Fallout 4

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cormell

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cormell

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  1. frogprincessQ4
    frogprincessQ4
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    Unfortunately, due to the changes with Nexus Mods TOS I am removing my mods from this site. For information on where to find my mods in the future you can visit:

    https://damanding.xyz/

    There will be some delay with me getting everything organised, but that's the site for my modding team so I will post updates there when I have them.

    Regards,
    frogprincessQ4

    (CREAtive Gardens from the requirements)
  2. TheLotusEater725
    TheLotusEater725
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    1.) Absolutely love this BP. I was able to expand it and make it look Castle-ish. I broke that save though :( 

    2.) I think the mod requirements should include whatever landscape overhaul you are using. I had to download one of the Clean And Simple settlements in order to get rid of the original house. The landscaping transferred over just fine in vanilla, and inspired me to make a river at Old Longfellows cabin. 
    1. cormell
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      I'm glad to hear that you got some use from it.  Thanks for the endorsement.

      Concerning site prep. In the instructions --
      5. Site Preparation. Use the console command ~ scrapall to clear the settlement of all objects.
      Only the workshop will remain standing.


      The house should be gone also.

      And first paragraph of the Instructions:
      I built this settlement with Desperado/Badlands 2 mods installed. So, the terrain was fairly
      barren. These mods eliminate the grass that pokes through floors, but they are not required.
      The console command scrapall clears the terrain including the dreaded pokey-through grass.


      You can use whatever landscape overhaul you like. Scrapall removes everything anyway.
  3. Tragicvision
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    Fantastic work on this. Mine also comes up with 'Commonwealth' as the workshop but I'm sure I can fix it. Lovely work!
    1. cormell
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      Thanks. I don't know why that happens. I did a few BP saves as I went along building the place. The first one did say Somerville. After that they were called Commonwealth. I dunno. Maybe because the original Somerville isn't there any more.
  4. spec5
    spec5
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    I have attempted to use this blueprint to no avail several times. It has failed to load properly.  I have all the required mods installed. To begin with using console command to 'scrapall' the vanilla house remains and is unscrapable.  Attempting to 'nuke' the areas also does not remove the house either. When I went ahead loading the blueprint with the vanilla house in place anyway, it never completes the house.  I followed your suggestions to the letter but nothing works.  This is not my first blueprint installation and the others I had no problem with.  Also, when I backed out of the installation and returned to my base location, none of the NPC's or companions would converse with me.  Had to reinstall a good save to gain everyone back. I have reviewed all my mods and can't see anything that would conflict with this blueprint as the others I have installed have never had an issue.   Plus I'm satisfied with my installed mods and don't really want to remove any of them.  It's been a fairly stable game for sometime now.  If you have any idea what might be the cause of this issue please inform me of a solution. I was hoping this mod would work as I'm a little weary of building locations from the ground up.  Thanks in advance for any advice.
    1. cormell
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      Sorry to hear about your troubles. Scrapall is a vanilla console command. If it does not work, it would appear that there is something wrong with your game. I wish I could help. You might consider having Steam check the game installation/integrity. Sometimes it finds errors that have been introduced by other mods.

      I have had quite a few seasoned hands test the blue print. It does work. Keep plugging away, I imagine you'll find the problem
    2. spec5
      spec5
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      I have already performed diagnostic checks from all sources, including Steam file  integrity check.  Ran the game through FO4Edit, etc. Everything checks out.  Maybe you can help me with the setup.  When I activate the blueprint, should be at Somerville location?  Nuking did not work when I activated it there.  Any clue as to why the vanilla house was not  removed?  The first time I tried install, I had 2 companions along.  I repeated install without them.  After going back to a save before install, Nobody would dialog with me.  Had to go back to a further save. I'm no 'pro' at this, but I have been playing, and moding this game from day one. The issue is turning into a challenge for me.  I guess I'll keep trying to address the issue. I really like the screen shots of this blueprint and would like to add it.  Thanks for listening.
    3. cormell
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      Yes, Somerville.

      The json file that I provided in this mod is simply a list of objects -- the building supplies. That is, it's only a data file used by Transfer Settlements. The data file doesn't do anything. It's just input. So, you may want to contact CDante about his mod Transfer Settlements that does the import and actual building.

      Again, scrapall is a vanilla game command. If it doesn't work there is something wrong with your game. Most likely a corruption caused by some mod. This data file didn't do that. And the issue you mentioned about the npc's not talking, that is a clear indication of a mod conflict.

      ADVICE: Try what us veterans have to do. (And 2018 is not "day one", btw, and doling out only 2 endorsements -- well, I'll leave that observation at that.) Everyone of us has had to rebuild our game at some point. You can either start from scratch and add mods one at a time, or roll back the most recent mods. Either way, you will have to test as you go to find the offending mod(s). Personally, I would focus on settlement oriented mods and any that affect the behavior of settlers.

      Good luck.
  5. monesq
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    Figured it out.  When you include in your instructions to enable markers, that instruction appears to be associated with Transfer Settlements, but it is actually associated with SEO Pack as I could not find anything to "enable" with TS.  It is done know and  as far as I can tell, it is just as pictured.  I would clarify in the instructions, especially for those who are not familiar with all the water options of SEO, that, with respect to SEO, chose to enable markers.  When you do that, it gives you a warning.  Maybe some people are skiddish when they see that.  Now I have to wait a couple of game days before I can get to work.  I am planning on creating a stream going downhill away from the house into a pond that now is just a hollowed out area with no water.  Thanks for your work and advice. 
    1. cormell
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      I'm glad you figured it out. Good luck with the rest of your building plans.
  6. monesq
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    Just finished my import.  I do have all the mods you have mentioned as being required.  It looks good so far, but it is incomplete.  There is no water feature and the area adjacent to the house to the right as you face the house is not complete.

    Not a big issue for me as I often create waterfalls and ponds and the missing plants by the house I can replace. As for the  area to the right of the house, I can delete the incomplete landscaping and add my own.  I will upload some pics for you to look at. 

    I suspect it is on my end, but I do have all the mods mentioned. 

    I may try to install it again. 

    EDIT:

    Tried to install again, using stable settings.  Still have some minor issues as well as no waterfall.  I love the idea and the houses.  Never thought to add a waterfall in this area.  I am sure it is on my end, so I am endorsing.   Thanks for your work. 

    Can you upload an areal view so I can see what I am missing.  Just noticed I may be missing the steps going down away from the house that would be next to the waterfall.
    1. cormell
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      Did you check the box for Enable Markers? From the Installation Instructions:
      6. Import.
      a. ...
      b. ...
        c. Be sure to click Enable Markers in the menu that appears.

      That enables the water markers.
      From the images that you sent, it appears that you don't have Northland Diggers or CREAtive Gardens installed. Also, the water fall requires SOE. Make sure you have that installed. I can see the walkway/steps in one of the images you sent me, so.... Um, why don't you give it another go with all the mods and with markers enabled. Be sure to read and follow the instructions carefully. I'm sure you'll figure it out.
    2. monesq
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      When you state "enable markers" is that in the Transfer Settlement mod?

      As for Northland Diggers or CREAtive Gardens and SOE, I have had these mods for a long time.  I do have a landscape mod, but I do not believe it would impact the area.   I will retry. 
  7. 0nelazyBattlemaga
    0nelazyBattlemaga
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    I just finished importing. It's all very good but I have to say I like the water feature in back very much.  I don't have Spiffyskytroopers mod installed right now, wanted to see how this looked with trees and brush in the picture. Of course it was raining when I captured, Oh well. I'll put them up anyway. Thanks for sharing this one.
    1. cormell
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      Got your pictures, thanks. The water fall was a bit of a problem for me until Steff asked the obvious question: "Did you remember to Enable Markers?" Rookie mistake. Glad you like it.
      Spoiler:  
      Show

      Our back yard. I didn't have the water pump on when I took this picture - duh.

      The agaves are in the front yard.
    2. 0nelazyBattlemaga
      0nelazyBattlemaga
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      Yes, I did Enable Markers. I do that with all so I can fly around in workshop mode during the install.
  8. monesq
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    Looks good, can't wait to to settle there.  I do have a question however, I looked at the Json file.  It states player name as "Josh"  and the settlement name as "Commonwealth" (same as the worldspace).  Will this be an issue??
    1. cormell
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      Thanks. No, not a problem. Josh? I think you meant .json -- that's the file extension that Transfer Settlements uses for the building permits. It is kind of strange about the location saying "Commonwealth", however. That was generated by Transfer Settlements, not me. In the first few, early BP copies I made, it did say Somerville. But no worries, it will load at Somerville. You can change the name to anything you want as long as it has the .json extension. For example, "monesq_superduper_house_at_Somerville.json"
    2. monesq
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      So I can replace the "Commonwealth" name for the settlement name?  Also, my mistake, it did not say player name Josh, but rather is said:
         "player_name" : "Brody"

      This settlement site (as well as Oberland) can be a PITA to make it look good and useful for shops, etc.  Have to add a bunch of land which for me is difficult without surrounding the area with walls and/or boulders.  I like what I see in your pics, so this will be my next stop soon.

      As an aside, does the scrapall command have a negative impact on previs/precombines /navemeshes and thus performance?  Not an expert when it comes to those and I still need to learn how to restore previously broken precombines, etc, when I use the disable/markfordelete command.  I just have to accept that there is crap that I just cannot eliminate for the sake of performance.
  9. Heaventhere
    Heaventhere
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    Wonderful to see it published, congrats can not wait to use this.  Got some ideas it will be perfect for!! 
    1. cormell
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      Fantastic. I hope it works for you. It would be good to see snow there instead of all the rain.

      And damn it *kicking myself in the shins* I see that I forget to thank you for testing the BP. I fixed that. Hmm... it's at the bottom of the description -- I should move it to the top.
    2. Heaventhere
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      You did not need to thank me for testing silly, was my pleasure. 
  10. Bernt
    Bernt
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    So you added a little workshop too. Good idea. Downloading
    1. cormell
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      Yes, even though I wasn't planning to furnish the place, it seemed that the basic RR set of work benches was appropriate. And so, a little shop for them.

      Gosh, still kicking myself. See reply to Heaventhere. Thanks so much for testing the BP. Lessons learned -- Don't use spawndupe, ever in a BP, and don't forget to enable Markers.