Fallout 4

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Gorshkov

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  1. IceBlazeWinters
    IceBlazeWinters
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    i have some serious problems with this blueprint:

    invisible walls preventing walking up stairs or into buildings
    falling through the ground blocks and stairs
    unable to change fast travel location so i spawn inside of ground blocks
    getting pushed and shoved around by invisible objects through buildings or on top of buildings
    objects not fully being placed and having to be done manually

    this affects both player and npcs in my game
    1. gorshkov
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      a) Invisible walls? wtf are you talking about? (seriously - I'm going to need some detail before I can even *think* about it)
      b) falling through the ground - that's a game issue. The way Beth handles collision is seriously fucked up generally. If it's an issue with one or two specific types of ground coverings, it's most likely an issue for the mod author of that mod. That being said - the game *generally* has issues like that with NPCs. If it's happening to the player, I'd need more detail before I can even address it.
      c) unable to change fast travel location - that's a beth issue, and because of that it will affect EVERY blueprint that doesn't leave the ground bare. Caveat Emptor. 
      d) the blueprint doesn't create invisible objects, period, full stop. Your issue lays somewhere else.
      e) objects not being fully placed ...... I have no idea wtf you're talking about. If you have objects that are rotated in weird ways, that's usually a sign that you left the settlement during the import. If it's something other than that, you're going to have to give me some more detail before I can address it.
    2. Kittykats87
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      Yeah same issues sad to oh well
    3. gorshkov
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      Can you give some detail? There's not a  lot there to work with
  2. IceBlazeWinters
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    i have a really annoying problem with this blueprint:

    after it's finished importing, my game will hard freeze and has to be force closed if i open the pipboy to fast travel away from sanctuary.
    1. gorshkov
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      When you import a blueprint, FO4 has to organise the newer items in memory and then flush them to disk. The larger the blueprint, tjr longer it can take - and this is a fairly large one. I've seen blueprints for Spectacle Island and Vault 88 take almost an hour to "flush" after import.

      Maybe you could try starting an import before you go to bed or go to work, or out for the evening ....see if it responds when you get back (no, it should NOT take anywhere near that long) - but it'll let you know if it's a blueprint thing or a combination of your hardware and this being a large import. If that *doesn't* work, I'll have something to work with.
  3. woopass8
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    This is my first time using transfer settlements, but I cant get it so that the original houses disappear. I choose the nuke everything option when importing to no avail. Does anyone have any suggestions? Any help would be appreciated.
    1. gorshkov
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      you might want to look at adding Scrap Everything to your load order. Basically it will allow you to scrap pretty well everything in the settlement.

      You'll find this to be a general issue with blueprints ..... some authors like to scrap everything and build from the ground up (like me), others don't scrap anything at all, and most are somewhere in between. Unfortunately, there's no way to tell beforehand; it's a matter of importing and then seeing where all the "oopsies" are.?
    2. IceBlazeWinters
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      open and exit the workshop menu then use console command scrapall
  4. dshelm19
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    I love this and all of your mods.....but GROUND by wim95 is no longer available. And it's pretty much a must have for this settlement. Does anybody still have that mod that they can share with me directly?? Would be greatly appreciated!!!
    1. gorshkov
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      I'm afraid I can't help you with GROUND, but the Settlement Objects Expansion Pack (listed in the requirements) also has ground/grass pieces - you could import the bp and try replacing them yourself? I'm sorry I can help more than that.
    2. gorshkov
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      I'm afraid I can't help you with GROUND, but the Settlement Objects Expansion Pack (listed in the requirements) also has ground/grass pieces - you could import the bp and try replacing them yourself? I'm sorry I can help more than that.
    3. dshelm19
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      Yea thanks for the response. He's supposed to put the GROUND mod on modsanctum...but I doubt that will happen anytime soon. I'll just have to put the floors in myself. But I'm also really lazy and dont want to lol. Still gonna use this blueprint though, I like it too much. 
    4. gorshkov
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      Nowhere near as lazy as me - that's why I never updated it lol
    5. IceBlazeWinters
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      you can get the grounds file from a discord server
  5. squirrly22
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    I had the problem with the power not hooking up correctly, but after spending a few minutes hooking up some radiant power conduits it worked fine.

    Also when I loaded it in the first time the shelves in a few of the shops were gone, I figured out its because the do it yourshelf mod is no longer on Nexus, but luckily there is a German version still on here. I found it here, https://www.nexusmods.com/fallout4/mods/15796, and downloaded it and all the shelves loaded in fine.

    Thank you so much for this, its one of the best settlement builds that i've come across.
    1. gorshkov
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      Thank you - I appreciate the compliment.

      I've been meaning to update the build because of things like the doityourshelf issues, but unfortunately I've lately had the attention span of a gnat.
  6. noiseandkisses
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    Anyone know how to get the power to work in this blueprint? I can see all the conduits are in place around the wall, but when I go into build mode to start connecting wires from the generators to the conduits nothing happens. Lights don't turn on and turrets won't turn on either. I've installed all the other mods, however I am using the SKE version of PCPO. I have no idea if that would affect it. Any advice would be greatly appreciated! :)

    Edit: The building with the basketball court has the lights on and the buildings next to it on the edge, but the turrets and some lights still do not work.
    1. gorshkov
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      You've absoultely identified your own problem - the SKE version of PCPO. I don't use SKE, so my build is based on the non-SKE version. Essentially, you have a missing mod but because both versions share the same name, TS thinks it has what it needs. But both versions have different formids etc, and they are NOT interchangeable

      I've just updated the Requirements section to point that out. My bad.
    2. noiseandkisses
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      At least I know the issue now and how to solve it! Thanks for the quick reply!

      Edit: I started a new save and reinstalled the blueprint after uninstalling the PCPO SKE version and installing PCPO without SKE. I am still having the same issue. Is there anything else that could be causing issues?
    3. gorshkov
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      my *guess* is that now it would be a save-game issue. Running script instances - their variable values, etc - are baked into your savegame; that's why it's generally not a good idea to add, remove or change mods during a playthrough. My suspect that that is the source of your problem.
    4. noiseandkisses
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      I started a new save/game once I installed the new PCPO version that didn't have SKE in it. It was still giving the issue. However, on that new save that I had the blueprint built I tried deleting conduits and replacing them as a new build and that worked. I just had to go through and redo all the conduits or anything power related and now the turrets and lights work. I have no clue why the blueprint to the actual build makes the power was so finicky (if that's the case). But I was able to get things to work now. I just had to lay down the power stuff myself.

      Edit: I'm already happy with having my settlement work just fine no matter if I had to redo the conduits or not, but I wanted to add this in case this helps with any future bugs or if someone has weird stuff happen like me. So, the last time I played the game I got to about two-thirds of the way complete of swapping out all the conduits and I loaded up my last save then opened up workshop mode. As soon as I was in workshop mode I was prompted by what I am assuming was Transfer Settlements mod stating that "the power grid was broken and it was recommended to fix it immediately". Via this prompt I was able to select Fix it or Ignore or Never prompt. I selected fix it and as soon as it was complete the side of the settlement I had already swapped out immediately went dark. Upon inspection I could see that the same issue as before had occurred, the settlement could see that I had 999 power, but nothing power related worked or indicated it had power. So, I immediately quit the game and reloaded the save I originally opened and this time when prompted I told it to Never Prompt me for this settlement. Again, after I went through and swapped out the conduits myself, all is good. :)
    5. gorshkov
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      ok - with all that additional information, I can give you a definitive answer.

      I have no effing idea. lol.

      I've run into that exact same problem myself - *only* in Sanctuary Hills. I've discussed it at lengh, many times, with CDante (the maker of TS). I use the exact same mods, in the exact same manner, for about half of my settlements. Unfortunately, it's so intermittent that neither of us has been able to figure out exactly what the issue is. But your solution is essentially what my solution is for my own playthroughs. I create a named save and import; if there are issues, I reload the named save and import again. It's never taken me more than 2 tries to get everything in successfully. And as a matter of course, I also tell it to not prompt me for this settlement again.

      I'm sorry I can't be of more help with this right now , but trust me when I say that I find it personally offensive that I haven't been able to figure this one out, and won't stop till I can *censored*-slap the bug upside the head.
  7. semicrazy55
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    Great Mod Gorshkov. There are a few issues but nothing serious. Just one issue...I have no tables and missing some shelves ( armor and food )
    I have all the requirements mentioned. On the blueprint it shows in red the following...dinoshelf retex.esp, dinoshelf extra ammo.esp and power conduits and pylons.
    it was a successful import with those 3 as skipped. I would like to fix this if you or anyone has any suggestions.
    Thanks for your great work

    Ok got power conduits and pylons working, but still no shelves in 3 buildings, armor, clothes and food
    1. gorshkov
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      sorry for having taken so long - I've been busy at work and preping & moving. I'll look at it and get back to you in the next day or so
  8. jeffreyray19
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    I read through and unless I missed something, I havent found someone with my particular issue.
    Specs on my system: Ryzen 5 2600x (4.2Ghz OC), RTX 2070, and running on a NVME ssd.
    I'm having some really bad artifacts when facing towards the west side of the settlement but when I come at it from the west the I have no issues. Would it have something to do with me using an older version of transfer settlement blueprint?
    1. gorshkov
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      No. It's not a function of your system - it's a function of the game engine. TL;DR - the system gets overwhelmed when it has too many objects to display. That is why previs and precombined are used ingame - they reduce the number of objects that have to be rendered, and so you don't get that tearing etc.

      There is a fix on the way but I'm not at liberty to say much about it now because it is being developed by somebody else and is still in beta.

      FWIW, I have the same issue.
  9. Mojoev90
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    What would be the reason for none of my homes having power, but the turrets do?
    1. gorshkov
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      That would be the PCPO issue. The lights in the houses use radiated power ........ if there are no power radiators, they have no power.

      If you have the SKE version, it should be a relatively easy fix. Follow the ring of power conduits along the outside perimiter that the turrets are wired to. At various places, you should see empty connection points - that is where the radiators *should* be. Use the 20x floor radiators from PCPO there, and you should be good.

      Let me know if there's anything else?
  10. Mojoev90
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    I am not sure why blue-print will not read the Power Conduits and Pylons Overhaul- SKE installed.
    1. gorshkov
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      Because I don't use SKE myself, so the version used in the blueprint uses doesn't require SKE.
    2. Mojoev90
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      What Power Conduits and Pylons Overhaul did you use?
    3. gorshkov
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      The same one you are using - just not the SKE version.

      https://www.nexusmods.com/fallout4/mods/13394

      I think it's a bit unfortunate, but the various versions have esp files with different names - which means the requirement is also tied to whether or not I use SKE.