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Fiddleflap

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fiddleflap

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28 comments

  1. mehrdadfarefax0935
    mehrdadfarefax0935
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    hey man
    great blueprint
    just one problem...
    .
    i have 60-FPS in almost the entire map (1080 resolution + high setting)
    in hangman's alley i have the same 60-FPS
    but...
    after i import this blueprint the FPS drops dramatically to 40 or 43-FPS
    .
    its a lite blueprint and shouldn't perform like this
    .
    i have use your 12 or 13 other blueprints for different settlements but that didn't happened for any of them
    except sanctuary cuz its too heavy so FPS drop in sanctuary is logical
    .
    but hangman's alley blueprint is not heavy
    what do you think?
    1. fiddleflap
      fiddleflap
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      Sorry, really not sure what would be causing this.  As you have said this is a fairly light blueprint and if you normally get 60FPS in this area I would not expect such a large performance drop after importing.

      Might be worth using the nuke settlement option from the terminal to see if the performance returns to normal.  Would at least confirm its something the blueprint has added causing the issue.

      Are you using any mods that break pre-combines (such as Scrap Everything or mods that clean up or add additional locations) in the
      area?  If so combined with the additional load of the settlement might be the cause of the performance drop.
  2. warchest
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    It's one thing to make a settlement when you have all the space you need and it is something entirely different when you can make an effective settlement work with limited space, which this blueprint does. Good work.
    1. fiddleflap
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      Great to hear you liked it, thanks! 👍
    2. warchest
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      I do...Most of my settlements have your blueprints. I can see you take pride in your work, which shows with an immersive style and attention to detail. When I enter your settlements, I feel that this is what a post-apocalyptic village would look like based on a world of limited resources and not one of endless rebar and concrete.

      Would you mind sharing how you are able to add non-workshop items to your blueprints? Particularly, grocery items to the stores or console command added items etc. For some reason, I try to add things to my blueprint but it doesn't want to export them. Thanks
    3. fiddleflap
      fiddleflap
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      I find with any dropped junk items or objects spawned via console commands you need to select and move them in build mode at least
      once.  This will ‘link’ them to the settlement and allow TSB to pick them up as being part of the settlement and include them in the blueprint.
    4. warchest
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      Thanks, I got it to work with dropped objects. Unfortunately, I can't get the console-commanded items to work such as the pre-war fridge and shower.
  3. esenfir
    esenfir
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    Looking forward to addin this to my save file when trasnfer settlements is updated
     
    1. fiddleflap
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      Thanks! 👍😁
  4. theman113
    theman113
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    Awesome build as always, though I do notice that you didn't seem to include a settlement beacon in this build. Was that out of choice? If so, any recommendations on where to put one would be awesome.
    1. fiddleflap
      fiddleflap
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      Thanks!  The missing settlement beacon was an oversight on my part, surprised no one has mentioned it until now 😳. 

      I would suggest placing the beacon on the wooden platforms with the turret, thats on top of the red awning near the chained-up door. I have just added a batch file to the optional files that will set the correct position for you.  Just place a beacon anywhere in the settlement, select it in the console and the run the batch file.

      There is a nearby power conduit that it can then be connected to.
  5. DJSHAFT69
    DJSHAFT69
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    The best layout I have tried so far. The level of verticality in your layout needs Dark Elf Guy to truly narrate how awe inspiring it is. Dare I say new heights of well laid out and creative verticality. I just got it stabilized and setup, then got swarmed with a pack of lvl 30 asshats. Big old mess in the alley now, but the Minutemen survived an attack where they all spawned in right next to the bar and the workstation. I dropped in a 100 power box just so I could run a few vanilla missile launchers and lasers on the walls, because I got some heavy spawns and zone changes there.

    Love it, posted some in game shots after I used the zone fix patch for the vendors. Works like a charm for anyone having vendors and settlers not working or doing shite.  
    1. fiddleflap
      fiddleflap
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      Great to hear you liked it, many thanks!
  6. PhantomOfTheJack
    PhantomOfTheJack
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    Really nice blueprint, great job again Fiddleflap! If you ever plan on updating this, there's one mod I think could be used well with it. It's called Hangman's Alley Interior Apartments by PurpleRadiation, and it could add an extra slap of wasteland detail to a Hangman's Alley blueprint. Just a suggestion but it'd be awesome to see.
    1. fiddleflap
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      Glad you liked it and thanks for the suggestion.  Not planning on doing modded builds for a while but sounds like it would be a great addition along with adding a little more building room to play around with.
    2. PhantomOfTheJack
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      Only disappointing part is it only works on like 2 buildings, but I suppose it's something right?
  7. LordBars
    LordBars
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    Hi, sorry for my English, its not my native language. I used to have another mod to change this place, now I installed this mod, it seemed more convenient to me, but there was a problem after importing the settlement, some objects, like a guard post, doors, a bench, were obviously not right, or rotated 180 degrees , or were in the textures of the wall, I fixed it in build mode, but the settlers do not want to move, they can stand still for days without going up to the upper guard post, as if something is preventing them, and they run into an invisible environment. Perhaps I should have moved all the settlers from there, saved the game, restarted, and then started importing? Maybe because I imported this settlement when there were already 3 settlers there? Can anyone ever advise how I can fix this?
    1. fiddleflap
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      For certain objects to be incorrectly placed or rotated would imply the settlement has not imported correctly.  I would suggest scrapping everything and trying the import again, ensuring you do not leave the settlements borders until the import has fully finished. Once done travel far away from the settlement, and give it a few in game days before returning.
    2. LordBars
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      It helped, everything is fine, thanks.
  8. LiquidRevolver69
    LiquidRevolver69
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    Thanks for this, probably the best Hangman's Alley build that I have seen.
    1. fiddleflap
      fiddleflap
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      Awesome to hear you liked it - many thanks!
  9. lonewanderer345
    lonewanderer345
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    Another winner!
    No problems with install...not sure about my water rating on this one...I get 12, which looks correct as you've built for 12 beds, but I could only see 2 water pumps for 6 total...I do have a Zorkazz mod that restores the Weston waterplant, so maybe I'm getting 6 from that...or there's a water supply right in front of me I can't see...anyway, it prompts me to suggest-request adding the settlement stats as a bit of info on the mod Descriptions, if that's possible (I'm old and get confused easy )

    Thanks again for sharing this brilliant build
    1. fiddleflap
      fiddleflap
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      Many thanks – great to hear you like the build!  Sorry for the confusion with the water rating, the two additional water pumps you can not see are hidden behind the Armour Shop (where the beds are).  I sometimes focus too much on how a settlement looks, needed enough water to
      support 12 settlers and could not work out where to place the extra pumps – which is why I just I hid them!  Good suggestion with listing the settlement stats and agree they would be useful to have in the description.  Thanks for the feedback!
  10. TheMultiBrony21
    TheMultiBrony21
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    Question: 

    I scrapped all of the shacks, including the big one (I have scrap everything), and was curious: Would that negatively affect the mod?
    1. fiddleflap
      fiddleflap
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      I do use the large shack as part of the build which is not included in the blueprint as it’s normally not selectable / scrapable.  Should be fairly simple to build a shack to replace it, or just rework that corner and put your own spin on it.  But the rest of the build will be unaffected and should work fine.
    2. TheMultiBrony21
      TheMultiBrony21
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      Ah, alrighty. Thanks for the info. ^^