Its only building the big store building in the centre but not the reast of the Sanctuary houses ,it does add the showers and other furniture and that's about it i even scraped every house to see if that worked please can anyone can help thanking you
The Super clean and simple mod has houses. it is found via the bethsoft mod page. The link to what it looks like is https://mods.bethesda.net/en/fallout4/mod-detail/4221948 but you need to d/l via the F4 beth link on the menu screen.
If using the legacy version, try here as it adds the buildings https://moddinghaven.com/mediawiki/index.php?title=Fallout_4_mods/Easy_Homebuilder_and_Working_Double_Beds_(Rebuild_your_Sanctuary)&mobileaction=toggle_view_mobile
I have this on my HD from back when it was hosted on Nexus. As I was cleaning up my settlements last year to chase down as many files needed, I found this mod on bethnet mods (https://mods.bethesda.net/en/fallout4/mod-detail/4228165) Personally I find Beth's mod page difficult to navigate on my pc. It's good to know there are alternative archives out there as this is a "must have" mod imo.
About 1 year ago several mod authors removed their mods from the Nexus. As a result, all of my settlements were affected. I was so depressed by this, that I removed Fallout from my computer in the hope of returning to it once everything settled down and the component mods (and authors) assumed some state of "belonging" somewhere more permanently. This may indeed be the case by now and wiser heads than mine may be able to direct you accordingly. Either way, I've moved on.
Of the list above, the only one that might cause you headaches Is "clean and simple- Sanctuary startup" as it affects the terrain significantly.
The others in your list are furniture and clutter and will just requite you to;
A; Substitute items from the stock inventory and your mod list or B; look for missing mods using the Tracker doc or Google.
The supermutant farm? Don't they respawn? Is there a workshop there? this is a bit of a hot area for my merchants so; With expanded borders, I placed missile launchers within range of breakheart via the greentop nursery settlement, that deploy automatically when the supermutants respawn. also... With the Slog they fire directly into the Forge yard at respawn Finch farm they fire into both the satellite area and the bridge above the junkyard. "Run and gun pack 5" from memory... gives my supply chain workers and merchant caravans a little bit of help.
No settlement design at breakheart, but I have a few others on my HD that I won't submit until the scene has stabilised. (vault 88, Mechanist, an underground "place anywhere" vault and Fizztop grill)
why not just add the mod so that they don't respawn? I built a settlement there and walled the whole place up, put turrets all the way around and the 1 or 2 mutants that do come are easily gotten rid of - and yes there is a workshop there
never found the workshop there. Interesting. If I reinstall f4 I'll check it out. p.s; Just checked the wiki...you must have added it with a mod. There is n unused cave on that site though which I wasn't aware of. https://fallout.fandom.com/wiki/Breakheart_Banks
Thanks, I got it to work. I had a little trouble finding some of the mods, but looked around and got them off discord. It is a great blueprint, I may use all of your settlement blueprints because I really don't have the time to go through the process of building all of them.
Hey, so I am having a problem with the importing stalling out. it stops at item 20 and just sits there, an error message comes up and eventually I just reload the game. I have all the mods installed it needs, all white. should I "scrapall" before installing it? is something left over getting in the way? thanks
I don't have F4 installed atm, but when I placed that settlement;
"Method; You'll need to delete all the buildings at their foundation. Then open Transfer Settlements and import the blueprint... Some of the items (like old steps etc.) will need to be removed with "disable" and "markfordelete""
Also I recommend placing it just after opening the game. A clean cache gives you the best chance of a successful transfer imo. Additionally I stand on the roadway close to the workshop and focus on the road surface if it is chugging... go and make a coffee and come back after it has finished. Apart from that, I've got nothing. Installed this blueprint on several playthroughs without issue. Also I test the import via Nexus to make sure it works.
This might be a dumb question to ask, but how do you activate or run this mod in game? There are no instructions on what to do once you have installed the mod. I see it on the MCM that it is installed. I see it in the pitboy. I clicked on the option to load a blueprint, and once there I select the different options and then there is no "save and activate" or anything like that. I can only exit the pitboy and nothing has changed. The area before me is still the same. Is there a workbench for this mod that I have to use, doing a gradual build and I have to add materials? Eish I am disappointed that when I added the mod, went back into my game that the buildings weren't already there. Please help
Sounds like you need to check the "transfer settlements" mod author if she/he is still on the nexus. I suspect it is an issue with that mod. It works perfectly for more than 2k users of this design. Perhaps a reinstall of Transfer Settlements will fix it for ya.
72 comments
Короче очередной фуфел.
i even scraped every house to see if that worked please can anyone can help thanking you
https://mods.bethesda.net/en/fallout4/mod-detail/4221948 but you need to d/l via the F4 beth link on the menu screen.
If using the legacy version, try here as it adds the buildings
https://moddinghaven.com/mediawiki/index.php?title=Fallout_4_mods/Easy_Homebuilder_and_Working_Double_Beds_(Rebuild_your_Sanctuary)&mobileaction=toggle_view_mobile
I have this on my HD from back when it was hosted on Nexus.
As I was cleaning up my settlements last year to chase down as many files needed, I found this mod on bethnet mods (https://mods.bethesda.net/en/fallout4/mod-detail/4228165)
Personally I find Beth's mod page difficult to navigate on my pc. It's good to know there are alternative archives out there as this is a "must have" mod imo.
As a result, all of my settlements were affected. I was so depressed by this, that I removed Fallout from my computer in the hope of returning to it once everything settled down and the component mods (and authors) assumed some state of "belonging" somewhere more permanently.
This may indeed be the case by now and wiser heads than mine may be able to direct you accordingly.
Either way, I've moved on.
Of the list above, the only one that might cause you headaches Is "clean and simple- Sanctuary startup" as it affects the terrain significantly.
The others in your list are furniture and clutter and will just requite you to;
A; Substitute items from the stock inventory and your mod list
or
B; look for missing mods using the Tracker doc or Google.
Hope this helps,
Geoff
Yes is the answer you are after
Don't they respawn?
Is there a workshop there?
this is a bit of a hot area for my merchants so;
With expanded borders, I placed missile launchers within range of breakheart via the greentop nursery settlement, that deploy automatically when the supermutants respawn.
also...
With the Slog they fire directly into the Forge yard at respawn
Finch farm they fire into both the satellite area and the bridge above the junkyard.
"Run and gun pack 5" from memory... gives my supply chain workers and merchant caravans a little bit of help.
No settlement design at breakheart, but I have a few others on my HD that I won't submit until the scene has stabilised. (vault 88, Mechanist, an underground "place anywhere" vault and Fizztop grill)
p.s;
Just checked the wiki...you must have added it with a mod. There is n unused cave on that site though which I wasn't aware of.
https://fallout.fandom.com/wiki/Breakheart_Banks
thanks
"Method; You'll need to delete all the buildings at their foundation. Then open Transfer Settlements and import the blueprint... Some of the items (like old steps etc.) will need to be removed with "disable" and "markfordelete""
Also I recommend placing it just after opening the game. A clean cache gives you the best chance of a successful transfer imo.
Additionally I stand on the roadway close to the workshop and focus on the road surface if it is chugging... go and make a coffee and come back after it has finished.
Apart from that, I've got nothing.
Installed this blueprint on several playthroughs without issue. Also I test the import via Nexus to make sure it works.
I suspect it is an issue with that mod.
It works perfectly for more than 2k users of this design.
Perhaps a reinstall of Transfer Settlements will fix it for ya.