It just occurred to me today that I use several of your builds (this one, Airport, and all of the Far Harbor locations) a lot lol. I tend to use Longfellow’s, Spectacle Isle and the Airport as FOBs for my Minutemen and these builds are perfect fortified positions.
Don't take this the wrong way, but I'm building my next playthrough out with 500 mods. As I search for mods, it would be helpful if people would put blueprint in the title of the mod instead of titling it as a regular settlement. For those who do not use transfer settlements it's a waste of time.
At least yours is vanilla. Many of the blueprint settlements require like 12-20 mods that they chose to use to build the settlement. With even just the normal 30 settlements or so, you'd be past your mod limit by the time you used about 12 blueprints even if some overlap and use some of the same required mods.
If most made blueprints vanilla like this one, or at least only required mods that most people have like homemaker, sim settlements, crimsonrider's unique furniture, etc. instead of some obscure mods they found, it was be less annoying.
it keeps saying your fallout4custom.ini is not configured correctly, but I've added these texts(bEnableFileSelection=1 and sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\) in the fallout 4 file under my games, but it still will say its not configured.
I was wondering if you placed a fast travel marker item anywhere in the build. I do not know whether this is an issue with this settlement or Transfer Settlements as a whole just yet but as soon as I import this, save, load, fast travel in and out, I cannot build the fast travel location marker item(s).
Yes, it is finished. I did make trapped creatures battle each other down there. Tested things with the settler pads, too. It's designed so that when you throw the switch, the doors open and the settlers emerge to fight. With the switches on the wall, there was one for each cage and a "master" switch. Rigging all this up was pretty insane and I never did anything with the traps and arena stuff again after this. I found watching settlers and creatures fight to be incredibly boring and not worth the trouble to make it all work. It was much more fun building it and getting it to work than to actually use it.
However, keeping some Super Mutants and Gunners in the traps down there makes the attacks on this settlement very frequent and it is a blast to defend.
I don't suppose we could get a guide to wiring the place up? The Transfer Settlement mod doesn't do that automatically. (Although, running around wiring the settlement up is surprisingly fun.) Also, are we supposed to nuke whatever's already there, like the trees?
At some point in the near future I plan to make a video how-to for restoring power to my Vault 88 since it is my most popular blueprint. If I am able to do that fairly quickly and painlessly then I will address my other blueprints in order of their popularity.
For now the best advice I can offer you is to start at the fusion generator on the first floor and look for conduits hanging from the ceiling to connect to. From there, run a wire to the conduits near the ceiling on the walls. Work your way all the way around the walls of the place. Thread it back toward the stairs going up to the second floor, and basically repeat the process. You should find a conduit on just about every wall piece.
You'll need to run a wire out a window to one of the turrets and then you should be able to chain the rest together. Although if Contraptions had been out when I built this settlement, I would have used the pipe conduits to pass through the walls.
As for the boiler room and water purifiers - that will probably be tough to re-create, but you will need to build some temporary stairs to get to the conduits that are high up on the walls to reach the water purifiers. The cages and switches down there - hoo boy, that's going to be like a fever dream to try to re-create. I'm not even going to attempt to explain that one in writing.
Best of luck, and don't forget that you will also probably have to select/move/cancel/drop any powered settlement object that still isn't working after re-wiring.
11 comments
At least yours is vanilla. Many of the blueprint settlements require like 12-20 mods that they chose to use to build the settlement. With even just the normal 30 settlements or so, you'd be past your mod limit by the time you used about 12 blueprints even if some overlap and use some of the same required mods.
If most made blueprints vanilla like this one, or at least only required mods that most people have like homemaker, sim settlements, crimsonrider's unique furniture, etc. instead of some obscure mods they found, it was be less annoying.
/rant
And all you need in the ini is
bEnableFileSelection=1
sResourceDataDirsFinal=
No strings or anything after it. Leave it blank. Those are no longer needed.
edit: ok nvm, just seen the image.
However, keeping some Super Mutants and Gunners in the traps down there makes the attacks on this settlement very frequent and it is a blast to defend.
For now the best advice I can offer you is to start at the fusion generator on the first floor and look for conduits hanging from the ceiling to connect to. From there, run a wire to the conduits near the ceiling on the walls. Work your way all the way around the walls of the place. Thread it back toward the stairs going up to the second floor, and basically repeat the process. You should find a conduit on just about every wall piece.
You'll need to run a wire out a window to one of the turrets and then you should be able to chain the rest together. Although if Contraptions had been out when I built this settlement, I would have used the pipe conduits to pass through the walls.
As for the boiler room and water purifiers - that will probably be tough to re-create, but you will need to build some temporary stairs to get to the conduits that are high up on the walls to reach the water purifiers. The cages and switches down there - hoo boy, that's going to be like a fever dream to try to re-create. I'm not even going to attempt to explain that one in writing.
Best of luck, and don't forget that you will also probably have to select/move/cancel/drop any powered settlement object that still isn't working after re-wiring.