33 comments

  1. DrSPH
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    Rejoice, for the latest version of Transfer Settlements (1.41 at time of writing) now includes the export and import of wiring and power connections!

    There is now no need for you to re-wire this settlement after importing the blueprint.

    I'd like to thank CDante for getting this working and I think everyone reading this should too.

    Thank you for the downloads and endorsements.
  2. daxterminator91
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    A new version of Better Stores is on bsthesda.net
    https://bethesda.net/en/mods/fallout4/mod-detail/2132710
    1. DrSPH
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      Thank you for the heads up.
  3. RhaevynHart
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    Just an FYI, the correct URL for Snap and Build is https://www.nexusmods.com/fallout4/mods/28834? but I would advise everyone to read comments and bug section ad3do hasn't been on Nexus since January. So not only are DD Production mods defunct, but so is Snap and Build. Shame, was going to use this blueprint, but it would be basically pieces without structure. Not worth it. Nice work though DrSPH!
    1. DrSPH
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      Thanks Rhaevyn.
      Yes, I do and I advise everyone to read the description, comments and bug sections of any mod that they are interested in, before downloading.

      It is a pity, but with so many mods available this kind of thing is likely to raise it's head on occasion.
      I have stopped using the separate DDProd' mods for current and future builds, maybe one day I'll find the time to revisit my old settlements and update them. I've yet to disable the mods though, as I will be sad to see my settlements ruined.

      All the settlements I have blueprints for currently were built (or were in progress) before Transfer Settlements was released, so couldn't take these kinds of things into account while building. Still, for those that can, these may be welcome downloads.

      Greygarden factory currently in progress...
    2. RhaevynHart
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      I know when building my own how time consuming it can be. It's totally a labor of love, and I've not yet done one I even felt was worthy of sharing hehe. And I completely empathize with your not wanting to dislodge those mods and see your time-committed creations fall. You're so right about the ebb and flow of mods here. It's a shame, some of the authors that have vanished were so talented, it is our loss to be sure.
    3. DrSPH
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      Thanks again, Rhaevyn.
  4. JohnnyDragon5
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    So to be clear, I can't really use this blueprint because of the missing DDProdution83 mods? You might as well make this mod hidden until you can sort that out to save people the headache.
    1. DrSPH
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      You can still use the blueprint. You will just be missing the items from any mods you don't have. Some things you may not notice, others may be obvious.
      If something is missing use it as an opportunity to personalise your settlement and then you can always upload your version with your specific mod list.

      I've sent DDprod' messages and have received no reply. It's highly likely that I won't get permission. It is what it is, for the foreseeable future.
      I think that I'll leave it up for those that either have the mods or don't mind a bit of work to personalise. Not as if I'm charging you for the privilege.

      It's no headache, if you have all the mods, no problem. If you don't, you'll be missing items. The rest of the blueprint will still work.

      This was already built before Transfer Settlements was released, so I did not take account of anyone else not having the same mods while I was building. I've uploaded it for those that may want to use some or all of it.
      My future builds, that includes my Vault 88 blueprint that I have uploaded, will not make use of the problem mods.
  5. Royaken
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    Hi there! So I downloaded you blueprint, which looks amazing btw, and downloaded the items you have listed as required. However, there's a LOT of red listings on the blueprint when I pull it up. I've managed to find 1 or 2 of them, but that's it. I downloaded and installed the 1x1 craftable walls, though I don't think it's working even though it shows clear in the blueprint.(Some stairs are blocked off.) The Items I show that are missing are:
    -DD Columns and Stuff
    -DDP Ramps Mark 1
    -Oldworld Plaids (idk if I actually NEED that)
    -DD Why am I doing this

    I did download the DDP merged file and installed it, and it didn't help with anything so... idk what's up with that.

    There are a few other things, but they're like posters, paintings etc and I'm assuming I don't NEED those for it to work. I'll just be missing some posters and paintings right? So the problem I'm running into is A LOT of missing floors, glitching graphics floors, two max blocked off staircases by a wall and some impassable door ways (I think may just be me and the like "plus sign" wood fences in the way or something. Some roofs are missing that I think were meant to be walk ways as well. Do you have any idea what's going on with that? Should I post some images? Hope this was informative. Thanx a bunch and keep up the AWESOME work!
    1. DrSPH
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      Hi Royaken. Thanks.
      That's a lot of information to unpack (a good thing), lets go through it one by one.
      The 1x1 craftable walls... is that the half-width shack walls or do you mean the 1x1 foundation pieces?

      Blocked off stairs. Is that within what I've built or is that the stairways in the "vanilla" castle structure. If the later, yeah, I know of the one behind the armoury, I think it's a foundation piece from above that's blocking the character walking through the space, I blocked if off with a door, but I couldn't fix it myself.

      Missing mods.
      Oldworld plaids is just for furniture. You don't really need it.

      The other's you list there are DDProductions83 mods. He's no longer on the Nexus and only left his AIO mod available.
      Having the AIO doesn't immediately help with the missing items but someone did comment on one of my other blueprints saying (s)he managed to do a search and replace with the AIO and got most of the items back (and a few odd replacements). I'm not entirely sure how it was managed, (you can look at the discussion on my Taffington blueprint post section) but they said " After looking up the names in the transfer settlement logs I just added the mods that the files were really in to the blueprint by opening it with notepad." I haven't tried this myself so can't help further.

      I have stopped using the individual mods from DDP' for my future builds. My time is too limited to come back through all my old builds and replace and re-upload as yet (one day, maybe).

      Columns and Stuff. You will be missing some supports for roof pieces or walkways. If you see something that's floating, this is why. Mod name "Craftable pillars and support braces"
      Ramps Mark 1. You'll be missing some angled floor pieces. mod name is "Craftable ramps and rails"
      Why am I doing this. (he was clearly getting bored of modding by this stage) Youll be missing some walls. Mod name "Craftable tall walls and spacers"

      You don't necessarily need any of the mods for the blueprint to "work", but for each missing mod you'll be missing the items included in that mod. Posters and paintings, you won't notice, floors and walls may be more noticeable.

      I'm assuming the mods you downloaded for this "as required" are the ones listed when you download this (nexus informs you that they are required)?
      The mods I listed there are purely for the basic structure (you'll get almost nothing without those).
      Maybe I missed one or two that were more vital than I thought from that list... hence the missing floors and roofs.

      To get the full build you'll need everything from the list at the end of the description

      If you want to find any of the mods I used they are all listed at the bottom of this blueprint's description and the mod names are links to the mod pages.
      The only problem there is that if the mod has been removed since I uploaded, then you'll get a blank page.

      Let me know if there is any more I can help with.

      Edit: looking over the list the main thing you could have been missing is Snap 'n' Build. That had a lot of walls and floors and had been removed from the Nexus for a long time (I couldn't add it to the required list). It is now available again, that one mod may well help you the most.
  6. DrSPH
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    Good News, Everyone!
    Snap 'n' Build is now back on the Nexus.
    I used the previous version 1.9 for this build. What is built should be compatible with the new version.
    Let me know if there are any unexpected issues with using the new Snap 'n' Build with my blueprints.

    Thanks.
  7. radiomasson
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    looks so good
    1. DrSPH
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      Thank you.
  8. DemRock3000
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    trying to wire this place is pure cancer
    1. DrSPH
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      Really? You only need to connect up the ends of the conduits to power whole sections. There's plenty of redundancy with those connections too. Then the circle of pylons around the perimeter (mainly for the turrets) which also have multiple redundant attachment points to the conduits, and then a circuit of lights about the walkway.
    2. DemRock3000
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      the conduits aren't working for me though, i think im going to nuke it and re-import it with the place anywhere mod and see if that changes anything
    3. DrSPH
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      I see. I suspect that may be an import error; you are the first to mention that the conduits don't work. With the way collision works with the Castle's walls (things snapped to the walls aren't touching what you can see as the wall) setting those conduits up was tricky in the first place, and weren't intended for transfer. Hope you get it fixed.
    4. ACleverMoose
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      I also am having this issue. I am using the place everywhere mod and I wire everything up to the generator but the power just stops at one point.
    5. DrSPH
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      Have you tried re-snapping the conduits? I suspect that some (those close to the walls that I had to move using console commands) are not registering as "snapped" after the import.

      I know there are a lot of conduit pieces to check, but most of them should be fine. Start near the generator and follow the line along snapping them together until you get power.

      I hope that you can get it to work. There's not a lot I can do from here, this settlement wasn't built with this mod in mind.

      I will take note of this issue for future blueprints.

      Thanks.
    6. ACleverMoose
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      That ended up working. But I did have to prewire the radio tower because it wouldn't allow me to hook it up after I nuked the settlement before the transfer.
    7. DrSPH
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      Nice! Good to hear you have it working. Enjoy.
  9. kraag
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    Thank Todd that Navmesh is created on-the-fly while settlement building - can you imagine having to completely NavMesh this behemoth in the CK2.0 ?!?! I'd rather drink a gallon of petrol and then eat a lit match.

    Hopefully you can export this again once the 'power lines and conduits' exporting bug has been fixed in Settlement Blueprints mod.
    1. DrSPH
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      Yeah, although the auto-navmesh is never quite right; I've lost count the number of times I've seen settlers walking into walls next to an open doorway, even in vanilla buildings.

      I did experiment with building a settlement in the CK with an eye on making it a mod. The sheer quantity of fiddling required meant that it wasn't good for a mod. Navmeshing was a challenge, especially considering you can't just delete the awful world auto-navmesh and have to try and bend it to your will.

      If cdante can get power to work I'll be sure to update all my blueprints. It's going to take some masterful wizardry to get that working though.
  10. phase.verocity
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    I couldn't get some of the dd mods cause they've been merged into the DD_Tinas_Cookiepocolypse_merged.esp I tried renaming the dd's in the json file to the cookipocalypse but it's not an exact merge and so i had stairs and stuff in places where walking boards should be.I also found a heap of walls and things around the main workshop all piled on top of one another. Oh and the power conduits didn't work for me either but i'm using invisible wiring so I just wired the heck out of it..

    Anyway now that i've fixed up most of that stuff it looks pretty cool. It would be nice if I could find the dd files somewhere.
    1. DrSPH
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      Yeah, someone else mentioned that when they "search and replaced" DD's items with the AIO mod, they had stairs turn up where other items should be. Those walls are probably supposed to be pillars, I have everything supported immersively.

      Sadly, not a lot I can do with the conduits to help you all out. I suspect it's a combination of how I've placed them (with console commands) and how they are imported.

      Thanks. Glad you like it.

      I have sent DD a message to ask if I can use his original mods as optional downloads for my settlements. If I get a positive reply I'll be sure to add them here. Keep an eye on this and your fingers crossed.
  11. Blindmalice
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    Love the organic (read: not a box) growth of the place. Very lived in. The only problem I'm having is finding the generator. Any hints where to look?

    EDIT: Found it, but he conduits also do not work for me. Though I do have a couple of mods that will make rewiring easy. Longer Power Lines Infinite and Power Conduit and Pylons Overhaul. Great mods for power and lighting.
    1. DrSPH
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      Thanks, glad you like it. And good to see you did find the generator eventually. lol

      The conduits were an experiment for me; the first time of using them and I wanted to see if you could power an entire settlement with them.
      Due to the way the castle's walls are created in-game I had to use console commands to move some of them about. While this works in my game, it may be the source of the issue for the way these are imported into the game.

      Hope you get it wired up to your satisfaction.