So! Mostly love it to absolute pieces (seriously, I adored the first one and this is definitely a step above), but uh... There's bookcases where the cars should be, no aquarium in the office, no fireplace in the master bedroom, no trees, kitchen is missing the bar-island-thing (filled that one in myself, but the color's off) and one of the motorcycles is beneath the driveway. And Curie still can't really navigate the place to save her life.
So, what mods am I missing? I can't tell from Transfer Settlements, because the list is so long it cuts off and it won't let me scroll.
All the requirements are in 'Requirements' section, in the Description tab About your issues:
- Cars are not incuded in the blueprint. Bookcases are a leftover of the model-swap method I've used. - Aquarium and the fireplace are from This mod - Trees are not included in the blueprint, and are part of an off-site forest mod. - No bar-island-thing is probably a cause of some mod incopatibility (not all of my mods are updated), I still forget to correct that. - Motorcycles are not a snappable models. One of them had imported before the driveway appeared and simply felt down. - Npc's have problem navigating this building, because they cannot describe the grand stairs as a pathway. Sorry, many things here are VERY custom, and AI has problems with navigation. This is just too good for it to navigate.
Oh. Well, thanks for making the main structure a template, I guess😅
I'm not a builder, so I was looking around for something like this on Nexus, but most of them have too many dependencies.
I just wanted an empty, high-end house like this and then decorated it myself. I might check out your other blueprints to see which structure I like the most.
Take a look at Villa Marmo then - my latest creation. Much more compact and... just even better 😎 It was planned and designed before I started building it.
And I simply like Settlement Objects Expansion pack building components 🏡 👌
I am sorry but does anybody have a majority of the furniture mods still? They are not on the nexus anymore and so the house looks way more empty then It should.
I've posted this on the transfer settlements page and in fallout 4 steam and no answer yet, anyone know the cause and a fix what the cause is when importing this blueprint and it gets stuck and wont continue example: blueprint getting stuck on a curtain?
You mean disable my Just curtain mod? I wish I could but my other blueprints for another settlement requires it and yes I do love your mods I have your Christine preset the best so far and her voice is using the skyrim's karliah's voice plus I also have your Stage Gear equipment mods.
Well, this blueprint/building is very detailed. Half of it, if not all, is built with console commands maneuvering. It's my masterpiece, modestly speaking. This leads it to be very unique in shapes and looks - but also causes random issues when importing - but not on my side, which is curious.
really nice place this is. there is an easier way to rewire the two way switch for the door. just scrap the xor gate and put a new one in and hook the inside switch to the red and hook the right inside conduit to the red then run wire from the black on the xor gate to the door and that will fix it
and I read this now...after being the winning contestant in The Krypton Factor (Scottish complex quiz show in the early 80s) and doing it this morning the old way? :-) Still - feel smarter for using modpos, and still happily using one of the best blueprints ever! Not smart enough to read the recent posts tho :)
Villa is still being improved! I'm constantly remaking the rooms, adding new stuff. You could see the most recent version as a background in some of my Sshots (Nexus Image Share).
Absolutely amazing place to create some snapshots! Especially given each room nails down their own theme. :D
I think I may have encountered one issue. I am getting floating greys orbs in multiple rooms. I am guessing this may have to do with the TransferSettlement process?
There's one last issue I did find. I am getting non-stop error reports of "Door not Detected". I nuked the camp, and did the import under stable conditions, but seems to persists lol. Thought it could be load order related, but I don't see any reason any of the requirements should be conflicting?
You know where I've just been! :-) (Amber Home Plate, works beautifully with Yagisan's mod) Thank you RogueCyborg for your beautiful creative work (technical AND artistic - you would not have been popular in my Scottish school in the early 80s :-))
You are right, if I liked Amber Home Plate, this is above and beyond!
71 comments
Put my .json file under Data>F4SE>Plugins>TransferSettlements>blueprints> 2... 3... whatever
So, what mods am I missing? I can't tell from Transfer Settlements, because the list is so long it cuts off and it won't let me scroll.
All the requirements are in 'Requirements' section, in the Description tab
About your issues:
- Cars are not incuded in the blueprint. Bookcases are a leftover of the model-swap method I've used.
- Aquarium and the fireplace are from This mod
- Trees are not included in the blueprint, and are part of an off-site forest mod.
- No bar-island-thing is probably a cause of some mod incopatibility (not all of my mods are updated), I still forget to correct that.
- Motorcycles are not a snappable models. One of them had imported before the driveway appeared and simply felt down.
- Npc's have problem navigating this building, because they cannot describe the grand stairs as a pathway. Sorry, many things here are VERY custom, and AI has problems with navigation. This is just too good for it to navigate.
So, your import is generally fine
Cheers!
Optional are all decoratives.
It spares me unnecessary repetitive questions too...
I'm not a builder, so I was looking around for something like this on Nexus, but most of them have too many dependencies.
I just wanted an empty, high-end house like this and then decorated it myself. I might check out your other blueprints to see which structure I like the most.
It was planned and designed before I started building it.
And I simply like Settlement Objects Expansion pack building components 🏡 👌
Thank you!!!
ps.
Expect a surprise soon...
Cheers!
Use this trick in the whole building.
Try to import it without the curtains mod.
Maybe it's mod incompatibility.
I have a very old version of curtains mod and I don't update my mods regularly.
Not anymore - I just do Sshots now.
Well, this blueprint/building is very detailed.
Half of it, if not all, is built with console commands maneuvering. It's my masterpiece, modestly speaking.
This leads it to be very unique in shapes and looks - but also causes random issues when importing - but not on my side, which
is curious.
Cheers!
Still - feel smarter for using modpos, and still happily using one of the best blueprints ever! Not smart enough to read the recent posts tho :)
Villa is still being improved!
I'm constantly remaking the rooms, adding new stuff.
You could see the most recent version as a background in some of my Sshots (Nexus Image Share).
I think I may have encountered one issue. I am getting floating greys orbs in multiple rooms. I am guessing this may have to do with the TransferSettlement process?
That structure is the peak of my skills, and its still being improved.
Grey orbs are supposed to be invisible light sources, they should disappear after entering/leaving workshop mode.
Thanks!
There's one last issue I did find. I am getting non-stop error reports of "Door not Detected". I nuked the camp, and did the import under stable conditions, but seems to persists lol. Thought it could be load order related, but I don't see any reason any of the requirements should be conflicting?
Thank you RogueCyborg for your beautiful creative work (technical AND artistic - you would not have been popular in my Scottish school in the early 80s :-))
You are right, if I liked Amber Home Plate, this is above and beyond!
Years of building LEGO homes have paid off