You have mentioned on several of my builds that when you nuke the settlement your workbench is also removed. This has exactly zero to do with any of my blueprints and is most certainly due to a mod you have installed that expands the games basic scrapping function, like a cleanup mod or scrap mod. I can't say for sure which mod is causing it, but it's not my blueprints. It's technically not Transfer Settlements either, since nuking relies on the base games scrapping function. You must have a mod installed that changes this behavior.
Beautiful build but once again I had to trash it because of the music everywhere. You can't listen to anything else. Very annoying. You should have an option to disable it. Not everybody shares your taste in music. Hell is other people's music.
Love the work on the train tracks. I've been stopping by Oberland for days now trying to figure out how I'd get an actual train on that vanilla slope
Can't say I'm fond of the huge, concrete apartment complex. Personally I'm going to remove them in favor of several versions of the original Oberland house for use as settler housing. The concrete doesn't feel like it fits the theme of the settlement.
Oh, and could you possible place a few more laser turrets? lol
Hello, I don't know if you can understand what I mean, because my English is poor. I admire your every MOD very much. Your creativity is really great, and it is based on the game itself, without using other MODS. Really, I admire you very much
Kinda sad some of your imports have cable attachments and others dont. Like me importing sanctuary and red rocket: all the cable is there. But this one: nope. You must of imported them between updates or something.
I will probably have to reinstall the mod. Tried doing the blueprints twice. And I hope to see your take on vault 87 or what ever that settlement vault is. Your settlements are massive yet amazing.
I thoroughly test all my blueprints, so I find it odd when folks report issues... but mainly I know mods and /or the game engine can have issues at times - perseverance is the key sometimes :)
I so love this blueprint, it looks awesome. It looks and feels so lore friendly, as if it where something survivors would build post apocalypse.
But after importing this settlement i found myself wondering how you where able to build some of the objects without mods. For example i would love to be able to add one of the forklifts and APC's to some of my other settlements, as well as add a few ammo cans to my personal armory. Is there something i am missing in game to unlock these build options?
No, you're not missing anything. I spawned those objects in using the command console after I looked up the baseID in the CK.
I use a custom mod to link objects to the workshop, but there are command lines that do the same thing, or alternative using the "extra select" mode in Place Everywhere also can do the same.
I installed this today for the 1st time. Love the design! But I have a question about the power generators. 1. I notice the settlement has 300 power, but it's red, meaning something's not connected. In total, I only see 2 fusion gens for 200 power. Is the other 100 power coming from the locomotive? It would make sense, since I'm sure it's fusion powered also, but it doesn't show as a power source in workbench mode. 2. The fusion gen in the basement isn't connected to anything, so I turned it off. Didn't seem to make any difference. Is it needed for something?
The genny in the basement should actually connect to the outside of that building through the wall. You are correct about the locomotive - I hid a fusion generator inside it. You can get to it using clipping mode (tcl). Not sure why everything didn't power up on import though - always did in my test imports. Maybe try again to get a clean import?
Thanks for confirmation on the loco as power source. I've been through the entire complex at night, and all of the lights and turrets are connected and functioning properly. I haven't found anything disconnected. I also confirmed that the basement generator is connected to the grid with the one on the ground floor. Yet the power still shows 300 in red. If something really is disconnected, it must not be important.
This is by far my favorite settlement for Oberland Station. I only had to make some minor adjustments to the siding on the original station building to gain access to the door for "The Oberland Station Basement Player Home" by RedRocketTV, which is my favorite player home.
36 comments
Oberland Station
Tenpines Bluff
Hangmans Alley
I must add that I had built on these settlements before attempting to use these blueprints if that helps.
I am in no way critisising the builds they are EXCELLENT and way beyond anything I could even attempt.
I will post again after checking out the others.
Can you advise as to how we can save the workshop after scrapping.
Trashing an entire build because you're too lazy to go into build mode to make changes is not a fault of the blueprint ;)
Can't say I'm fond of the huge, concrete apartment complex. Personally I'm going to remove them in favor of several versions of the original Oberland house for use as settler housing. The concrete doesn't feel like it fits the theme of the settlement.
Oh, and could you possible place a few more laser turrets? lol
I appreciate your kind words.
I thoroughly test all my blueprints, so I find it odd when folks report issues... but mainly I know mods and /or the game engine can have issues at times - perseverance is the key sometimes :)
But after importing this settlement i found myself wondering how you where able to build some of the objects without mods. For example i would love to be able to add one of the forklifts and APC's to some of my other settlements, as well as add a few ammo cans to my personal armory. Is there something i am missing in game to unlock these build options?
I use a custom mod to link objects to the workshop, but there are command lines that do the same thing, or alternative using the "extra select" mode in Place Everywhere also can do the same.
1. I notice the settlement has 300 power, but it's red, meaning something's not connected. In total, I only see 2 fusion gens for 200 power. Is the other 100 power coming from the locomotive? It would make sense, since I'm sure it's fusion powered also, but it doesn't show as a power source in workbench mode.
2. The fusion gen in the basement isn't connected to anything, so I turned it off. Didn't seem to make any difference. Is it needed for something?
The genny in the basement should actually connect to the outside of that building through the wall. You are correct about the locomotive - I hid a fusion generator inside it. You can get to it using clipping mode (tcl). Not sure why everything didn't power up on import though - always did in my test imports. Maybe try again to get a clean import?
This is by far my favorite settlement for Oberland Station. I only had to make some minor adjustments to the siding on the original station building to gain access to the door for "The Oberland Station Basement Player Home" by RedRocketTV, which is my favorite player home.