Fallout 4
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DieFeM

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DieFeM

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This is a FO4Edit script that let you import a settlement to an esp from a Transfer Settlements blueprint.

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This is a FO4Edit script that let you import a settlement to an esp from a Transfer Settlements blueprint.
Note that if you load the settlement plugin from a saved game where you already done changes to the workshop then
the power grid is replaced by the one in your saved game, so no power connections will work.
I've created a couple of workarounds to get the powered objects to work properly in a saved game, therefore there are 3 types of import:

- Dual Workshop (Removed at version 1.2.0)
  This option creates a duplicated reference for the workshop, so it guarantees 
  a proper power grid, but then you get two different workshop stats.

- Complete Replacement (Removed at version 1.2.0)
  This option creates a duplicated reference of the workshop, redirects all referencing records
  to the new workshop reference and removes the vanilla reference.
  In my tests in Sanctuary I had problems trying to complete the quest named Sanctuary (the one in which you help Sturges).

- Override Record
  This option creates an override record of the workshop reference and stores the power connections in it, it works perfectly for a new game,
  but if you already created powered objects or any kind of power connections in your saved game then the power grid generated
  in the plugin will be overwritten by the one in the saved game, so none of the powered objects will work at all. 
  The generated cables functionality is pretty much broken, the power is transmitted but if you remove them the linked object will not be unpowered.
  Additionally the cables are not connected to the proper point of the object.


Not Powered (Added at version 1.2.0)
  Imports the settlement without generating a Power Grid nor placing wires.

Powered In-Game by F4SE (Added at version 1.2.0)
  This option creates a quest in the plugin that runs the powering setup when you enter in workshop mode, requires F4SE and the papyrus script to be placed in
  the data folder.


NOTE: Cables are connected to the root node of the objects, I don't know how to get the connection point offset of an object (Applies only to Override Record).
NOTE #2: If you are experiencing issues then load only the plugins that are needed for the blueprint. (In some cases a mod that is not being used in this blueprint could cause that the process fails) (Probably fixed in version 1.2.0).
NOTE #3: Now you can use a key shortcut to run the script ctrl+alt+i (since version 1.3).

Scrap Logger (Requires F4SE)
Scrap logger is a mod that let you generate log files that contain a list of scrapable objects for each settlement.
These log files are used by the blueprint parser to set the scrapable objects as initially disabled.
It places an holotape in the player's inventory that will start the process, this process requires that you start a new game, for this end I recommend running 'coc sanctuaryext' from the console while you are in the main menu, then use the holotape and follow the instructions given by the holotape.
The log files for the vanilla and DLC workshops are already included. This is not necessary unless you want to generate log files for additional settlements.