Do not complain about the requirements, your post will be locked and you will get banned from everything i share here on Nexusmods.
Scrapping? As long as there are no scrapprofiles that can be included with a blueprint, i would say scrap most of what is scrapable. Use the guidelines article as a reference on what should not be scrapped.. The most important 'recycled' items are included in the blueprint.
Future plans? More Wasteland Retreats.(Fully fledged player bases, big builds) And Wasteland Outposts (Smaller medium sized settlement builds for those poor settlers placed by Bethesda)
Request! If anybody wants to make a video, that would be very appreciated, my computer ain't good enough.
PSA: The download for Dead Wasteland has been removed from Nexusmods, it is an integral part of my blueprints. Transfer Settlement is able to import the Blueprint without the mod, but you will be missing some important details. The modauthor davethfc (BooDelMar on Bethesda.net) made it available on Bethesda.net from now on though. Slighly inconvenient but you can grab it there.
Spoiler:
Show
You'll need a Bethesda.net account and add it to your library. Start Fallout 4 and go into the main menu/mods to download it. You'll have to login to Bethesda.net in Fallout 4. I do deactivate it immediatly after the download and the go into my Fallout 4 Data folder to grab the files. I copy them to my mod-archive, and delete the ones in Data afterwards. Make a ZIP from the files and use that in your usual method of managing mods. (Be aware the ingame modmenu can mess with your loadorder, be carefull and make backups.)
PSA: I contacted Ethreon about it, but for the time being my blueprints are INCOMPATIBLE with Vanilla Extensions v2.6. Your import will fail and get stuck on a concrete wall. Users of Vanilla Extensions v2.6 will need the patch i added to the optional files. VE alters a path for a vanilla mesh to an empty path and your import will get stuck.Place the patch below VE. If you do not want an extra ESP, read the Hotfix Patches article point 5 for aternative solutions. (Note that the patch will work for all my BPs, you'll only need to apply it once)
Thanks for the fix for Etheron's Vanilla Extensions file path problem. It fixed an issue I was having with another mod (Jampad's Sim Settlement 2's mod). Sending Kudos you're way!
I am getting this error message when I try to import your settlement. Do you have any idea how to fix it? Sorry for being a bother but your blueprint is amazing and I love having it in my game. Ive researched via google and haven't found any help .
error: settlement import seems to be suck for at least 60 seconds enabling the item - item #855 concrete wall [##000c70]
If you have any ideas I will gladly take the assistance.
Is it always stuck at that same object? And the import does not continue at all after that warning?
A few tips that might help: - Place Transfer Settlements near the bottom of your loadorder. - Return to a save before your first attempt to import this blueprint. Got to the Red Rocket, make a fresh save, exit the game. Reboot your computer, load the game and your last save. Select the stable preset in the Transfer Settlements general settings. Retry the import.
More tips can be found in the import guide i wrote for Transfer Settlements.
I tried your tips. and it still didnt work. Its stuck at trying to import a concrete wall. Which is a piece 855. it complete freezes and wont continue with the import.
I had this working on a previous game but it stopped working when i had some mod issues with workshop rearranged which i had to take out of my load order.
I know it is not the concrete wall-piece or the blueprint at fault here. I am a member of CDante's (TS author) crew, and have a lot of experience helping users.
We know some people do encounter that problem. And I can only assume it has to do with the mods they use: Loadorders, or scripts getting stuck because papyrus is struggling. There might be something wrong on your side but we never found out an exact reason why items get stuck for some users.
If it is a performance problem it could help to add these lines to your fallout4custom.ini
Spoiler:
Show
.Open your ./Documents/My Games/Fallout4/Fallout4Custom.ini and add these lines under the [Papyrus] section: [Papyrus] fUpdateBudgetMS=2.4 fExtraTaskletBudgetMS=2.4 iMinMemoryPageSize=256 iMaxMemoryPageSize=1024 iMaxAllocatedMemoryBytes=307200
Sometimes the above tips do help. Occasionally the issue dissappears for them after a while (random Bethesda behavior). I am sorry to say there is not much more i can do besides: retry the import and hope you get lucky.
i hit something similar recently playing around. here is what i found, and what i did to fix it.
I had made a blueprint of my settlement. The export went without any issue and all was well.
A while later i had accidentally disabled a mod in NMM while futzing around with NMM and Vortex.
I then imported the blueprint and it stuck on an object that was part of my disabled mod. I tracked down the offending item and the mod that placed the object. Then I went into NMM to see what was going on and saw that the mod was disabled.
I checked my load order file to make sure that NMM and the file were sync'd and the mod was 100% disabled. It was.
I rolled back my game to a point before the mod had been disabled, then I attempted the import again and this time it worked 100%.
This may not be anything to do with your issue, but I'm putting this out there, because you never know. It was a unique set of circumstances, coupled with my ability to mess stuff up that caused the issue, but Transfer Settlements is now resilient enough to handle this issue very well. Once I enabled the mod and rolled back my game, the issue was resolved.
Key point - do not disable mods during a playthrough, even accidentally, or you will get issues.
I dont know whats going on but i tried everything. new save. added the papyrus section. even followed your guide to a T and its still getting stuck as 855 and wont keep going.
Note: I know the "rotZ" : 360.05606079101562 looks odd, i tried to import it as "rotZ" : 720.05606079101562 for fun and it still worked for me.
Did you remove mods on this playthrough? Did you 'clean' the DLCs? Both are bad ideas and will cause issues. Not saying you did those things but it could explain your problem. But i do think it is more likely caused by a faulty loadorder (eg modconflicts).
One last thing you could try is the vanilla save i made for testing purposes. If it still hangs with your current modlist it is your loadorder at fault. In that case try it with only the mods needed for the blueprint and follow the loadorder i gave in the guidelines for this BP. It should work.
/edit I got another report on this Concrete Wall through Discord, looking into it now. More info: I'm gonna try to confirm and reproduce it myself soon. But Vanilla Extensions might be doing something weird with that concrete wall. Disabling it let's the import finish without probs. /edit REPRODUCED and CONFIRMED fix available in the optional files.
PSA: I contacted Ethreon about it, but for the time being my blueprints are INCOMPATIBLE with Vanilla Extensions v2.6. Your import will fail and get stuck on a concrete wall. Users of Vanilla Extensions v2.6 will need the patch i added to the optional files. VE alters a path for a vanilla mesh to an empty path and your import will get stuck.Place the patch below VE. If you do not want an extra ESP, read the Hotfix Patches article point 5 for aternative solutions. (Note that the patch will work for all my BPs, you'll only need to apply it once)
Regarding v1.01: Updated for CREAtive Clutter v1.8+: It changed the Stained Glass Lamps and Potted Plants. Also updated all other mod-versions, see guidelines article for more details and version numbers.
Grote! This is an amazing build, well done. No way I can use it though, far too many mods needed and a few I've had issues with in the past. But I just had to comment and compliment you on this fantastic settlement. Just awesome.
Thank you very much for the compliment Rhaevyn. (I might need to update the picture gallery because it even got better by now, lol)
But you made me curious, what mods gave you problems? (If you answer please PM me or put them under a spoiler tag, we do not want to name and shame, do we?) They all work fine for me.
Hey looks great, awesome work! I was just curious what textures you are using for the main building and the rocket itself. That really pops and I would like to add it to my next play-through. Again awesome job, youra givin me inspiration. Cheers!
The screenshots were taken all long time ago. So i am not a 100% sure which retextures i was using at the time. But for the Red Rocket specific i can recommend NMC's Texture Bundle. It, without any doubt, enhances the Red Rocket Station in a marvelous way.
Amazing build. Should work great as a home base rather than Sanctuary.
One issue I had though, the lavatory walls in the gym are missing. I have all of the required Vault 88 mods, as far as I know, any idea what could cause it? The door and the far window is there, but no wall on either side.
Edit: Two more issues I had (out of 5000 objects, not bad!): The cab of the Red Rocket Food Truck got placed, but then disappeared during stabilization. The turret just behind the gorilla in the bumper car is hanging in midair, did I scrap something I shouldn't have? I do also have a mod that slightly modifies RR and disables the hanging hoses, I'll disable that for my next attempt at loading the plan to make sure it's totally vanilla.
ModularVault.esp + ModularVault_MVR.esp (from Modular Vault 88 Rooms-18245-1-1-2) !!! Main file and the optional file Modular Vault 88 Rooms for More Vault Rooms
VaultPlus.esp + VaultPlus_Railings.esp + VaultPlus_MVR.esp (from Vault 88 Room Corners Plus-17198-1-2-2) !!! Main file and two optional files: Vault 88 Railings + Add-on for More Vault Rooms
- The truck is a 'recycled' item from the base game settlement. Very likely disabling the hanging hoses tempers with the cell and thus messes with the truck cab. - No idea why the steel barrel at the entry gate dissappeared. Easy solution would be placing one there yourself. (Tbh i noticed something odd with that barrel myself, i used a red barrel, but when i import it, it is bare metal. I'll look into correcting it for v1.00)
Ah, I see I missed the Vault 88 Railings. I did see a barrel on its side behind the bumper car, so it must have fallen over somehow during placement, I'll see if I can just place it in the right spot. I can't find now what I did to remove the hoses, there's nothing in my load order anymore that should affect it. It's weird though that the cab did appear for most of the Placement phase but then got deleted during Stabilization.
It's definitely a little bit laggy on my FPS, I'm going to disable Scrap Everything and see if using precombines reduces some of the surrounding object draw a bit. Now I'm regretting only having a 3gb graphics card :D
- Stricly speaking the Vault 88 Railing mod is not really used in this build. but the MoreVaultRooms patch is important and i will surely use it on future Wasteland Retreat blueprint releases. I listed it because that is the loadorder that never has failed me for imports/exports.
- The barrel on its side has not fallen over, it is there between the bumper car and the barrel you are missing, But yes you can use it. OR you can go in the buildmenu and use one of the standing barrels in the decorations/misc menu, should be easier. /edit Should be fixed in v1.00
- Can you tell me if the truck cab respawned at the Rad Bar? (Its original position, in that case you probably have a cell-reset issue)
- According to my tests scrap mods do not have a severe impact, 5 fps to gain without scrap everything or spring cleaning, up to you to decide if that is worth it.
- Biggest hog on my FPS is the Do It Yourshelf mod. But i really like it. I have an 8GB VRAM-card though.
I realized that without breaking precombines one can't get rid of the little debris clumps on the Red Rocket floor, so maybe I'll try Spring Cleaning (as I understand, the same thing as Scrap Everything but whitelists items so you can't scrap entire buildings at once).
I tried the import again (on 0.99) and this time the barrel for the turret was there, the truck was there, but Trashcan Carla is MIA (lol).
Question, if settlers join the settlement will they actually run the armor/weapon stores etc. or is that just decoration? It seemed like it was a bit hard to get into those rooms, love the layout of the shelves and mini workbenches though!
I'm running this with FlaconOil's Retex and still getting around 20fps at the worst, qq only getting a 3gb card but it could be worse. The rusty vehicles in his textures look absolutely amazing though, worth it.
- Carla MIA? The person or the trashcan? (She still does her route, and will return.) - Are the lavatory walls in the gym imported now? - My Armor trader and Weapons merchant (hiding in the shadows) have no problem finding their spots.
- If you want to try Spring Cleaning i would recommend to use the VlitS patch as well.FYI: I prefer Spring Cleaning myself.
The model that sits inside the trashcan, I saw it the first time I imported. The lavatory walls are there once I got the proper Vault 88 mod. I do seem to have a problem with not enough power, is there a generator somewhere that might not be properly connected? I see a couple solar panels up top, and the fusion cores in an enclosure in the back of a room. The workshop menu is listing 106 power, and it seems to just be not sufficient to run all the signs.
That "Spring Cleaning Compatibility Patch" is exactly the thing I've been looking for, if I'm reading correctly it edits the settlements cells to disable precombine/previs in those cells ONLY, which is a great compromise. I bet if it had a better title it'd get 10x the downloads. :D
- The model inside the trashcan is a bobblehead placed with OCDecorator.(Retexture comes from Bobblehats FO4 Edition by Chucksteel)
That is more than enough power, there is not that much that needs power in my Wasteland Retreat: - When, do you lack power? Was it Daytime or Nighttime? Do you mean by Signs the Neon letters and Light boxes? - Did you resnap (select item in buildmode, and TAB out) the two fusion core power panel/adapters in that backroom? Like it is explained in the Guidelines under 6. POWER GRID. - Could it be the powering-up phase from Transfer Settlements did not do its job properly? During extensive testing i noticed, when your computer is struggling, repeated import-testing in my case, the powering-up only processing 245 items while it should have been 681.
Sorry for all the questions, but i want to know what can go wrong on the user side of things,
Looks really awesome and remind me what a wasteland settlement should be like. But as comments mentioned, this mod will crash my low-end computer, will try once I get a 1080ti. For now, downloaded and endorsed.
Thank you. There are no comments saying this will crash a low-end pc, heck i built this on a very outdated pc, it never crashed. But it will push your framerate down a lot on a potato. And that might crash your slideshow tolerance level
Fun part is, i need a thousand more pictures to really show the vibe it gives when you walk around in the settlement. There still is plenty of potential for jawdropping left.
unfortunately, for the time being, i am unable to run this on my computer. HOWEVER, the moment i upgrade i will download this because it is too damn beautiful. fantastic job bud.
Thank you for the compliment. Running on prehistoric hardware myself. My PC was a beast... 8 years ago. But i can understand not everybody is prepared to see their FPS drop below 15 when you look in the wrong direction.
35 comments
Suggested HotFix Patches
Import as Stable as Possible
Scrapping?
As long as there are no scrapprofiles that can be included with a blueprint, i would say scrap most of what is scrapable.
Use the guidelines article as a reference on what should not be scrapped.. The most important 'recycled' items are included in the blueprint.
Future plans?
More Wasteland Retreats.(Fully fledged player bases, big builds)
And Wasteland Outposts (Smaller medium sized settlement builds for those poor settlers placed by Bethesda)
Request!
If anybody wants to make a video, that would be very appreciated, my computer ain't good enough.
PSA: The download for Dead Wasteland has been removed from Nexusmods, it is an integral part of my blueprints.
Transfer Settlement is able to import the Blueprint without the mod, but you will be missing some important details.
The modauthor davethfc (BooDelMar on Bethesda.net) made it available on Bethesda.net from now on though.
Slighly inconvenient but you can grab it there.
Start Fallout 4 and go into the main menu/mods to download it. You'll have to login to Bethesda.net in Fallout 4.
I do deactivate it immediatly after the download and the go into my Fallout 4 Data folder to grab the files. I copy them to my mod-archive, and delete the ones in Data afterwards. Make a ZIP from the files and use that in your usual method of managing mods.
(Be aware the ingame modmenu can mess with your loadorder, be carefull and make backups.)
PSA: I contacted Ethreon about it, but for the time being my blueprints are INCOMPATIBLE with Vanilla Extensions v2.6.
Your import will fail and get stuck on a concrete wall.
Users of Vanilla Extensions v2.6 will need the patch i added to the optional files.
VE alters a path for a vanilla mesh to an empty path and your import will get stuck.Place the patch below VE.
If you do not want an extra ESP, read the Hotfix Patches article point 5 for aternative solutions.
(Note that the patch will work for all my BPs, you'll only need to apply it once)
error: settlement import seems to be suck for at least 60 seconds enabling the item - item #855 concrete wall [##000c70]
If you have any ideas I will gladly take the assistance.
Thanks,
Petite
A few tips that might help:
- Place Transfer Settlements near the bottom of your loadorder.
- Return to a save before your first attempt to import this blueprint. Got to the Red Rocket, make a fresh save, exit the game. Reboot your computer, load the game and your last save. Select the stable preset in the Transfer Settlements general settings. Retry the import.
More tips can be found in the import guide i wrote for Transfer Settlements.
I had this working on a previous game but it stopped working when i had some mod issues with workshop rearranged which i had to take out of my load order.
We know some people do encounter that problem. And I can only assume it has to do with the mods they use: Loadorders, or scripts getting stuck because papyrus is struggling. There might be something wrong on your side but we never found out an exact reason why items get stuck for some users.
If it is a performance problem it could help to add these lines to your fallout4custom.ini
[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200
Sometimes the above tips do help. Occasionally the issue dissappears for them after a while (random Bethesda behavior).
I am sorry to say there is not much more i can do besides: retry the import and hope you get lucky.
here is what i found, and what i did to fix it.
I had made a blueprint of my settlement. The export went without any issue and all was well.
A while later i had accidentally disabled a mod in NMM while futzing around with NMM and Vortex.
I then imported the blueprint and it stuck on an object that was part of my disabled mod. I tracked down the offending item and the mod that placed the object. Then I went into NMM to see what was going on and saw that the mod was disabled.
I checked my load order file to make sure that NMM and the file were sync'd and the mod was 100% disabled. It was.
I rolled back my game to a point before the mod had been disabled, then I attempted the import again and this time it worked 100%.
This may not be anything to do with your issue, but I'm putting this out there, because you never know. It was a unique set of circumstances, coupled with my ability to mess stuff up that caused the issue, but Transfer Settlements is now resilient enough to handle this issue very well. Once I enabled the mod and rolled back my game, the issue was resolved.
Key point - do not disable mods during a playthrough, even accidentally, or you will get issues.
There is nothing peculiar about it. :(
"ExtraData" : "",
"FormID" : "000C70",
"FormID_dec" : 33557616,
"RemoveHavok" : 0,
"Scale" : 1.0,
"idx" : 855,
"isActor" : 0,
"isAssignable" : 0,
"isCreated" : 1,
"isFarmAnimal" : 0,
"isFood" : 0,
"isGenerator" : 0,
"isPowered" : 0,
"isTamedCreature" : 0,
"isTurret" : 0,
"isWater" : 0,
"name" : "Concrete Wall",
"plugin_name" : "DLCWorkshop01.esm",
"posX" : -68424.0546875,
"posY" : 79297.453125,
"posZ" : 7611.7548828125,
"rotX" : 0.0,
"rotY" : 0.0,
"rotZ" : 360.05606079101562
Note:
I know the "rotZ" : 360.05606079101562 looks odd, i tried to import it as "rotZ" : 720.05606079101562 for fun and it still worked for me.
Did you remove mods on this playthrough? Did you 'clean' the DLCs? Both are bad ideas and will cause issues.
Not saying you did those things but it could explain your problem.
But i do think it is more likely caused by a faulty loadorder (eg modconflicts).
One last thing you could try is the vanilla save i made for testing purposes. If it still hangs with your current modlist it is your loadorder at fault. In that case try it with only the mods needed for the blueprint and follow the loadorder i gave in the guidelines for this BP.
It should work.
/edit I got another report on this Concrete Wall through Discord, looking into it now.
More info: I'm gonna try to confirm and reproduce it myself soon. But Vanilla Extensions might be doing something weird with that concrete wall. Disabling it let's the import finish without probs.
/edit REPRODUCED and CONFIRMED fix available in the optional files.
Your import will fail and get stuck on a concrete wall.
Users of Vanilla Extensions v2.6 will need the patch i added to the optional files.
VE alters a path for a vanilla mesh to an empty path and your import will get stuck.Place the patch below VE.
If you do not want an extra ESP, read the Hotfix Patches article point 5 for aternative solutions.
(Note that the patch will work for all my BPs, you'll only need to apply it once)
Updated for CREAtive Clutter v1.8+: It changed the Stained Glass Lamps and Potted Plants.
Also updated all other mod-versions, see guidelines article for more details and version numbers.
But you made me curious, what mods gave you problems? (If you answer please PM me or put them under a spoiler tag, we do not want to name and shame, do we?) They all work fine for me.
But for the Red Rocket specific i can recommend NMC's Texture Bundle.
It, without any doubt, enhances the Red Rocket Station in a marvelous way.
One issue I had though, the lavatory walls in the gym are missing. I have all of the required Vault 88 mods, as far as I know, any idea what could cause it? The door and the far window is there, but no wall on either side.
Edit: Two more issues I had (out of 5000 objects, not bad!): The cab of the Red Rocket Food Truck got placed, but then disappeared during stabilization. The turret just behind the gorilla in the bumper car is hanging in midair, did I scrap something I shouldn't have? I do also have a mod that slightly modifies RR and disables the hanging hoses, I'll disable that for my next attempt at loading the plan to make sure it's totally vanilla.
- About the Vault pieces: see the guidelines.
!!! Use the main file, not the optional Non Far-Harbor Edition.
ModularVault.esp + ModularVault_MVR.esp (from Modular Vault 88 Rooms-18245-1-1-2)
!!! Main file and the optional file Modular Vault 88 Rooms for More Vault Rooms
VaultPlus.esp + VaultPlus_Railings.esp + VaultPlus_MVR.esp (from Vault 88 Room Corners Plus-17198-1-2-2)
!!! Main file and two optional files: Vault 88 Railings + Add-on for More Vault Rooms
LOADORDER
MoreVaultRooms.esp
ModularVault.esp
ModularVault_MVR.esp
VaultPlus.esp
VaultPlus_Railings.esp
VaultPlus_MVR.esp
- No idea why the steel barrel at the entry gate dissappeared. Easy solution would be placing one there yourself. (Tbh i noticed something odd with that barrel myself, i used a red barrel, but when i import it, it is bare metal. I'll look into correcting it for v1.00)
It's definitely a little bit laggy on my FPS, I'm going to disable Scrap Everything and see if using precombines reduces some of the surrounding object draw a bit. Now I'm regretting only having a 3gb graphics card :D
- The barrel on its side has not fallen over, it is there between the bumper car and the barrel you are missing, But yes you can use it. OR you can go in the buildmenu and use one of the standing barrels in the decorations/misc menu, should be easier.
/edit Should be fixed in v1.00
- Can you tell me if the truck cab respawned at the Rad Bar? (Its original position, in that case you probably have a cell-reset issue)
- According to my tests scrap mods do not have a severe impact, 5 fps to gain without scrap everything or spring cleaning, up to you to decide if that is worth it.
- Biggest hog on my FPS is the Do It Yourshelf mod. But i really like it. I have an 8GB VRAM-card though.
I tried the import again (on 0.99) and this time the barrel for the turret was there, the truck was there, but Trashcan Carla is MIA (lol).
Question, if settlers join the settlement will they actually run the armor/weapon stores etc. or is that just decoration? It seemed like it was a bit hard to get into those rooms, love the layout of the shelves and mini workbenches though!
I'm running this with FlaconOil's Retex and still getting around 20fps at the worst, qq only getting a 3gb card but it could be worse. The rusty vehicles in his textures look absolutely amazing though, worth it.
- Are the lavatory walls in the gym imported now?
- My Armor trader and Weapons merchant (hiding in the shadows) have no problem finding their spots.
- If you want to try Spring Cleaning i would recommend to use the VlitS patch as well.FYI: I prefer Spring Cleaning myself.
That "Spring Cleaning Compatibility Patch" is exactly the thing I've been looking for, if I'm reading correctly it edits the settlements cells to disable precombine/previs in those cells ONLY, which is a great compromise. I bet if it had a better title it'd get 10x the downloads. :D
That is more than enough power, there is not that much that needs power in my Wasteland Retreat:
- When, do you lack power? Was it Daytime or Nighttime? Do you mean by Signs the Neon letters and Light boxes?
- Did you resnap (select item in buildmode, and TAB out) the two fusion core power panel/adapters in that backroom? Like it is explained in the Guidelines under 6. POWER GRID.
- Could it be the powering-up phase from Transfer Settlements did not do its job properly? During extensive testing i noticed, when your computer is struggling, repeated import-testing in my case, the powering-up only processing 245 items while it should have been 681.
Sorry for all the questions, but i want to know what can go wrong on the user side of things,
There are no comments saying this will crash a low-end pc, heck i built this on a very outdated pc, it never crashed.
But it will push your framerate down a lot on a potato. And that might crash your slideshow tolerance level
Running on prehistoric hardware myself. My PC was a beast... 8 years ago.
But i can understand not everybody is prepared to see their FPS drop below 15 when you look in the wrong direction.
insane.
well done mate. very well done. i'm pulling this in to see what your creative brain can come up with!!
Let the insanity loose!