I have not played Fallout 4 or touched CK in over 5 years now. I have no idea what updates the game has received in that time and can not provide any reliable troubleshooting for the mod, I also had a stroke in the meantime and typing has become a problem for me, so the comment section is now locked. Sorry.
IMPORTANT NOTES - READ BEFORE COMMENTING OR REPORTING A BUG (repeat from the description, because most of you didn't read that anyway)
-- the mod works best on a save where you have not visited the Fizztop Grille yet, otherwise the chandeliers may be misaligned and lights will be ugly -- the .esp was NOT designed to be used without any of the blueprints but if you don't mind some missing pieces and asymmetrical lights then go ahead and grab just that (refer to the screenshots for details, they are all captioned with info) -- the overboss' chest refused to be moved to another location no matter what I did in CK, so I just left it in original position and built around it, so yes, it is supposed to be floating -- without any blueprints loaded, the balcony doesn't exist so you'll need to jump from the lift into the room and vice versa until you run one of the blueprints or build a floor there yourself -- the All-In-One power source may not start after loading a blueprint, it's best to scrap it and replace with a new one if it happens -- if the fire effect from the fireplace looks funky, pick up and drop the fireplace, that should fix it, if that fails, just save and reload -- the decorative grate in front of the fireplace is actually a door, to avoid accidentally opening it by a companion or the dog, bring up the console, click on the grate and type: lock 1000 -- the .esp should be placed as low in your load order as possible (but above scrapping mods) to avoid other mods overwriting changes it does -- the .esp was made with CK and cleaned with FO4E -- navmesh had to be 'filled in' after all original furniture was removed, one triangle was accidentally removed in the process, causing the CK to cough up an error when loading the .esp - this has no effect on gameplay or game/save stability (tested and proven over dozens of gameplay with the file installed)
You have to have Transfer Settlements mod installed for this to work. Then download my blueprint (it has .json file extension) and manually move the unzipped file into the Transfer Settlements mod's blueprint folder in your game directory. Depending on where you installed the game, it should be: [drive letter]:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints Just choose the first empty folder in the list and put it there. Then install all the required mods and my .esp file. Make sure my .esp is located at the bottom of your load order, but above scrapping mods if you use any, those should always be last. In game, go to the Fizztop Grille and using Transfer Settlements interface in Pip Boy (detailed instructions on that mod's page) load my blueprint from the list. Done.
Hi I tried to find HZS Easy Homebuilder and Working Double Beds but it is no longer available, is there a way to use another mod for the beds or is that it? it says essential, but I really want to use your mod, it looks so cool. any help would be appreciated. Thank you :)
Okay, so I followed the instructions, putting the .esp as low in load order as possible but above any scrapping mods and when I load my game and go to the Grille, all of the stuff that the vanilla Grille (bar, restaurant, red benches, etc.) had in it before is still there. I then loaded up the BASIC blueprint and it adds the BASIC blueprint stuff, but the vanilla furniture and trash is still there. I used this mod a good year or two ago but just now having issues with it- mainly with the .esp not removing the vanilla decorations, trash and furniture. I do know how to use TS, so that's not the issue.
Thanks
nevermind. I had to load this mod after Nuka World Plus
only rudeness here is in your heart im afraid there is nothing in my post but ONE capitalized word, and there is nothing worse than simple/pertinent information being missed by a reader in these posts so I pained myself to take the extra steps to emphasize the 'brunt' of my criteria (clearly and obviously hoping a kind soul would confirm or not what only 1 person anywhere mentioned) ~ ended up with something not kind.
there is problems enough on these posts without malicious finger pointers trolling around flailing imaginative deranged accusations and assuming that other people are like they are
OMG look it's the author and here I was vouching for your mod to my friends and endorsing it...
I have to say calarand, you did a superb job with the designing of the exterior of the bar. It's way better than anything i ever took time to create, the only thing i wish this mod added was being able to send companions there to liven it up more. I would try to attempt it but how my luck usually works, it'd break everything.
All in all excellent addition to any game once fully installed without errors. thanks for taking the time and effort to make/post this for us.
A shame this requires so much to have it fully working. However I did enjoy looking around after transferring it in. You did an amazing job from what I can tell. And from playing Nuka World since release, I have been waiting for brilliant home replacements at Fizztop, like this one. If this isn't one of the best looking ones, it most certainly is the best.
So this still gets my endorsement, hopefully there's more work like this from you again soon. <3
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Comments locked
The author has locked this comment topic for the time being(repeat from the description, because most of you didn't read that anyway)
-- the mod works best on a save where you have not visited the Fizztop Grille yet, otherwise the chandeliers may be misaligned and lights will be ugly
-- the .esp was NOT designed to be used without any of the blueprints but if you don't mind some missing pieces and asymmetrical lights then go ahead and grab just that (refer to the screenshots for details, they are all captioned with info)
-- the overboss' chest refused to be moved to another location no matter what I did in CK, so I just left it in original position and built around it, so yes, it is supposed to be floating
-- without any blueprints loaded, the balcony doesn't exist so you'll need to jump from the lift into the room and vice versa until you run one of the blueprints or build a floor there yourself
-- the All-In-One power source may not start after loading a blueprint, it's best to scrap it and replace with a new one if it happens
-- if the fire effect from the fireplace looks funky, pick up and drop the fireplace, that should fix it, if that fails, just save and reload
-- the decorative grate in front of the fireplace is actually a door, to avoid accidentally opening it by a companion or the dog, bring up the console, click on the grate and type: lock 1000
-- the .esp should be placed as low in your load order as possible (but above scrapping mods) to avoid other mods overwriting changes it does
-- the .esp was made with CK and cleaned with FO4E
-- navmesh had to be 'filled in' after all original furniture was removed, one triangle was accidentally removed in the process, causing the CK to cough up an error when loading the .esp - this has no effect on gameplay or game/save stability (tested and proven over dozens of gameplay with the file installed)
[drive letter]:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints
Just choose the first empty folder in the list and put it there. Then install all the required mods and my .esp file. Make sure my .esp is located at the bottom of your load order, but above scrapping mods if you use any, those should always be last. In game, go to the Fizztop Grille and using Transfer Settlements interface in Pip Boy (detailed instructions on that mod's page) load my blueprint from the list. Done.
Thanks
nevermind. I had to load this mod after Nuka World Plus
Settlement Settler Assigning Companions
and only 1 SOLITARY reference to a companion in the posts mentioned that Companions cannot be dismissed to this Workshop...
Try expressing your opinion/complaint/request/whatever-it-was without being rude next time.
there is problems enough on these posts without malicious finger pointers trolling around flailing imaginative deranged accusations and assuming that other people are like they are
OMG look it's the author and here I was vouching for your mod to my friends and endorsing it...
All in all excellent addition to any game once fully installed without errors. thanks for taking the time and effort to make/post this for us.
So this still gets my endorsement, hopefully there's more work like this from you again soon. <3