Fallout 4

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space2jump

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space2jump

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  1. irishblackfoot81
    irishblackfoot81
    • supporter
    • 9 kudos
    wont load in the transfer settlements dialog.
  2. corridian2112
    corridian2112
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    • 4 kudos
    I fricking love your blueprints very much. I will be endorsing a bunch but definitely kudos lots of work in these.. just commenting on this one because it is up at the moment :D
  3. StarsHockey
    StarsHockey
    • supporter
    • 3 kudos
    For some reason there are like 3 items from your pictures that dont transfer over and I cant build it the same... the door by the radiation sprayer and the wall on the shops right by the open sign. For some reason I get a floating picture there. Literally only 3 Items that I notice but I cant get it to work
    1. space2jump
      space2jump
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      • 236 kudos
      Sorry forgot to answer. I tried it out (nuke & import) - no problems here
    2. TeddyGrahams321
      TeddyGrahams321
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      • 0 kudos
      I have the same exact missing items, along with the stairs leading up to Jeff's store. I feel like I'm doing something incorrect because this happens for all settlements I try to import
    3. acacacac0
      acacacac0
      • member
      • 0 kudos
      Yeah I have that too, so I downloaded your save file and try that and it did worked. But when i tried to nuke everything in your save, it did not nuke everything, there are still some standing and those are the ones that I am missing! So I read around a bit and found this:


      02: Nuking did not scrap everything.
      Nuking is not to be used to 'clean-up' a settlement. It is meant to remove a settlement you have previously built.

      - Items need to be linked to the workshop to be removed, and only typical workshop items like crops and beds are linked by default,
      but constructions/chairs/clutter placed by the game itself are not!

      - All items you place down in buildmode will also be automaticly linked to the workshop.

      - Moving a pre-existing object should mark an object as linked to the workshop (manipulating items in buildmode adds a keyword, eg. "AddKeyword WorkshopItemKeyword", that links them to the workshop)

      - TS blueprints will not remember items you scrapped. Scrapping (for now) needs to be done by yourself on every playthrough.


      So what I do to fix it is I nuke everything in your save, then what left standing I select them and then put it right where they are, what I cannot put back I build it to look like yours, then I export them to another blueprint. Then I come back to my save and import your blueprint and mine, and it work! Everything is there!

      So space2jump can you redo this blueprint? Just nuke everything then re-place what are still standing there, then import your blueprint and then export everything into 1 big and full blueprint! Your build is the best for Hangman and I think a lot of people like myself use it as our main settlement.

      And for anyone that want to fix this I include the link to my blueprint, just nuke everything, then scrap everything else EXCEPT the stair leading to the shack, then import the blueprint and my fix. Hope this help!

      https://mega.nz/#!Z0p32aIY!LFtD5G8UCv69-oPqp-3jyBE7lsey5ou5-R85mEGn8xg
  4. z06rono
    z06rono
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    As an FYI, with the latest version of transfer blueprints (1.50) this blueprint and tenpines, both "stall" on import. They get to an item during import and just stop....eventually transfer throws an error, but after an hour there is no progress from that point. I think it is item 139 in hangmans and 53X in tenpines. If I travel a distance, it will start importing again, but object placement becomes random. These settlements went fine under 1.48 or 1.49 in my last run, and other vanilla blueprints work fine under 1.50, so not sure what the issue would be.
    1. space2jump
      space2jump
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      • 236 kudos
      Thx, I will adress this issue.

      edit: You already did :) double thx
    2. z06rono
      z06rono
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      I tried oberland out too, and it sticks as well at item 154. Hopefully these are a simple fix, as I like your settlements and used 4 or 5 of them on my last run.
    3. space2jump
      space2jump
      • supporter
      • 236 kudos
      I read some other posts in the "Transfer-Settlement" commentary section. A few problems have occured after the latest patch. Before investing 1-2 days reexporting & reuploading all the files, it seems to be smarter to wait for a sufficient response, .
  5. dragonshardz
    dragonshardz
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    • 6 kudos
    I'd love to use this, but it crashes me when I try to import it. Typically as soon as I select the blueprint, though sometimes I can get far enough to actually try and execute the import before the game crashes.
    1. space2jump
      space2jump
      • supporter
      • 236 kudos
      Have other blueprints worked for you? Have you tried to download it one more time (Nexus very occasionally delivers incomplete downloads)?

      I will have a look at my blueprint later.
    2. dragonshardz
      dragonshardz
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      • 6 kudos
      Other blueprints have worked for me, it's only recently that blueprints are crashing the game. Doesn't seem to be limited to this blueprint, either.
    3. GarnetSan
      GarnetSan
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      • 16 kudos
      Have you tried using the "official" guide provided by the guys from Transfer Settlements? I used to CTD before using that guide, now I don't.
    4. space2jump
      space2jump
      • supporter
      • 236 kudos
      I added a link to this troubleshooting guide below "installation"
    5. GarnetSan
      GarnetSan
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      • 16 kudos
      Good call. By the way, how am I supposed to use the elevator? Because I've never used them, and once I imported your settlement I had one, but it has no buttons or anything like that. How do you activate it?
    6. space2jump
      space2jump
      • supporter
      • 236 kudos
      you dont need to activate anything....its simply a bug in the vanilla game... which makes the buttons float 10m above the elevator

      here is a mod that fixes this issue: https://www.nexusmods.com/fallout4/mods/20664/?
    7. deleted52222036
      deleted52222036
      • account closed
      • 1 kudos
      I wish i'd known the elevator button thing is a vanilla bug, would have saved me time re-building your blueprints (i'd wish Bethesda would fix their s*** BEFORE trying to sell us their next game), but i'm very thankful for the info and all your blueprints, because your blueprints are among a small set of Vanilla blueprints that give you settlements that really feel like they're being used and lived in, or are at least ready to be used.
      So again, many thanks for the info and the excellent work.
  6. EdmondNoir
    EdmondNoir
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    • 743 kudos
    WOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Please keep making blueprints... im getting all of your work.. best settlements ive ever seen.
    1. space2jump
      space2jump
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      • 236 kudos
      Nice to hear you like them :)
      enjoy your playthrough!

      But there will be no more settlements any time soon.
  7. androot
    androot
    • supporter
    • 4 kudos
    Hi.
    I recently imported couple of your builds. They are pretty cool due to their lore friendliness and of course being vanilla. The greentop nursery is awsome. I also uploded a few others from different authors and none of them required stable import. Why is that?
    My main reason of posting today is that your hangmans alley broke the settlement. None of your other imports had any problems (apart from tenpines where power is not working), I could scrap, build, store etc. In hangmans I cant store, scrap, even turning on or off the decontamination arc crashes the game to desktop. ...and yes you guessed it, I cant nuke it...
    Any ideas?
    1. space2jump
      space2jump
      • supporter
      • 236 kudos
      It is not requirement - just a safety hint to guarantee less problems.
      For the rest comment section of TS mod.
  8. dragonshardz
    dragonshardz
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    • 6 kudos


     
    In response to post #53680893. #53694668, #53757688 are all replies on the same post.


    Spoiler:  
    Show

    dragonshardz wrote: I'd love to use this, but it crashes me when I try to import it. Typically as soon as I select the blueprint, though sometimes I can get far enough to actually try and execute the import before the game crashes.

    space2jump wrote: Have other blueprints worked for you? Have you tried to download it one more time (Nexus very occasionally delivers incomplete downloads)?

    I will have a look at my blueprint later.

    dragonshardz wrote: Other blueprints have worked for me, it's only recently that blueprints are crashing the game. Doesn't seem to be limited to this blueprint, either.


    Have you tried using the "official" guide provided by the guys from Transfer Settlements? I used to CTD before using that guide, now I don't.
     


     
    Yes, I have. It didn't help.
    1. space2jump
      space2jump
      • supporter
      • 236 kudos
      sorry to hear that - in those cases --> comment section of TS mod
  9. Jacebereln
    Jacebereln
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    • 13 kudos
    even on stable this just crashes... It looks cool though
    1. space2jump
      space2jump
      • supporter
      • 236 kudos
      Yesterday I had a conversation with the TS-mod author.
      His advice is to keep pipboy open during the whole import.
  10. Masterlordflame
    Masterlordflame
    • member
    • 0 kudos
    It says I need to Claim Hangman's Alley but I'm confused as to why. I have workshop access so why is it not working? is there a quest im missing?
    1. space2jump
      space2jump
      • supporter
      • 236 kudos
      Is the bug still existent? Was it a bug? Did you have to talk to Preston first?