Fallout 4

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mrBun

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  1. xynriil
    xynriil
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    never mind i found it.
  2. sheamy
    sheamy
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    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
  3. sadawdw
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    Emm, I found"Better Cooking Stations"?"Clean and Simple - Sanctuary Startup"and"CWSS Redux v2 - Craftable Working Showers Sinks Baths Toilets Urinals Kitchens etc"these mod is gone, Will this affect the normal operation of this module?
    1. mrBun
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      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.

      Hope this helps,
      Geoff
    2. sadawdw
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      Okay I get it, Thank you very much for your explanation
  4. sadawdw
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    I'm fool, I don't know how to use this mod.Excuse me i just need to download all the mods in the file and install them?That's it?
    1. mrBun
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      Not a fool. We've all been there at some stage.
      Yes is the  answer you are after
    2. sadawdw
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      Okay I get it,Thank you very much
  5. bridgitte
    bridgitte
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    Ok, am I just blind, but I can't seem to find a modded settlement for Breakheart? Did you do a settlement there?
    1. mrBun
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      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)
    2. bridgitte
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      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
    3. mrBun
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      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
    4. mounttaineer
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      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.
    5. mrBun
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      Glad you got it working.
  6. mounttaineer
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    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
    1. mrBun
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      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. 
  7. rocksteady2020
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    Where is the settlement beacon located in the settlement?
    1. mrBun
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      Just across the bridge from memory...near the sign.
  8. bridgitte
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    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
    1. mrBun
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      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.
  9. bridgitte
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    Ok I had to hunt for the mods that this mod relies on to work - please update because it requires AdvSettleTurrentSet - but it is actually now called AdvSettleTurrentSet - All in One - which I installed but your  mod still sees it as missing - please fix https://www.nexusmods.com/fallout4/mods/8115?tab=files# and your mod also requires MoreVaultRooms - but it is now called Vault 88 More vault rooms, which is not on Nexus, which I got and installed, but again your mod doesn't see it because of the full name used - please fix or we cannot use your mod, which is so sad because it looks so good
    1. mrBun
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      At the moment all my settlement designs are in a state of "wait until the dust settles". 
      There are over 40 designs that need attention due to many mod authors leaving the nexus. Adjusting and fixing will take weeks of dedicated work to correct.
      I don't have Fallout 4 installed right now as I am otherwise engaged.
      I make my designs available freely without any expectation of remuneration.

      It's a hobby.

      I apologise if this is disappointing or frustrating. perhaps you can take some solace in the knowledge that you are not alone.
  10. locknrock
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    Im building up a mod list to start a new game I like most of what I have found so far but im finding more than half of your requirements list nexus has deleted is it possible for you to update your list or can someone point me in the right direction to find these mods?
    1. mrBun
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      I hear ya!
      Currently Nexus is preparing to archive people's mods so that what you are currently experiencing with deleted authors and old mods is gonna be "par for the course" until this gets sorted out.

      Collections will be the norm if they succeed; fundamentally, this means they will create archived lists for every mod that carries dependencies.

      Unfortunately, many mod authors don't agree with the way Nexus is heading. Basically, The ability to delete your own work will be withdrawn.

      Until the dust settles, we are all in a "wait and see" position.
      For me personally, to go through some 40+ mods looking for missing or moved mods, just 'aint worth it. This isn't my job, I do it for free and it takes an inordinate amount of time to make each settlement design.

      My recommendation is to;
      (a) see if the author has left a "we are moving to x, y or z website for hosting", and d/l from their new site.
      (b) google the name of the missing file and see if you can locate it that way.
      (c) use another settlement design
      (d) take some screenshots of the design you like and build anew using the resources actually available to you.
      (e) Use the design you like, and wing it for the missing bits.


      Edit; hit google and came up with a few links. might be temporary but here goes;
      https://simsettlements.com/site/index.php?resources/easy-homebuilder-and-working-double-beds.181/
      https://www.nexusmods.com/fallout4/users/3463396?tab=about+me
      https://simsettlements.com/site/index.php?resources/clean-and-simple-settlement-startup.36/

      Hope this helps.