanctuary, Red Rocket, and Starlight. No issues, and importing those same blueprints into a new save works for them as well. It's just Homeplate so far. The mod I have for Diamond City is Femshipping's Diamond City edits, but I had been able to use transfer settlements in home plate in previous saves. I only recently updated both the game and the mod, so i don't know if that has anything to do with it.
If you did update to NextGen FO4 recently check if all your mods are compatible, and properly updated/setup. That is your most recent change and the first obvious suspect.
7826 comments
Music: Fallout London Anthem by Fallout Tribute Music
NEW MAJOR FEATURES
- Biggin Hill Airport- Covent Garden- Lambeth Construction- Lambeth Walk- London Bridge- Thameshaven Market- Wandsworth Tennis Museum
NEW MINOR FEATURES AND CHANGES
the mod now collects all tutorial message boxes that would stop an Import process mid-execution and schedules them to appear after the Import has finished
BUGFIXES
ADDITIONAL COMPATIBILITY
London blueprints by GroteGrottrol
MUST READ before COMMENTING
FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
Read the changelog, watch the video, download the files.
TS OldGen v2.18: compatible with FO4 v1.10.163 and F4SE v0.6.23
TS NxtGen v2.18: compatible with FO4 v1.10.984 and F4SE v0.7.02
OldGen v2.18 will work in Fallout London, it has its own page on Fallout London Nexus too!
On that page there is a patch for HUD Framework compatibility with the Fallout London UI
PSA, December 21st, 2024
You can read the removed stickies about the NG tribulations here: The TS NextGen Story
My story today is I was <- note was-> going to post "IT JUST DON'T WORK!!!" until I went back and READ POSTS IN HERE,
Then followed the answers listed in your help page here: Returning Questions: The Answers.It took time. The process always takes time. No one wants to take the time to learn.
I found my issue was corrupted .INI files and missing .pex files from the /scripts folder.
The first place I discovered issues was reading, checking, and verifying this section:01: No blueprints visible / No workshops nearby.
I am currently using MOD2 and that gives me 3 possible places to check and verify .ini file issues. I ALSO watched the linked GOPHER videos. VERY HELPFUL. Again, this all takes time.
Then, I checked to see why I was still getting the same error when reading the terminal screen for the program:
Transfer Settlements v<Token.Name=TSModVersion> [Game is not recognizing program is installed]
For some unknown reason, parts of the F4SE program got deleted from the /scripts folder. the .pex files and I am sure some others.
"- 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/ "
After manually re-installing the F4SE program TS worked as advertised.
Again, thank you for the help pages.
Refer to Import and Export - As Stable As Possible for some general guidelines.
Next time, help yourself and check the MUST READ before COMMENTING articles.
Refer to Returning Questions: The Answers 01: No blueprints visible / No workshops nearby?
Next time, help yourself and check the MUST READ before COMMENTING articles.
Very likely you missed:
If not check all steps to ensure you installed TS correctly.
I've already followed both guides with no luck. The terminal is still invisible in workshop mode.
I can use the pipboy to access the settings in transfer settlements, but the blueprint can not be found
Either your buildmenu is broken due to other mods.
Or you still did not install TS correctly.
OG: Blueprint should be visible. (Same aricle i linked, eg 01: No blueprints visible)
NG: Pipboy no longer has options to handle blueprints due to changes in Nextgen FO4.
I have NG installed, so that's probably why the pipboy is not working correctly
You can not access the general setting in the NG holotape. Settings are only available in MCM or the TS terminal.
NG holotape merely has a function to spawn a TS terminal. I was wondering why you did not notice you can use the holotape to place the new TS terminal.
So you probably have a mix of conficting versions installed, also make sure you got the F4SE.pex and ObjectReference.pex from F4SE 0.7.02.+ TS NxtGen v2.18 version installed of course.
However, in both the terminal and holotape the export/import/nuke and various options do nothing at all. I attempt to export and it wants to create a blank-named preset for that slot. The terminal itself also does not spark and make noise like it once did. I loaded an old save that has used ST and am having the same effect currently.
I cannot find a cause, all versions are correct and matching, and I cannot find anything suggesting load order issue (I'm not sure load order matters.)
Is any of this a known problem? Troubleshooting and research yields nothing and I really do not want to abandon the mod.
Thank you for any help at all.
Read the Mod Organiser 2 and Transfer Settlements article.
Reinstall the mod. Do a manual install if MO2 does not work for you.
For help with using MO2 refer to their documentation, plenty of Youtube vids around too, or visit their Discord Server.
TS last update was for both OG and NG, different files, but same versionnumber, this confuses Vortex.
This has been answered several times, (retrieved by the nexusmods comment search function):
You had the TS NG version installed in the OG game, and that messes up global variables.
Follow the procedure in Read This First - Knowledgebase DOWNGRADING THE MOD AND "CLEANSAVING" to fix it.
Or use the nexusmods comment search function.
Does TS work fine for you at other settlements? Needed to determine if it is a fault at Home Plate or more general.
Do you have any mods installed that affect Home Plate or Diamond City? If you do the problem is very likely related to them.
That is your most recent change and the first obvious suspect.
Sounds like a Level Of Detail / Previs / Precombine problem.