I get a Fatal error when I process a blueprint. It says:
Fatal error: Uncaught Error: Class 'Imagick' not found in C:\Program Files (x86)\Transfer Settlements Blueprint Manger\www\index.php:832 Stack trace: #0 {main} thrown in C:\Program Files (x86)\Transfer Settlements Blueprint Manger\www\index.php on line 832
It seemed to process the changes just fine (I just looked at the .JSON, I didn't try it in the game yet), I just wasn't sure what this was. 'Imagick' seems to be a .PHP plugin/extension for coding, but not sure if I need to install anything else to go with this? I had .NET installed already, and it seemed to be happy with my version.
Since it worked I'm not really going to worry about it too much, but I might reinstall it just in case I missed something with the update. Otherwise, I love it. I used the other Transfer Settlement Manager and it's very good too, but it doesn't list the items and what mods they're under, so this is just a wonderful upgrade already that avoids me from having to comb through the .JSON file myself. Thank you!
Never mind. I reinstalled, made sure to update with the 7zip files (not the .exe) and it works great now. Looks like it was the default blueprint image file that was missing from my previous install. Thanks!
Curious does anyone else have a issue with Logic Gates not snapping the wires correctly, like for me when i import a BP with logic gates the wires snap to the middle but not to either plug, i have to re snap the cables manually ( not a big deal ) each time. It might be a mod causing it but just seeing if anyone else has this issue.
This is a really cool mod! Question, the dropdown list of blueprints on the top left only shows 50 blueprints, even though I have more than that. Is that coded into the program, or something wrong on my end?
I guess something in MO2 has been changed, because Ariejul said:
?I've set it up to run through MO2 so it can access the virtual file structure that it uses to handle mods, and TSBM will open and see my blueprints.
When trying to open a blueprint the program was not able to read from the virtual file system, at which point TSBM used to show this error. Somehow the virtual file structure was not available for subprocesses, which I think, because of a MO2 update, maybe now it is.
At that time the only way to get it working from MO2 was by having the blueprints out of the virtual file system, as AudriellaD pointed.
I really love this program. It takes out the guesswork and tedium of seeing what items a particular mod adds in a blueprint. However, I've recently switched over to MO2 to manage my mods, and I can no longer get the program to open up my blueprints. I've set it up to run through MO2 so it can access the virtual file structure that it uses to handle mods, and TSBM will open and see my blueprints. When I try to open one, though, it will give me this error:
"Blueprints folder does not exist yet, the script is configured to search in: ...\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints" (My fallout is set up on a secondary drive, but the file path is correct)
Is there something more I need to do to get this to work with MO2? Any assistance would be appreciated. Thanks again for this great tool!
I'm sorry to hear that, I've been taking a look at it but I have no clue on how MO2 handles the virtual file structure, I have the suspicion that PHP Desktop, which is the framework in which TSBM relies on, runs a new sub-process for each query, and that MO2 mounts the file structure only for that main process, so the first page finds the virtual file structure but the next query doesn't, therefore it is unable to find the blueprints after the first load, and I don't know how, or if it is possible, to change such behavior in PHP Desktop, or if it is possible to force MO2 to keep the file structure mounted for all sub processes. On the other hand it is just a suspicion, I'm not even sure if that's the cause of the problem. The only you can do is keep transfer settlements installed in the actual data folder instead of installing it through MO2.
Thank you for the quick response. I really do appreciate it. I had suspected that could be the case, but thought I would ask in the case you might have a solution. I'll just set it up so MO2 isn't involved. Thanks again, and I really do love this tool. :)
I figured out how to do this if you never found your anser. And I'm only like 10 months off you asking! LOL
You have to open your overwrite folder and inside that build the directory structure including the data so...
data\F4SE\plugins\TransferSettlements\Blueprints
You copy your exports into this folder and edit them and, when done, copy them back to the proper folder. It's clunky but the only way you can get it work with MO2.
I'm trying to use this program but I can't change the directory to where my Fallout 4 blueprints folder is stored which is on my secondary D drive, not C. Does anyone know how to change it? Thanks
My path is D:\SteamLibrary\steamapps\common\Fallout4\Data\F4SE\Plugins\TransferSettlements\blueprints
Nevermind, I had to copy my file's path from LOOT to input the new directory change.
One of those un glamours mods that the serious blueprint builder/user cant do without. I do have a request if it is possible. Would you be able to add a button that generates a list of the dependancies used in the blueprint. Would be handy if it opened using one of the common text programs like notepad or acrobat reader.
The list of mods on this Doc needs to be more distinguished between each settlement. Not only do i not know the requirements for just 1 of these settlements but i know have to download 60+ mods just to find out which ones are compatible with the one i want. More organization required please
Just curious if anyone here can tell me if I'm doing something wrong I'm pretty new to modding. I downloaded all of the prerequisite mods from nexus with Vortex and I downloaded a vault 88 settlement build to import, I don't really like building but I'd like the commonwealth not to feel empty, so I downloaded and activated all the mods, I even edited the custom ini file the way I was supposed to but still I open the game and use the holotape and it says I don't have any settlements I can import. Is there something that I'm missing? something else that I need to do to make this mod work, any help with or help finding info would be greatly appreciated, thank you.
Transfer Settlements uses "Fallout 4 Script Extender" (a.k.a. F4SE). It injects some new functions to the game executable before running it, that allows TS to read blueprints, so you need to start the game by running f4se_loader.exe. TS also uses "HUD Framework" in order to show the progress widget. So you must make sure you have it installed and enabled, otherwise TS wont work properly. There may be other things to take in to account, but these two things are the most common.
I edit the file and I select the override option, then the program shows that I don't have the objects I want removed anymore, and the count actually goes down (from 2707 objects to 2705 in the software) but In game, the objects are still there and Im still getting stuck at trying to add one bell that keeps getting stuck at import, opening the file again in blueprint manager doesn't show the files as if they were deleted except in game it says they aren't (still shows up as 2707 items)
126 comments
Fatal error: Uncaught Error: Class 'Imagick' not found in C:\Program Files (x86)\Transfer Settlements Blueprint Manger\www\index.php:832 Stack trace: #0 {main} thrown in C:\Program Files (x86)\Transfer Settlements Blueprint Manger\www\index.php on line 832
It seemed to process the changes just fine (I just looked at the .JSON, I didn't try it in the game yet), I just wasn't sure what this was. 'Imagick' seems to be a .PHP plugin/extension for coding, but not sure if I need to install anything else to go with this? I had .NET installed already, and it seemed to be happy with my version.
Since it worked I'm not really going to worry about it too much, but I might reinstall it just in case I missed something with the update. Otherwise, I love it. I used the other Transfer Settlement Manager and it's very good too, but it doesn't list the items and what mods they're under, so this is just a wonderful upgrade already that avoids me from having to comb through the .JSON file myself. Thank you!
Easiest fix for the problem that Ariejul has been having, i.e.:
"Blueprints folder does not exist yet, the script is configured to search in:
...\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints"
Just add the .exe of TSBM to MO2 and run it through MO2 itself.
Simple fix. I'm amazed I didn't think of it until now, honestly.
@DieFeM if you want to pin this please do!
Somehow the virtual file structure was not available for subprocesses, which I think, because of a MO2 update, maybe now it is.
At that time the only way to get it working from MO2 was by having the blueprints out of the virtual file system, as AudriellaD pointed.
"Blueprints folder does not exist yet, the script is configured to search in:
...\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints" (My fallout is set up on a secondary drive, but the file path is correct)
Is there something more I need to do to get this to work with MO2? Any assistance would be appreciated. Thanks again for this great tool!
The only you can do is keep transfer settlements installed in the actual data folder instead of installing it through MO2.
You have to open your overwrite folder and inside that build the directory structure including the data so...
data\F4SE\plugins\TransferSettlements\Blueprints
You copy your exports into this folder and edit them and, when done, copy them back to the proper folder. It's clunky but the only way you can get it work with MO2.
My path is D:\SteamLibrary\steamapps\common\Fallout4\Data\F4SE\Plugins\TransferSettlements\blueprints
Nevermind, I had to copy my file's path from LOOT to input the new directory change.
I do have a request if it is possible. Would you be able to add a button that generates a list of the dependancies used in the blueprint. Would be handy if it opened using one of the common text programs like notepad or acrobat reader.
Sorry but you do not even remotely make ANY sense at all.
TS also uses "HUD Framework" in order to show the progress widget. So you must make sure you have it installed and enabled, otherwise TS wont work properly.
There may be other things to take in to account, but these two things are the most common.