Fallout 4

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  1. OcarinaOfJesus
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    Note for anyone downloading this mod, the Fast Travel Mat can break fast travel to the prydwen, it's an old bug that never got patched. Not really the mods fault, and the bug doesn't always happen, as well. I removed the Fast Travel Mat, and it still puts me in front of the door. Hoping it evens out, but I'm almost done with BoS, so back & forthing to the prydwen isn't really gonna be an issue.
  2. Gamma052
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    So I'm having a problem where this settlement has messed with my Prydwen and Boston airport fast travel spawns. Fast traveling to the Prydwen places me in front of the garage door, while fast traveling to the Boston airport places me in the normal location, a few feet in front of the power armor wearing guard for liberty prime area.

    Anyone have similar problems or know a fix?
    1. mayaterror
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      That's very strange but not really possible to be related to this blueprint. I think it's a coincidence and your problem lies with another mod. There is literally no way that any blueprint could alter the spawn point for another location.
  3. jerryslayer1905
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    Can't Exit Power Armor anywhere in the built settelment
    1. mayaterror
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      In response to post #51788612.


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      jerryslayer1905 wrote: Can't Exit Power Armor anywhere in the built settelment


      That's a strange problem and the first time I've heard of anyone having it with any Transfer Settlements blueprints. I just tested importing/exporting this settlement to see if I could reproduce it. I used the Rapid preset in the Transfer Settlements holotape, nuked the old settlement, and imported the new one with power restored. Everything completed successfully within a matter of minutes. I have 5 sets of power armor parked at this settlement and was able to enter and exit all of them without any issues. I was also wearing power armor when I imported the blueprint.

      Please verify that you have tried this with Transfer Settlements at the very bottom of your load order and with HUD Framework near the top, just after UFO4P if you are using that, and just after all the DLC if you are not. Also verify that you have ownership of this settlement in your game and can use the workshop and build normally without incident. Also please review the checklist in the Troubleshooting section of my Vault 88 settlement blueprint page. While I realize Vault 88 is a completely different settlement, 95% of the items on that checklist would apply to any settlement where you are attempting to use the Transfer Settlements mod.
       
      Honestly, I think your problem is likely an issue unrelated to Transfer Settlements, but if you are truly certain that this is a bug related to the mod, then I would advise following the troubleshooting steps laid out by CDante, the author of the mod. If you are still having a problem then follow his process for bug reporting.  I feel like I have done my due diligence in successfully ruling out any problems with my blueprint as this is the second time in a week I have done a 100% successful import of this settlement.

      Good luck and let me know if you manage to resolve the issue.
    2. jerryslayer1905
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      Worked it out I just had to move then replace the floor sections, then any area i could get out of the armor. thanks for the prompt response good base so perfect for an area such as this
    3. jerryslayer1905
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      I am starting a new game seriously Transferable Settlements has got to be one of the most annoying mods to date
    4. mayaterror
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      I'm not sure what else I can do to help... I regularly read the posts on the main mod page as well as my blueprint pages, so I've seen a lot of the different issues that various people have reported. The problems you're describing are not ones I've heard of with Transfer Settlements before. In my own game the mod is rock-solid. I'm playing a modded survival game with over 200 mods, and I've logged nearly 400 hours on this run. I get some occasional VATS freezing and a random CTD here and there, but never any issues when working with settlements in any way. I started using Transfer Settlements when it was very new. I've used versions 1.2, 1.3, and now 1.41 - never had a single issue with anything about the mod. I don't have a great computer, either - it's OK but nothing cutting-edge.

      I've got that massive troubleshooting checklist I gave you a link to, and beyond that I can only stress how important it is that you manage your load order properly to maintain a stable modded game. I had a lot of instability when I first started modding Fallout 4, mainly because I just downloaded about 180 mods in a weekend and didn't really pay attention to load order or conflicts. My game was crashing constantly. It only got better when I bit the bullet, started fresh, manually packed my mods with loose files into .ba2, and manually installed everything. I only use NMM to manage load order now.

      Give it a shot with no mods besides HUD Framework and Transfer Settlements and see if you still have issues. Also be absolutely sure both of those mods are up to date, and that your F4SE is fully up to date, too.
    5. Arcanant
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      I love Transfer Settlements, amazing mod! Thanks Mayaterror for sharing your work!
  4. cmarks922
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    Hi! First off let me say that the settlement looks great and seems pretty functional (Took me a bit of time to figure out the wiring tho. It was a bit weird...). however, I do have a question: Did you pre-place a recruitment beacon and if so where? I can't seem to find it, and the workshop won't let me build it.
    1. mayaterror
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      It should be up on the roof, underneath the scaffolding/sniper perch.
    2. mayaterror
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      You know what, I took a second look at the settlement and I can't find a recruitment beacon anywhere! I had one at one point because I have 4 or 5 settlers there equipped with BOS gear so they'll fit in. Except they complain about being hungry all the time because the settlement can't generate food. Even if I put food in the workbench for them they still gripe. Anyway, I looked everywhere and didn't see a beacon so I must have scrapped it at some point. Must have decided I had enough settlers? I don't know, it's hard to remember what I was thinking at the time.

      I can't explain why your workshop won't let you build one. Can you provide more details? Do you have the necessary materials? Do you have any mods that add settlement objects to your workshop menus? Have your vanilla workshop menus been affected by any mods? Those are the things I would be suspicious of.
    3. Bombardier27
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      I'm having the same situation, no recruitment beacon and I can't make one because it doesn't show under the workshop choices. I tried iFix but it still doesn't show it. When I leave and go to another settlement it's there. I even tried to take one and store it in my workshop and then pull it out here at your settlement and it still doesn't show.
    4. mayaterror
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      I did some googling on this problem. It's nothing to do with my blueprint or with the Transfer Settlements mod. Read what the Fallout wiki has to say on the matter: http://fallout.wikia.com/wiki/Boston_Airport

      In short, you're not allowed to build a recruitment beacon at this settlement, nor can you plant crops, even in garden plots, nor can you build stores or water purifiers (though I gamed the system by finding a limited area where I could build the concrete-mounted powered water pumps).

      After reading this it jogged my memory and, as the wiki says, all of my settlers were sent here from other settlements. Personally, I used the Slog as my base of operations for this - I sent human settlers from the Slog to the Airport, and sent Ghoul settlers from other settlements to the Slog to replace them. The mentality was to make sure the BOS were only getting human recruits as well as segregating Ghouls to the Slog. Then I used the recruitment beacons at other settlements to replace the ones who got shuffled around.

      I'm calling "case closed" on this issue.
    5. diskdevl
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      Haven't need it yet myself but give this a shot to make that workshop fully functional :

      Boston Airport :
      <select workshop so prid # shows>
      addkeyword 00246f85
      <close console>
      <close workshop and open again>
  5. RobinWillem
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    Hello! I love this build, but i have one problem. A lot of the walls, floors and decoration is not placed. I have not had this problem before. I would love to use your build in my game, but sadly because of this problem it doesn't work. I have all the neccesary mods and DLC installed. Help would be very much appreciated. Thanks in advance!
    1. mayaterror
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      Are you saying that some of the pieces aren't importing? This is likely a problem with your Transfer Settlements configuration. There's no problem with the blueprint.
  6. DotuLord
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    So I downloaded this mod with all of the requirements installed and my Boston Airport area is empty. Totally empty. The random stuff on the ground was gone too. Any ideas on what may have gone wrong?
    1. mayaterror
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      Did you import the blueprint?
    2. DotuLord
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      I had not. Thanks for that genuine face palm. Haha.
    3. mayaterror
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      Haha, no problem. Just glad that's all it was.
  7. Aldebaraan
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    looking at the .json file, only the Beam emitter from the institure relay remains in the blueprint, which can be easily removed by searching for "beam emitter" and deleting the entry.
    1. mayaterror
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      Yeah, I haven't actually tried editing the .json files but I've opened them in Notepad++ and studied them. It seemed easy enough to do what you're suggesting and it's what I would have recommended to anyone having the problem. You'd think it would be a simple task but apparently some people have trouble figuring out:

      [Archive]
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=

      Or else why would it be the first troubleshooting thing on nearly every mod page? If someone can't handle that then they probably won't fare very well with manually editing a .json file. Lol.
  8. Nsinger998
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    This is a wonderful design but was wondering if we can get detailed instructions for the electrical setup? Perhaps pictures would be better?

    I ask because I can't get power to flow thru the conduits beyond the generator room and the second floor.
    1. mayaterror
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      In response to post #48929252.


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      Nsinger998 wrote: This is a wonderful design but was wondering if we can get detailed instructions for the electrical setup? Perhaps pictures would be better?

      I ask because I can't get power to flow thru the conduits beyond the generator room and the second floor.


      On the Transfer Settlements mod page, I noticed a fairly recent comment by CDante (author of the Transfer Settlements mod):

      "in order to have power, you need to grab and place back the conduits. powered connections are not working automatically. yet. it's something that was impossible to do programmatically. but then came some help from registrator2000 and Expired6978 so it will be possible in a future release."

      The number one problem I have seen reported on all my settlement blueprints as well as others' is this issue with the power that is innate to the Transfer Settlements mod. I feel your pain, but also please realize the time it would take me to do detailed how-to videos or step-by-step instructions for re-wiring even my top 3 settlement blueprints would be an extraordinary undertaking. I could build at least 3 settlements like my Boston Airport Forward Command center in the time it would take me to create and post 1 tutorial on rewiring.

      It seems futile to put in that kind of time and effort when CDante has basically stated his intention to resolve this issue in a future release of Transfer Settlements. I have no way of knowing if that release will be tomorrow or a year from now but I'm crossing my fingers that it's soon. If I have to re-upload all of my settlements to be compatible with such an update, I will do so.

      In the meantime, I would suggest that you do the select>release procedure mentioned above for all electrical items in the settlement. Start at the generator and look for the closest conduit to start the wiring chain. I usually place my conduits near the ceiling on the walls. Just keep following around the rooms chaining the wires to the nearest conduit. There are some places where I used some known glitches with the concrete - mainly that you can wire something (like the garage door switch in my build) and then turn the entire wall around 180 degrees to get the wire to pass through the wall. I used this trick a couple of times in this build and that's more than likely what you're having trouble with. Also look around the build for the Contraptions pipe conduits and wall pass-throughs because I used those a fair amount. If all else fails, scrap my power conduits and build your own. There's nothing stopping you from re-wiring this settlement in a way that makes more sense to you.
    2. Nsinger998
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      I understand and thank you for the reply.

      One more thing tho: how are the powered doors to be wired? I'm not really familiar with the contraptions dlc.
    3. mayaterror
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      The garage door is wired to the switch outside. To make that happen, I had to place the switch on the wall inside, wire it, and then turn the wall 180 degrees with the switch attached. This keeps the wired connection but forces the wire to clip through the concrete wall. It's a trick that only works with concrete walls and foundations.

      The powered doors on the upper levels are wired to be controlled by the pressure plates on the ground directly in front of them. I usually do a switch on one side of the door and a pressure plate on the other. That way, the door opens from the pressure plate when you're walking in, and then you close it with the switch once you're inside. This was my typical setup that I used repeatedly in various settlements. I can't recall if I did it that way in this one, or if I did pressure plates on both sides (unlikely). This setup is not necessarily easy to accomplish and usually takes some of the 180 rotation shenanigans I mentioned earlier. The key is to get it working first and then worry about where the switches and conduits go.

      The contraptions DLC wasn't something I used a lot of - never got into the manufacturing stuff - but I did make heavy use of the pipe conduits and a few other things for more straightforward building. The main benefit of the pipe conduits is that they control the amount of wires going all over the place, keeping things looking neater. They also have the wall pass-through pieces which make it easier to run power from one side of a wall to another. Ultimately, they still have to be connected by wires, so just look for things that look like regular conduits, just attached to pipe-looking things.
  9. ApoAlaia
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    For anyone concerned as the OP is about importing not yet unlocked technology (in this case I presume is the Signal Interceptor unlocked via The Molecular Level) the only object I could find pertaining this device in the export is the Molecular Beam Emitter (Form ID: 001E077F, referenced as 1E077F)

    Could not find the Control Console (00154AD6), Reflector Platform (001E0782) or Relay Dish (001E0783)

    I presume that getting rid of this potential conflict (I have to put my hand up, I have not the faintest clue whether it would have any effect) is as simple as opening the file on any text editor, deleting the relevant entry (everything between '{' and '},' ), amending the "item_count" and Bob's your uncle.
    1. mayaterror
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      How odd that those items were not to be found, because they are all in the settlement in the original build that I used for exporting. It bears further investigation - I will take a look when I get a few hours of free time.
    2. ApoAlaia
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      From the Wiki (http://fallout.wikia.com/wiki/The_Molecular_Level):

      "After completing this quest the beam emitter, the control console and the reflector platform will all be broken and burnt."

      Maybe the Form IDs of the 'broken' state objects are different to the 'unbroken' state ones. Will search the file more thoroughly.

  10. Predathoor
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    Its says Missing Workshop addon , but i have all DLCs. What should i do?
    1. mayaterror
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      Make sure that your game is up to date and that you're running the latest F4SE, the latest HUD Framework, and the latest Transfer Settlements. Be sure all of those are properly installed to the correct directories and properly configured, following the instructions on the respective mods' pages. Be sure your .ini files are set up for modding. If you're running other mods make sure your Fallout 4 and DLC .esm's are at the top of your load order. If you've installed F04 to a drive other than C:\ than check your documents paths to make sure the correct My Games folder is being read. I'm not sure what else to suggest. I'm running 200+ mods on my FO4 right now and Transfer Settlments has worked flawlessly for me right from the beginning in every settlement I've tried it on.
    2. Muggzee
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      Never mind! I found a problem with a mod I was tweaking from earlier and just forgot to save some settings that was preventing it to play nicely with Transfer Settlements. Totally my bad, sorry partner! X)
    3. mayaterror
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      In response to post #48427747. #48435712, #48500697 are all replies on the same post.


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      Predathoor wrote: Its says Missing Workshop addon , but i have all DLCs. What should i do?

      mayaterror wrote: Make sure that your game is up to date and that you're running the latest F4SE, the latest HUD Framework, and the latest Transfer Settlements. Be sure all of those are properly installed to the correct directories and properly configured, following the instructions on the respective mods' pages. Be sure your .ini files are set up for modding. If you're running other mods make sure your Fallout 4 and DLC .esm's are at the top of your load order. If you've installed F04 to a drive other than C:\ than check your documents paths to make sure the correct My Games folder is being read. I'm not sure what else to suggest. I'm running 200+ mods on my FO4 right now and Transfer Settlments has worked flawlessly for me right from the beginning in every settlement I've tried it on.

      lastR4NG3R wrote: Predathoor's not alone. I'm having the same issue as well. Checked everything on my end, rearranged my load order, etc. Still can't seem to get it to work.


      Here is a link to an image I made that some people found helpful for my Vault 88 build. Though supposedly you don't need the papyrus ini edits with the latest Transfer Settlements. Maybe it will help.

      https://staticdelivery.nexusmods.com/images/1151/4667731-1489641758.png
    4. mayaterror
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      Glad to hear you solved it! I'm also wondering if the OP might not have unlocked the Institute Relay yet. I'm paranoid about that causing weirdness in a game that hasn't reached that point in the storyline.