Fallout 4

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  1. mayaterror
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    For anyone having trouble with the general setup of Transfer Settlements, HUDFramework, or anything else technical you need in order to use my settlements, I made this image as a guide.  Hope it helps.
     
    https://staticdelivery.nexusmods.com/images/1151/4667731-1489641758.png
  2. mayaterror
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    The 1.2 update is live!

    The main feature of this update is that over 3000 junk/clutter items have been added throughout the vault, bringing the total number of items just short of 10,000. This raises the entire blueprint to a whole new level, as it now feels much more complete. Or to use some of the community's favorite terms, "immersive and lived-in." Two versions of this update have been added - version 1.2.0 which was exported with Transfer Settlements 1.41, and version 1.2.1 which was exported with Transfer Settlements 1.42. Choose the blueprint appropriate for your version of the mod.

    Of course all previous versions of the blueprint remain up for users who would prefer simpler or less-decorated versions of the vault.

    HUGE thanks to everyone who has downloaded and endorsed the Vault and helped it reach this point! There are some fantastic and helpful users who frequent this page as well as on the Transfer Settlements main page and CDante's Transfer Settlements Discord channel.
     
    The description page has been revised and updated with thorough and detailed information about importing this blueprint.  See the "Important Notes" and "Troubleshooting" sections.
  3. mayaterror
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    Due to the large number of comments on this subject, I've decided to add a sticky post about it:

    The settler behavior, or lack thereof, is not due to a bug. There aren't any bugs in this blueprint (or any other one for that matter, since blueprints don't contain bugs). Even in my original save where I built the vault, the settlers have a tendency to cluster around in the atrium and not do very much.

    The problem is due to the poor AI pathfinding in the Vault 88 build area, along with poor navmeshing on the Vault-Tec Workshop objects, which are known issues with that DLC. Combine that with the number of staircases and doors in the atrium and the settlers will generally only do things if you sleep in the vault. However, I have previously mentioned a solution several times in the posts section of this mod page:

    The Settler Sandbox Expansion mod will help with the settler AI pathing.
     
    Your vault dwellers will definitely behave better with this mod. It made a marked improvement in my game - they stopped clustering in the atrium and actually started doing things. You still probably won't see them actively using every part of the vault, simply because the AI pathing in Vault 88 is crap and the vault is insanely massive.
     
    If you use the Population Management Terminal to assign the settlers to jobs, you can get them assigned to the more remote areas of my blueprint like the reactor room clinic and the University Point pharmacy. If you sleep/wait in the vault you may see better results. Particularly if you wait until the settlers are scripted to go to bed or wake up, then you may see them walking the halls.
  4. mayaterror
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    "I'm having a problem with the amount of water available in the vault. How much water should the settlement have after import? I only have 2 water."

    This is a known issue. Of course the Vault-Tec Mega-Purifier should produce 40 water in addition to the larger purifiers I placed next to it. There is a chain of conduits that lead from the vault hallway out to the purifiers, and they are supposed to be wired to that chain. However, after importing the blueprint the power does not get restored to that specific conduit chain.

    I worked with Grote Grottrol of the Transfer Settlements "helpdesk" to troubleshoot and find the source of this problem. We concluded that it was due to the conduits that protrude up into the ceiling in the area where the mega-purifier is. In my original save file they work fine but an imported version of the vault doesn't like having double-connected conduits like that.

    They are entirely for aesthetic effect, to make it seem like that conduit chain is mounted to the ceiling instead of just floating. The easy solution is to build a new generator and wire the water pumps to that. The harder solution is to remove the 2 unnecessary decorative conduit pieces, then select>drop every conduit piece in that chain all the way back to the wall conduit, and re-wire the pumps and the wall conduit. Either of these solutions have been proven to solve the water issue.
  5. mayaterror
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    I have decided to lock the posts section of this page. I feel that after more than two years, nearly every possible question about this vault blueprint has been answered many times over.

    Not many posts are being made these days, and when comments do come they are mostly repetitive and/or insolent. The blueprint will definitely remain up and available for download.

    Thank you to everyone who has downloaded, tried, enjoyed, and/or endorsed this blueprint, and thanks to the mod authors behind Transfer Settlements, HUD Framework, and F4SE, without which none of this would be possible.

    Please refer to the description page or search the comments in the posts section here if you are having trouble with the blueprint.

    If you wish to provide positive feedback, please endorse or tell a friend about the blueprint.
  6. Ryuko97
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    How do I expand the boundaries of the vault?
    1. mayaterror
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      Do the questline for the Vault-Tec workshop DLC. You'll find circuit boards that activate the workshops in various parts of the vault area. When those are fully activated, you'll have the maximum build area.
  7. khaledmelad
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    my screen became very vivid and when i move everything becomes blurry and i just have your mod installed
    1. dmki
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      This isn't a mod, you don't have it "installed".
  8. WillTheThrill43
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    First off, I wanna say this is extremely impressive! I could never do anything like this, that's why I downloaded this mod. I just lack the creativity and skill to do something as substantial as this vault 88. Everything worked perfectly, tho it did freeze my game when I first left to let things settle. So I explored like a slice of this place and found the reactor. What I would like to know is how am I supposed to power up this place. I found three connectors near the reactor, but they only power a few things. Some help is very much welcome!
    1. dmki
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      That depends on how did you scrap the stuff before importing the blueprint. In other words - did you damage the reactor or not. I remember that sometimes I was able to connect reactor only few game days after the import. And at least once it didn't work at all. The easiest would be to just connect a fusion reactor to the grid and forget about the V88 one.
  9. MaximusTheGladiator
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    How feasible is it for someone to just upload a FO4 save file with the settlement built & functional?

    As in, bare minimum has been done in the story to allow for the settlement to be present (even if it's not immediately attainable). Sounds better than downloading 3 mods and still spending the time to scrap everything in the settlement anyway, particularly if you're planning on a new character. Should also fix the issue with NPC's I see mentioned here in Posts, right?

    Thanks either way.
    1. mayaterror
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      What you are asking for would be for a hypothetical someone to start a new game, go straight to Vault 88, clear it, import the settlement for you, save the game, and upload the save file. I don't think you'll find anyone to do this for you, but sometimes people can surprise you. You'll likely just have to do what is necessary to get it to work on your own. So, to answer the question, is it feasible? Yes. Is it likely? No.

      It's only 3 simple mods, which I provided links to, and then playing the game for 30 minutes, then importing the settlement. You make it sound like you're being told to cut off a toe or something..
    2. RickyTheOx
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      I seen some weird questions on nexus and ppl blaming authors for the most weirdest things on ther mods
      (when it always is the user making the problem)
      But this must be the laziest, most "out there" suggestions/question I seen, especially on a blueprint.
      Why even look at a BP if U don''t wanna do whats necessary.

      Cool of U to even answer this ... suggestion ... Mayaterror.

      The BP works fine like any other well done BP if U do the proper preparatory work.
      Don't be lazy.
  10. Wood6wav
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    Just a heads up, although I followed everything in the import instructions and successfully got an import my vault still lacked power in about 80% of it. I had to go through and add generators and emitters to the dark areas (this was after I connected the two main power lines as instructed)

    Edit: It's unfortunately a somewhat normal result however, If you go through and spend the time to add power sources this vault is 100% worth the efforts!
    Spoiler:  
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    If you haven't done the power cycle please heed this warning. DO NOT IMPORT THIS SETTLEMENT AND USE IT BEFORE DOING THE POWER CYCLE QUEST. THAT QUEST DESTROYS THE GENERATORS THROUGHOUT THE ENTIRE VAULT AND YOU MANUALLY HAVE TO REPAIR EACH AND EVERY ONE
    1. mayaterror
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      You must have edited your post asking about where the experiments go.The PowerCycle is meant to go in the gym, next to the other PowerCycles. The Slot Machine is meant to go in the cafeteria/rec room, next to the jukebox. The Phoropter is meant to go in the medical clinic, next to the barber chair. The Overseer's Desk is meant to go in the center of the overseer's office.

      As for your power issues, this seems to be a common problem, though it is possible to import the vault with the power intact. I have been away from FO4 for some time now, but I am told you have to get the settings in the Transfer Settlements holotape just right for it to work.
    2. Wood6wav
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      I appreciate the response given your frequency on Fallout! I did edit that post I should've posted a separate one. Do you by chance know of any import settings that people have reported to work correctly for keeping all of the vaults power intact? I am good either way at this point (just wanted to know if anything has been successful), I spent a few hours planting emitters and conduits around the entire vault to get rid of the spooky dark and it was definitely worth the time it took. This vault is amazing and I would have never been able to make anything this extensive and well thought through, nor would I have had the patience to complete it. The amount of conduits you placed in the world itself would have discouraged me alone so thank you for this. Placing power sources and conduits all around was a small price to pay for such a huge benefit.
  11. Abadonae
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    My import is stuck at 6280/9696.

    It gave me a warning message about a chem/jet.

    Now it's just sat at 64% doing nothing and has been for 10 mins.

    Any idea?
    1. mayaterror
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      I'm sorry, I don't have any ideas what might cause this. Most user issues are almost always one of the following: another mod or your load order causing a conflict with Transfer Settlements; improper installation of one of the following: HUD Framework, the DEF_UI patch for HUD Framwork, F4SE, and/or Transfer Settlements; or finally, using improper blueprint import procedures.

      Another user below recently reported their import freezing on a gold bar object instead of a chem item. Everything in this blueprint is a vanilla or DLC object and part of the base game. There is nothing wrong with the blueprint itself. There have been a number of updates to Transfer Settlements since I last updated this blueprint nearly 2 years ago, but I have been assured by CDante that he continues to maintain backward compatibility in the Transfer Settlements mod. Since I am certain that the issue is not due to any bug or flaw in the blueprint file, my best recommendation is to either post on the Transfer Settlements Nexus page to ask for help, or for faster results, drop by CDante's Discord and ask for help in the Transfer Settlements channel.
    2. Abadonae
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      Hi Maya,

      I tried running it again and it worked fine.

      Great mod, i've gotta figure out how to get the water pump working but otherwise it's fantastic.

      Cheers!
  12. cruzz56
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    This is so strange, while I am importing there are some charred ghoul that will attack lol. And if I save or go out I CTD hmm.

    edit: so I planted some dam mines on the entrance and waited by hours around 3 am they spawn on the mines and boom 3 remained without legs.. (dam game) somehow I hope this is the one causing an issue in my game since after I imported the vault there were 3 ghoul that I cant kill(I think they are below the ground or something). I also moved all the settler in the room with the reactor (by putting all the bed in there) just to be safe. Well gonna try again.

    edit: After importing I tried to go out but no luck CTD after the loading hmm.
    1. mayaterror
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      Be sure you've killed all the enemies and cleared the Vault 88 build area of all scrap and that you're starting with a clean build area. There should be no enemy spawns of any kind in Vault 88 unless you have settlement resources in place that are attracting attacks on the settlement.

      As stated in the description, saving or exiting the vault will take a long time the first time after a successful import, and it will seem like the game has crashed or frozen. It hasn't. It is a one-time thing and you just have to wait it out while your save integrates all the newly imported settlement data, which is extensive in the case of this blueprint. If you have done that and are still experiencing CTDs, then your next step should be to do some troubleshooting on your mod list.
    2. cruzz56
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      Oh wow, good morning actually I realised my mistake. I assumed I was crashing since while saving it goes not responding but the stuff is really saving just long like what you mentioned here. I managed to make it work now even if I also have autosave somehow without autosave it crashes not sure why. I also managed to make the big water plant work.. somehow that long straight pipe got buggy(I think) I changed it to some small pipe and it worked not sure why.

      Lesson learned: Never do serious stuff 4 am in the morning. Well still thanks a lot creator this is a really good stuff :)

      edit: Strange I downloaded it yet I cannot endorse it hmm. Nvm after a day I can endorse it now. Thanks!
  13. Thing1996
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    Sorry if I misread a sticky or missed a post talking about this, but when importing the blueprint, it will always stop at 6372/9000 after failing to load some gold bar item and stay there. The game doesn’t crash, but the blueprint just stops building at that item rather than continuing. I’m going to try turning off a mod that affects vault 88 light switches and see if that helps
    1. Thing1996
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      It didn't help
    2. mayaterror
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      The gold bar is a vanilla game item and as such does not cause any issues or conflicts. Sorry you had an issue importing. I don't have anything to add beyond what I've stated in the mod description page, the sticky posts, and my previous replies to other users' posts. Feel free to drop by the Transfer Settlements channel on CDante's Discord to get help in a more timely fashion.
  14. thenightgaunt
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    I love the look of this settlement but damn it's killing my PC.

    I've got 16 gigs of RAM, an i5 quadcore, and a bleeding Nvidia GTX 970, and every time I start moving through this vault I get texture blurring and occasional lockups when trying to save or fast travel.
    1. mayaterror
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      A "freeze" when saving or fast-traveling is to be expected the first time after import. It takes a fair amount of time to integrate the new settlement data into your save file. On my computer it took 20-30 minutes. (AMD FX8310 @3.4ghz, 16GB DDR3 1600, GTX960 4GB, Samsung 950 EVO SSD). This is a one-time thing and your game should save/load normally after that.

      I have no advice about the texture blurring other than to troubleshoot your mod list. This should not be happening and I think if you try this with all mods disabled except Transfer Settlements and HUD Framework you won't have this issue. If you can successfully pass that test, then you've confirmed that it's a conflict with some other mod, or a problem in your load order.
    2. thenightgaunt
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      Thank you. I tried a different vault settlement (3000 objects) and got the same issues. The integration didn't take as long but given what you said that makes sense (3000 vs 9000). But i got the same texture blurring issue. I was able to make a few notes about it though.

      It appears to mainly occur when I'm looking at objects that can be built or scrapped. So chairs, walls, etc, but it might not be occurring as often when looking at non-scrappable objects like cavern walls, or the abandoned subway area of the vault. I'm wondering if it's an issue with too many objects, though that's odd as I've not run into any hardware issues before with other games. I'll include a link to a screenshot I took at the vault entrance. And nothing on load order came up with LOOT.

      https://imgur.com/IxUZ3RP

      If it's probably a mod conflict I can post my list. But before that I'll follow your suggestion and try to load without any mods except for Transfer Settlements and the HUD framework.
      Thanks.
    3. mayaterror
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      Ah, LOOT. Source of so many problems. It's a great idea in theory but in practice, it's just a piece of software - and any piece of software fundamentally lacks the common sense and human intelligence necessary to put a custom mod list into the correct order. I tried with LOOT for a few weeks, I kept getting weird crashes and mods that didn't work. It kept putting certain mods in the wrong place in the load order when I knew they belonged elsewhere. Not saying it won't work, obviously a lot of people use it and your mileage may vary. But once I bit the bullet and manually ordered my list, and manually packed my loose mods into .ba2 archives, I pretty much eliminated all issues with my 200+ item mod list. In fact, I mention this on the description page - I know it's a lot of text but look for the part that says "Is your load order properly sorted? (Using LOOT and crossing your fingers that LOOT gets it right is not proper sorting. Take the time to read up on proper sorting and do it manually.)" There I linked to some excellent guides about managing your load order.
    4. thenightgaunt
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      I think I tracked it down.
      I was hoping it was a known issue with a simple console command fix, but it looks like a mod conflict.

      I went through my entire mod list and the culprit appears to be this one: Vault 88 Entrance Lights Repaired. https://www.nexusmods.com/fallout4/mods/17268?tab=description
      In the comments for that mod, someone else noted a similar bug and included a screenshot that looked a lot like mine.

      I'm surprised that it was causing issues throughout the build area (even when looking at the water pump). This must have been doing something odd to all of the lights in the area. Your settlement (and others) has a lot of well placed, good lighting so that might be what was setting off the glitch.

      Can someone else can test that mod against this settlement and reproduce the bug?
    5. Pirate34
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      It's to do with pre-combined meshes and occlusion, the game still thinks a scrapped object exists and you're standing inside it for rendering things in front of you because your load order doesnt have whatever scrap mod you use at the bottom.

      I've spent the past half hour trying to work out what was causing this s#*!, it was a different mod that overhauls the Vault 88 Entrance Lights that I installed today and didn't sort https://www.nexusmods.com/fallout4/mods/25638
      Load order changes are the solution, override precombines go at the top, things that break precombines go at the bottom. When things that break precombines are above things that override them this happens.
  15. StuntedWriter0
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    Just wanted to post this for anybody else having trouble with this.
    I had an issue where the floor was bugged and I was constantly getting that start of the fall animation. The other was that I could not get out of my power armor on anything placed in the vault.
    The fix for me was just turning off animations. after that, it worked like a charm and I have had no issues since.
    Thanks for the build Mayaterror.