After downloading this settlement and many others for the soul purpose of Nuka world raiding... I just want to say holy hell Missile turrets are damn scary when your on the receiving end of them. Very nice settlement I had fun raiding it.
OK. Run into a weird bug..maybe. When I imported Oberland Station settlement thankfully the wiring took care of itself. Thank god this is a feature now.
But just imported County Crossing and noticed that while the wires have been strung up, there is no power going from the generator to anything outside the generator room. I'll have to give it the once over to see if perhaps some wires, early in the chain, didn't transfer over, but I also noticed that the two "rooms" shacks had front doors but not walls surrounding them. And the canopy high up, on the other side, behind the garden is missing it's supports.
Was worried it was something on my end. All can think of is that I recently updated Sim Settlements, but not sure what that would have to do with my issue. Thanks though. Will try again later in game.
OK..figured out part of the problem. One issue I've encountered before with another of your settlements; though not sure what the cause of issue is. The wiring that gets power from the reactor building to outside doesn't work. I use this add-on
http://www.nexusmods.com/fallout4/mods/20262/?
And that's what I used in the past on another of your settlements to fix the power. I just did a little rewiring. That worked here as well..though noticed that one there seemed to be a wire missing and power didn't get to other side of settlement. Another conduit and a wire fixed that. Of course this may have something to do with why certain things still don't import for me; but at least it's fixable.
Ok..follow-up. Got it all working on the first shot. I think ti had something to do with the settings used when importing a settlement. Possibly the "nuking" setting. Though not entirely sure. I know I changed something. Didn't have it nuke everything when asked. Or maybe was some other setting. Will have to try again and make a note. But 4am my mind is out of it
But it all worked. Everything came in, even the missing items and settlement was all powered up.
Also I used the setting you suggest in the text file (before I fiddled with them), and unless there is something else that should not have been selected (but is selected by default); the two settlers disappeared.
it encouraged me to also have a deeper look into possible problems. Since my system is running Vanilla (-TS mod) it is much easier to find problems. During my test I discovered that missing power only occurred when importing other people´s blueprints. Probably the individual savegame helps the recreation of the blueprints out in this respect.
The solution to CTDs mainly is the stable preset during import The solution to power problems mainly works in 2 steps 1. shut down and reactivate the generators 2. objects that still don´t work need to be selected & deselected in workshop mode
For the benefits of every new downloaders I updated the files of all my settlements to include a better readme.txt
Thanks for the update, just a question and I'm done.
For whatever reason I've found that nuking everything is the way to go, but I gotta chose the first option in Transfer Settlements as well. Else a few things are missing and the wiring doesn't work. There is a missing wire or a glitch (which probably on my end) that is easily fixed. But my question is the two settlers. Nuking everything will get rid of them too. Will they come back eventually. Or should I just ignore them since other settlers will show up eventually? Also I notice u mention a number of settlers and their break down. So that's got me to wonder is that actual settlers that are part of the import, or just available beds/jobs for settlers.
Anyway sorry for the hassle. I'm sure all of thus is stuff on my end. Thanks again for the settlements that don't require ton of extra mods
Yeah, in my former uploads I´ve not been clear enough on settlers. You are right with beds / jobs. My descriptions will get an update on that soon. And no, your settlers will not get nuked. But for some reason caravan traders can get provoked by the nuking. (At least their guards)
i dont know if this is a vanilla bug, but after i import your county crossing settlement. i cant assign any of the settler to do their work i have to remove those assignable unit such as shop,food, guardpost and repostion then again then settler can work there as normal, hopefully it can be fix.
as for the settlement itself, it's pure work of art, different settle done by you even have distint feature of itself, its amazing.
Thanks for the hint and the compliment, I´m pretty sure that kind of bug comes with the Transfer-mod, since the regular building menu itself already has several inherent "bugs" or cross-dependencies which force you to keep a certain building order or to reposition...( e.g. the middle wood stairs can be put in several positions only if they come from the build menu / if you try to snap existing stairs it won´t work)
Holy cow, thats what I think about Sanctuary... did some pretty nice buildings there already, but it only presents a marginal proportion of the whole area.
Instead you can definately look forward to seeing my Castle soon.
You have done a very good job with all the settlements you have made and i don't want to sound negative or needy but it would be nice if you mentioned in the description page what needs to be cleaned and scraped before we import them so there is no clipping or missing foundations.
I suspect that I know the answer, and asking will make me look foolish, but when has that stopped me?
The neon lights that spell out above the gate... I have used them in the past, but for the life of me I cannot find them ~now~. I suspect that they may be vanilla (or Wasteland Workshop DLC added) but if they ARE from another mod, they may have been moved / removed by one of the various OTHER workshop mods I've been using. Or I may have removed that mod entirely in the course of my mod-moving. Sooooo, are the neon letters vanilla, and I just haven't been able to find their relocated location yet? Or are they from a mod I might need to re-install?
Thanks! Very ominous atmospheric photos, by the by.
Do you have all Fallout 4 DLCs? You can find "Neon" as a submenu in Energy/Power (i don´t know the english menu-name...played in German so far/turned English becasue the Transfer Settlement mod doesn´t work properly in other languages at the moment)
Yes I played completely Vanilla untill installing the Transfer mod - and I´n not going to install other mods soon. Will finish a few settlements before that.
Wow, quick reply - thanks! Yah, I went looking for neon-letter mods and found mention that they were part of Wasteland Workshop. As I had feared, one of my many other mods must have moved that category around. Time to do some searching.
It´s probably my most advanced (unfinished) settlement - the chances for it to be the next or 2nd are high. Only problem I see at the moment: Im not satisfied with 1 of the two entrances - will probably redo 1 1/2 sides.
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The author has locked this comment topic for the time beingBut just imported County Crossing and noticed that while the wires have been strung up, there is no power going from the generator to anything outside the generator room. I'll have to give it the once over to see if perhaps some wires, early in the chain, didn't transfer over, but I also noticed that the two "rooms" shacks had front doors but not walls surrounding them. And the canopy high up, on the other side, behind the garden is missing it's supports.
Edit: I checked and it worked 100%. Maybe it is some of your mods? You could also try to repeat the process.
http://www.nexusmods.com/fallout4/mods/20262/?
And that's what I used in the past on another of your settlements to fix the power. I just did a little rewiring. That worked here as well..though noticed that one there seemed to be a wire missing and power didn't get to other side of settlement. Another conduit and a wire fixed that. Of course this may have something to do with why certain things still don't import for me; but at least it's fixable.
Thanks again for the settlements
But it all worked. Everything came in, even the missing items and settlement was all powered up.
Also I used the setting you suggest in the text file (before I fiddled with them), and unless there is something else that should not have been selected (but is selected by default); the two settlers disappeared.
it encouraged me to also have a deeper look into possible problems. Since my system is running Vanilla (-TS mod) it is much easier to find problems. During my test I discovered that missing power only occurred when importing other people´s blueprints. Probably the individual savegame helps the recreation of the blueprints out in this respect.
The solution to CTDs mainly is the stable preset during import
The solution to power problems mainly works in 2 steps
1. shut down and reactivate the generators
2. objects that still don´t work need to be selected & deselected in workshop mode
For the benefits of every new downloaders I updated the files of all my settlements to include a better readme.txt
For whatever reason I've found that nuking everything is the way to go, but I gotta chose the first option in Transfer Settlements as well. Else a few things are missing and the wiring doesn't work. There is a missing wire or a glitch (which probably on my end) that is easily fixed. But my question is the two settlers. Nuking everything will get rid of them too. Will they come back eventually. Or should I just ignore them since other settlers will show up eventually? Also I notice u mention a number of settlers and their break down. So that's got me to wonder is that actual settlers that are part of the import, or just available beds/jobs for settlers.
Anyway sorry for the hassle. I'm sure all of thus is stuff on my end. Thanks again for the settlements that don't require ton of extra mods
My descriptions will get an update on that soon.
And no, your settlers will not get nuked. But for some reason caravan traders can get provoked by the nuking. (At least their guards)
as for the settlement itself, it's pure work of art, different settle done by you even have distint feature of itself, its amazing.
I´m pretty sure that kind of bug comes with the Transfer-mod, since the regular building menu itself already has several inherent "bugs" or cross-dependencies which force you to keep a certain building order or to reposition...( e.g. the middle wood stairs can be put in several positions only if they come from the build menu / if you try to snap existing stairs it won´t work)
thats what I think about Sanctuary... did some pretty nice buildings there already, but it only presents a marginal proportion of the whole area.
Instead you can definately look forward to seeing my Castle soon.
I have no idea where I did and where I didn´t (I started building them 2 years ago). But does it actually matter if it´s vanilla scrapping?
Only thing for certain is that as much as possible is left the way it was.
Good job & thanks for sharing it!
The neon lights that spell out above the gate... I have used them in the past, but for the life of me I cannot find them ~now~. I suspect that they may be vanilla (or Wasteland Workshop DLC added) but if they ARE from another mod, they may have been moved / removed by one of the various OTHER workshop mods I've been using. Or I may have removed that mod entirely in the course of my mod-moving. Sooooo, are the neon letters vanilla, and I just haven't been able to find their relocated location yet? Or are they from a mod I might need to re-install?
Thanks! Very ominous atmospheric photos, by the by.
You can find "Neon" as a submenu in Energy/Power (i don´t know the english menu-name...played in German so far/turned English becasue the Transfer Settlement mod doesn´t work properly in other languages at the moment)
Yes I played completely Vanilla untill installing the Transfer mod - and I´n not going to install other mods soon. Will finish a few settlements before that.
Thanks!