He generously responded to my call for help and gave his time and patience and even refused any reward, a true Gentleman.
I've uploaded the new version which I've tested on my computer, but I could have missed something and make no guarantees!! PLEASE make backups before installing as you could lose your saved patterns (copy or zip the entire ...Steam\steamapps\common\Fallout 4\data\f4se\Plugins\Clipboard folder. Please report any problems.
2024-05-31:19:14 GMT - EDIT: Seems there was a problem with the main download, I just uploaded it again. I recommend re-downloading and re-installing. Sorry for the inconvenience.
Install MCM, Workshop Framework, & Workshop Plus (if you haven't already) then press ESC to get into MCM menu and select - Workshop Framework -> Tools -> Power Grid Tools -> Force Power Transmission. Not guaranteed to fix everything, but does seem to get conduits connected (massive thanks to user wysiwyg for this fix).
Luxurious mod. I have completely switched to it, although there are some minor drawbacks. For example, the ability to save your name has disappeared when copying. You have to do this directly in the file itself. Otherwise, you will get confused. As of today, I already have fifty files saved... Of the advantages: if "settlement transfer" finds 400 parts, then "clipboard" finds 800 or more.Restoring/creating a settlement in a new game takes seconds, not tens of minutes.It is recommended to select the workshop as a "reference point" (reference point - starting point, sign) . The more accurate this achievement is when saving human settlements, the more accurate the settlement created in the future will be. -------------------------------------------------------------------------------------------------------------------------------------- Роскошный мод. Полностью перешёл на него, хотя есть небольшие недостатки. Например, исчезла при копировании возможности сохранить свое название. Приходится делать это непосредственно в самом файле. Иначе запутаетесь. У меня на сегодня уже пятьдесят файлов сохранены... Из плюсов: если "перенос поселений" находит, 400 деталей, то "клипбоард" находит их 800 и более. Восстановление/создание поселения в новой игре занимает секунды, а не десятки минут. Рекомендуется, мастерскую выбрать, как "реперную точку" ( репер - исходная точка, знак ) . Чем точнее будет это достижение при сохранении поселений человечества, тем точнее будет созданное поселение в будущем.
Hi Viktor, sadly the mod "TIM" (https://www.nexusmods.com/fallout4/mods/27347?tab=files) has not been updated, that's why the naming no longer works. Nothing I can do about that, sorry. Regards.
Hi, does anyone use this mod with the "Storywealth" mod collection? I had a lot of fun playing with the old version of this mod years ago, but I don't know if it's compatible with the mod collection I'm currently using and love. Thanks.
Will Patterns that are created by people using your UPDATED Clipboard Resurrection mod be compatible with OLD SCHOOL people who still want to use your earlier "Clipboard-276-0.6.21" version :)
I'm having CTD with some patterns. I copied every settlement with this mod, but on a new play through a few of them are causing CTD about a second after I start the paste (before anything actually appears). I cannot figure out any reason why some are working fine, but some are crashing consistently. I have all the original mods used installed, it doesn't matter if it's vanilla or mod added settlements, and it doesn't matter the size of the settlement (some really huge settlements are working and some smaller settlements are not). Any ideas? Is is possible to diagnose issues in the pattern.ini itself?
UPDATE: After many hours of testing, I identified three mods that had been updated since certain patterns were made. It is possible to simply delete lines from the pattern.ini to remove all references to a specific plug-in without needing to renumber the lines and the pattern will still work!
It could be an item out of a workshop's boundaries (or the boundaries/cells were changed by another mod), or maybe you placed an item in a cell that's no longer available - ie a workshop from another mod/portable workshop/manually created workshop etc'?
As for editing the file, have a look through some of the Forum posts, here's a link with some info:
I thought I wrote a post explaining the entire file format but I can't seem to find it now!
The file line format is: eg: 98=0|15|10.000000|-50|100|100|0.000000|0.000000|0.000000
[Line Number]=[Mod number] (see list at head of file))|Item BaseID number (in Decimal)|Object scale|X location (in relation to the Clipboard tool, NOT world X/Y co-ords!)|Y location|Z location|X rotation|Y rotation|Z rotation.
Make a backup of the file first, find the line(s) you want to change, change Mod Number to 0 (0=Fallout4.esm), change it's BaseID to 15 (15D=0fH=bottlecap), save and test. That should convert the object you selected into a single bottlecap at the former item's location.
Does anybody happen to know where the Clipboard Patterns folder is if you're using MO2? It's not located here: Steam\steamapps\common\Fallout 4\data\f4se\Plugins\Clipboard.
A bit late, but on mine it's in [drive]:\[MO2 directory]\overwrite\F4SE\Plugins\clipboard
As usual, it is probably a good idea to make a 'fake mod' subdir/folder and have Clipboard put its output there, as described here on AFKmods. Which I'm gonna do next...
Just downloaded the new version, and it isnt showing the selection cage at all, and wont select, or scan anything. Anyone else having similar problems?
I am getting "Nothing found in selection area." message. There is a whole building in the area, it is all within the 'cage'. Latest versions of Fallout and F4Se.
You'll need a mod that allows you to go outside the settlement workshop boundaries, (ie Workshop+), and also the mods "place anywhere" and "scrap everything" (or any other mod that makes default game items scrappable/selectable). Then simply enter workshop mode in a nearby settlement and place your clipboard tool near the building you want to copy. Select it, save it to a slot, and later paste it wherever you want. Easy.
**BUT BEWARE - Placing items outside your current workshop boundaries can cause some weird problems that might come back to bite you later!!
When you do that, the spawned item technically belongs to the workshop that placed your Clipboard tool and can cause loading anomalies, especially if it's outside the local 5 cell surrounding blocks and that can cause the dreaded "wires were not connected" Clipboard bug.
Also NEVER EVER leave a Clipboard tool out "in the wild", ALWAYS delete it before quitting or saving!
I would LOVE if someone made a tool for this like Transfer Settlement Blueprint Manager. Unfortunately since there isn't one, is there a way to manually edit the pattern.ini outside of the game to remove an object?
For example, I went wireless and stopped using conduits while ago, but I still have a few patterns that still have them. Instead of having to delete every single one of them in-game after pasting, is there a way to edit the pattern.ini outside of the game?
I see the numbers in [objects] correlate to the numbers under [plugins], and the long numbers are obviously coordinates and axes. But I'm not sure what the number after the "0=1|######|..." corresponds to, because it doesn't seem to be the form ID for the object in FO4Edit.
[reference] -- Original location of the Clipboard Tool when the pattern was captured.
[plugins] -- Plugins are saved by the name because the plugin order will not always be consistent between copy and paste actions. Plugin Index = Mod Plugin Name (esm, esp, esl)
[wires] -- Object pairs that are meant to have a wire connecting them. Wire Index = Object Index 1 | Object Index 2
[objects] -- Each individual object in the pattern. Position and Rotation values are relative to the Clipboard Tool, not the world space. Object Index = Plugin Index | Base ID (Minus Plugin Characters) | Scale | X Position | Y Position | Z Position | X Rotation | Y Rotation | Z Rotation
Removing individual objects can be problematic as it throws off the indexes. If you do remove an object form the pattern file, be sure to adjust the indexes of subsequent objects, and the wire object references of any objects whose index changed.
Alternatively, replacing the Base ID of an object with "F" will result in a single bottlecap being created in place of the original object. Just be sure to remove any wire lines that reference the object.
316 comments
I've uploaded the new version which I've tested on my computer, but I could have missed something and make no guarantees!! PLEASE make backups before installing as you could lose your saved patterns (copy or zip the entire ...Steam\steamapps\common\Fallout 4\data\f4se\Plugins\Clipboard folder. Please report any problems.
2024-05-31:19:14 GMT - EDIT: Seems there was a problem with the main download, I just uploaded it again. I recommend re-downloading and re-installing.
Sorry for the inconvenience.
- How to fix the long pause and "wires could not be connected" error - moved to the Forums <click here>
- If you see the Play Options Support Exit window on start - you are NOT starting the game through F4SE! Click Exit then on f4se_loader.exe.
- Getting "Set Selection Area Label1" message - Start the game from f4se_loader.exe, NOT Fallout4.exe!
- Getting "Label1 Label2 Label3 Label4 Label5 OK" message - Check ...My Games\Fallout4\F4SE\f4se.log & maybe reinstall F4SE.
- Power problems -
Install MCM, Workshop Framework, & Workshop Plus (if you haven't already) then press ESC to get into MCM menu and select -Workshop Framework -> Tools -> Power Grid Tools -> Force Power Transmission.
Not guaranteed to fix everything, but does seem to get conduits connected (massive thanks to user wysiwyg for this fix).
--------------------------------------------------------------------------------------------------------------------------------------
Роскошный мод. Полностью перешёл на него, хотя есть небольшие недостатки. Например, исчезла при копировании возможности сохранить свое название. Приходится делать это непосредственно в самом файле. Иначе запутаетесь. У меня на сегодня уже пятьдесят файлов сохранены... Из плюсов: если "перенос поселений" находит, 400 деталей, то "клипбоард" находит их 800 и более.
Восстановление/создание поселения в новой игре занимает секунды, а не десятки минут.
Рекомендуется, мастерскую выбрать, как "реперную точку" ( репер - исходная точка, знак ) . Чем точнее будет это достижение при сохранении поселений человечества, тем точнее будет созданное поселение в будущем.
sadly the mod "TIM" (https://www.nexusmods.com/fallout4/mods/27347?tab=files) has not been updated, that's why the naming no longer works. Nothing I can do about that, sorry. Regards.
thanks a lot
i shall never surrender and upgrade to the "Snuff Gen" :)
UPDATE: After many hours of testing, I identified three mods that had been updated since certain patterns were made. It is possible to simply delete lines from the pattern.ini to remove all references to a specific plug-in without needing to renumber the lines and the pattern will still work!
As for editing the file, have a look through some of the Forum posts, here's a link with some info:
https://www.nexusmods.com/fallout4/mods/39804/?tab=forum&topic_id=10054558
I thought I wrote a post explaining the entire file format but I can't seem to find it now!
The file line format is:
eg: 98=0|15|10.000000|-50|100|100|0.000000|0.000000|0.000000
[Line Number]=[Mod number] (see list at head of file))|Item BaseID number (in Decimal)|Object scale|X location (in relation to the Clipboard tool, NOT world X/Y co-ords!)|Y location|Z location|X rotation|Y rotation|Z rotation.
Make a backup of the file first, find the line(s) you want to change, change Mod Number to 0 (0=Fallout4.esm), change it's BaseID to 15 (15D=0fH=bottlecap), save and test. That should convert the object you selected into a single bottlecap at the former item's location.
Regards.
[drive]:\[MO2 directory]\overwrite\F4SE\Plugins\clipboard
As usual, it is probably a good idea to make a 'fake mod' subdir/folder and have Clipboard put its output there, as described here on AFKmods.
Which I'm gonna do next...
**BUT BEWARE - Placing items outside your current workshop boundaries can cause some weird problems that might come back to bite you later!!
When you do that, the spawned item technically belongs to the workshop that placed your Clipboard tool and can cause loading anomalies, especially if it's outside the local 5 cell surrounding blocks and that can cause the dreaded "wires were not connected" Clipboard bug.
Also NEVER EVER leave a Clipboard tool out "in the wild", ALWAYS delete it before quitting or saving!
For example, I went wireless and stopped using conduits while ago, but I still have a few patterns that still have them. Instead of having to delete every single one of them in-game after pasting, is there a way to edit the pattern.ini outside of the game?
I see the numbers in [objects] correlate to the numbers under [plugins], and the long numbers are obviously coordinates and axes. But I'm not sure what the number after the "0=1|######|..." corresponds to, because it doesn't seem to be the form ID for the object in FO4Edit.
Thanks!
-- Pattern Meta Data
[reference]
-- Original location of the Clipboard Tool when the pattern was captured.
[plugins]
-- Plugins are saved by the name because the plugin order will not always be consistent between copy and paste actions.
Plugin Index = Mod Plugin Name (esm, esp, esl)
[wires]
-- Object pairs that are meant to have a wire connecting them.
Wire Index = Object Index 1 | Object Index 2
[objects]
-- Each individual object in the pattern. Position and Rotation values are relative to the Clipboard Tool, not the world space.
Object Index = Plugin Index | Base ID (Minus Plugin Characters) | Scale | X Position | Y Position | Z Position | X Rotation | Y Rotation | Z Rotation
Alternatively, replacing the Base ID of an object with "F" will result in a single bottlecap being created in place of the original object. Just be sure to remove any wire lines that reference the object.