Murkwater Construction Site is where you use this blueprint. I don't know what you mean by "instead of what" ... this blueprint spawns in what I built at that settlement.
Yes, Murkwater Construction site is in the lower south-east of the commonwealth map, and has a workbench that you take control of. then you can use transfer settlements to import this blueprint there.
Keep in mind I've been building settlements for more than a year on and off. Most of my blueprints are me simply going back and refining what I already built months ago.
That said, this build took a wee bit more patience than usual. Especially the ramps and center tower. Hours of fiddling with pieces to make them do what I wanted them to. Which usually meant taking apart sections of the buildings to get pieces to go under/around and then reassembling what I tore down.
I'm trying to add this great looking mod and I'm getting a CTD. From what I see the settlement builds and the CTD occurs during the power up. I'm I missing something electric wise? Do I need a mod in the electric build process phase?
Again great mod, I just wish I could get it to work.
FYI Sanctuary is clean, except for original destroyed homes and settlers walking around
It seems a lot of people have similar issues with Transfer Settlements, but I've seen a lot of reports that persistence pays off.
A trick I found that seems to work is to turn on the option in Transfer Settlements to have the widget running while the Pipboy is open, then go to the radio tab while exporting/importing in the Pipboy and let it do it's thing. I'd suggest turning off any overclocking (I found this out while trying to export the blueprint since for some reason my system got overclocked without me knowing it - crappy Aorus software) and also shut off as many options in Transfer Settlements as you can, like animations and the storm to power up. Just use the 'Stable' Transfer Settlements preset. This prevents anything extra from running and the idle animations from kicking in and also stops everything else in the game world while you are in the Pipboy. Many people have reported success using this tactic.
Good luck!
Edit: Did you really mean Sanctuary? This is for Murkwater Construction Site.
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Murkwater Construction Site goe's where ? instead of what ?
Keep in mind I've been building settlements for more than a year on and off. Most of my blueprints are me simply going back and refining what I already built months ago.
That said, this build took a wee bit more patience than usual. Especially the ramps and center tower. Hours of fiddling with pieces to make them do what I wanted them to. Which usually meant taking apart sections of the buildings to get pieces to go under/around and then reassembling what I tore down.
I wish i was the merchant selling you all this concrete i would be Rolling in Caps
Thanks for the compliment. I know many don't like the concrete aesthetic so I'm glad some do!
Again great mod, I just wish I could get it to work.
FYI
Sanctuary is clean, except for original destroyed homes and settlers walking around
It seems a lot of people have similar issues with Transfer Settlements, but I've seen a lot of reports that persistence pays off.
A trick I found that seems to work is to turn on the option in Transfer Settlements to have the widget running while the Pipboy is open, then go to the radio tab while exporting/importing in the Pipboy and let it do it's thing. I'd suggest turning off any overclocking (I found this out while trying to export the blueprint since for some reason my system got overclocked without me knowing it - crappy Aorus software) and also shut off as many options in Transfer Settlements as you can, like animations and the storm to power up. Just use the 'Stable' Transfer Settlements preset. This prevents anything extra from running and the idle animations from kicking in and also stops everything else in the game world while you are in the Pipboy. Many people have reported success using this tactic.
Good luck!
Edit: Did you really mean Sanctuary? This is for Murkwater Construction Site.