Fallout 4

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  1. Zipalyssa
    Zipalyssa
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    Yours , Mine1 , Mine2 , Yours2 , Mine3

    So i ran into another issue, actually both me and my bf are experiencing the same thing. There are items that shouldnt be there or are different than your build in which seems to be more than one location. Help? Only seems to be the store locations. Is there a mod we are missing or?
    1. fiddleflap
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      The blueprint requires no separate mods, both of the locations shown in your screenshots of my build are using the standard tier 3 general
      trader and clinic counters that are part of the base game.

      I have never seen the counters shown in your screenshots along with a few other objects I have never used.  I suspect you have a mod installed (or maybe something from the Creation Club?) that is replacing the standard counters and possibly a few other vanilla objects as well.

      All I can suggest would be to disable the mod replacing those objects, or to edit the settlement yourself to better fit those new objects.  Unfortunately it’s not really something I can help with further as the blueprint is designed around using Vanilla and DLC objects.  
  2. Zipalyssa
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    How do i get rid of all of the junk like the old furniture and stuff since when i import all of the old furniture is still there and clipping through. The scrapall command doesnt work, its buggy since it either completely razes my settlement to nothing but dirt or it does scrap junk items but also a few houses, both options leave a few houses without floors or walls. i have no scrap mods either. Is there no bulk way to scrap all of those extra pieces or do i really have to walk around and manually scrap all of the furniture beforehand?
    1. fiddleflap
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      If the scrapall command is removing absolutely everything from the settlement then surely you must have some sort scrapping mod installed?  I use that command when test importing my blueprints and all the normally un-scrapable objects (such as the houses, shrubs and trees) that are needed are left behind.

      Apart from manually scrapping all the existing objects there are a few bulk scrapping mods that will do it for you here on Nexus.  Never used it myself but something like Raze My Settlement should do the trick and appears to only remove the existing scrapable objects.
    2. Zipalyssa
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      No i have none at all since im not a builder. I never use settlement stuff in my game and im downloading this for the first time so i dont have to do any kind of building lol. Still cant get it to work after trying all night. Ill try that suggestion next.

      (i edited my first post as the command itself is being buggy...i even notice if i typed in the command i could visually see it scrap all the stuff including some buildings but i could still see a bunch of leftover furniture so i type it in again and then it got rid of those...)
    3. Zipalyssa
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      Raze My Settlement mod solved my issue thank goodness! Thanks for the suggestion :)
    4. fiddleflap
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      Great to hear it worked out for you 👍
  3. krixost
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    I downloaded and endorsed all of your blueprints. So good and gives that everyone is doing what they can feel. I am posting this Thanks here because Sanctuary is typically our first place to visit (even usually on Start Me Up or Fast Start mods).

    Thanks again for sharing these. Very nice!

    Note:
    For others maybe as well. Sanctuary is 5405 pieces and takes some time to import in. Also what is important is make sure to do a Console Hard Save.....meaning something like Krixost_Temp1....then let it finish. It will seem like your game is locked up and crashing but give it time. The does lock up and crash on a Quick Save from my experience. Also do not console coc to someplace larger. Asking for a crash.

    Get out of the Sanctuary Cell after these larger imports (any import really)....Vault 111 or the basement are both good. Then the Quick Save will work fine after the transition.
    1. fiddleflap
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      Really pleased to hear you are enjoying the blueprints, many thanks!  😁
  4. Kococochacoo
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    Not sure if its related to your mod specifically since I use both your Abernathy and Sanctuary blueprints, or if its simply "The Triangle of Death", but I am getting a CTD Fatal Error if I am trying to fast travel from Sanctuary to another location. 

    Of course this hasn't happened before. And I'm pretty late game at this point.
    1. fiddleflap
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      My games pretty stable overall with only the odd occasional CTD generally happening when trying to fast travel from large settlement builds like this.  I think its mostly down to the Creation Engine being held together with hopes, prayers and duct tape 🤣.  Normally if I reload the auto save made when fast travelling before the crash it will normally work, and in rare cases need to wait in game for an hour or two before attempting again.

      If you get consistent crashing even after reloading a save I am unfortunately not sure what to suggest…
    2. Kococochacoo
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      Yeah I tested it, and its consistent even going back to previous saves - although its specific to Sanctuary. That and I've been late game before with your blueprints in previous playthroughs and it hasn't happened before.  

      But yeah, leaving Sanctuary and its surrounding areas with fast travel causes it to crash. Plus this is late game, and well I've basically finished every quest included both DLC and mod quests, so I could easily start a new game.

      Although to be fair I did install and uninstall as well as reinstall mods midplay, so it could be that (Although none of the mods uninstalled or installed mid-playthrough involved settlement building) - since there is a warning against uninstalling or installing certain mods that could mess up a game.

      I'll probably re-verify my files just in case, and if it still happens, I'll probably start a new game and see how it works.

      EDIT: Okay, verifying the files seems to work, as I can safely fast-travel out of Sanctuary without crashing. However, I'm scared to try it again. 

      EDIT 2: Tried it again a ton of times and it still works. The re-verifying of files works!
    3. fiddleflap
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      Great to hear the file verification did the trick, and also handy to know! 😁
    4. krixost
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      I made a note in a separate post but yeah. These larger imports, even the mid-sized ones, takes the game awhile to figure itself out. Amazing it all works so well. hahaha. I did a lot of testing on this since my game is decently modded (less than 100 mods but well checked) and running very smooth and stable. It had to  be something.....so I experimented.

      (I think the re-verify files does work but was more of a coincidence. In my opinion.)

      - Do not fast travel (or coc) to a surface location that is even remotely large-ish. Asking for a game crash.

      - Do not Quick Save after importing until you go to a different cell. Better if it is an interior cell. Basement in Sanctuary is a good one to.
        coc SanctuaryBasementJahani

      - Do a Console Hard Save to some name you don't have (Clean Save). ie Krixost_Temp1. The game will seem like it has crashed but give it time. It is figuring itself out. Once done.....head indoors of your choice of coc to the location above.

      - Although I did not see any difference.....I did close out the game once I was in the root cellar. Again, I saw no difference here but having the game boot itself does fix things (like the camera aiming getting offset with immersive type mods) and clear out memory (remember the old PCB? :) ).
  5. JedBurger
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    Absolutely Superb.   I've only just ventured into blueprints and your series caught my eye, and fits perfect 'without' any other mods required.  I've still got a few to get up and running but the ones I have so far look fantastic.  Initially I enjoyed settlement building but it gets so repetitive after more than several playthroughs, plus it was never on this scale.  Everything uploads and runs very smoothly, no issues at all.  Great work and thank you very much.  I can now enjoy other aspects of the game without worrying about collecting junk all the time , although I'm guessing the settlements will still need my help! Right Preston?

    Cheers
    1. fiddleflap
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      Great to hear you have been enjoying the blueprints, many thanks!  Of course even if you rebuild the entire Commonwealth Preston will never stop nagging you... until you stick him in a settlement far, far away and never return   
  6. ruunnaifira
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    So everything was going normal until the messaged popped saying the following:

    error: settlement import seems to be stuck for at least 60 seconds enabling the item - item #3277 {Liquor} Whiskey [##0366C1]

    And then my import loading stops entirely. I tried waiting for at least more than 60 seconds yet it's still stuck at 60%.
    1. fiddleflap
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      Most likely you have a mod that has altered that object causing it to get stuck.  Simplest method would be to use the Blueprint Manager to edit the blueprint and remove the problem object (this can also be done manually).

      For more details about this issue check out the ‘Imports Getting Stuck?’ section of the Stable Import guide.
  7. maxvonp2
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    Awesome job! Thanks!
    1. fiddleflap
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      Glad you liked it, thanks!
  8. DJSHAFT69
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    I had worries that this was too large for my computer to handle. I was wrong. I get a minor stutter and a lag every now and then. This is a very large settlement. I think it is the most amount of items I have ever tied to import for a built. After a week of letting it stabilize it stutters a lot less.

    I love it, but it's hard as hell to find the settlers in all the space. Sanctuary is now my lvl. 4 vendor hub. All the legendary NPCs and vendors can work out of one place now. I 
    1. fiddleflap
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      I do admit to going a little overboard with this one, and got to the point where I had to strip out and remove some stuff in the hopes of keeping it somewhat usable without turning the game into a slideshow.
    2. DJSHAFT69
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      I am going to take some of the beds and clutter out for my own personal use in my next game. That is if I ever feel like playing after this run. I actually have no issues now that it stabilized over two game resets. Just hard to find the settlers, and my build seems to be capped to 25 settlers no matter what mods I use. 
  9. ChaosYetChaos
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    Great mod, but it came entirely corrupted. Half of the things that were imported were sideways, meaning you have unusually placed fences, lone doors, disgraceful walls... Everywhere.

    I tried nuking the settlement and then importing it again, but it came out the same way. Corrupted, in the exact same way.
    1. fiddleflap
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      Sorry to hear you are having issues, please see question 3 from this guide which also links to some steps you can take to try and fix it. 

      Whilst importing I would recommend standing next to the settlement workbench either facing the ground or sky ( to maintain a high FPS during the import ), and to not move around during the import process. If you are using any mods that either add or alter the games vanilla pieces then disable them, along with any mods that might alter the location itself.
    2. ChaosYetChaos
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      I see what I did wrong. Okay, yeah it's working fine now. Thanks for the help.
  10. Ahzidal0
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    Hi. First of let me say that how amazing this build is.
    I started a new game a while back and have been downloading all your Blueprints.
    When I started to transfer this blueprint, I used “scrapall” command.
    I did not realize then that the big tree in the marketplace was deleted. After a couple of weeks of playing I notice the missing tree.
    I thought that I had somehow deleted it by mistake, so I went through all my saves one by one and found out that it was not there when
    I originally transferred the blueprint, as well as all other trees.

    The first thing I did was to come here and found out that you had kindly provided a series of console commands to spawn the trees,
    but unfortunately the big tree is not among them.
    I don’t want to install a mod just for the sake of having this tree, and I have looked everywhere online for that tree’s item ID with
    no luck.
    I have gone through so much of the game that I don’t want to either go back and restart a new game or nuke the settlement and re-import it again. (My settlers are very spoiled and i don't want to upset them).

    Would you be able to provide the item ID for the big tree?

    I hope you find this message.
    Kindest regards.

    P.S. You are in the process of building at Graygarden I might message you in the comment of your final video of the series (coming up soon based on what you said in reply to the  comment I made in episode #7).
    I just didn’t want to impose there!
    1. fiddleflap
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      If I am thinking of the right tree (the large Elm in the cul-de-sac) then its normally un-scrapable even with the scrapall command, which I also use when testing the blueprints so I am guessing you must have some mod installed that either removed it or made it scrapable .

      The Form ID for that tree is 000D9CA7 and just checked that it can be spawned in using the placethere command. 

      Be aware that it might unfortunately cause some pathing issues for settlers. I have noticed when moving or trying to spawn trees in other settlements that settlers seem to have trouble getting around them, its almost like there is an invisible box around them.

      Also great to hear you have been enjoying the builds and watching the vids, thanks!
    2. Ahzidal0
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      Thank you so very much. I tried the “placethere 000D9CA7” command and it did solve the problem.
      Thinking back, I must say that when I imported the blueprint, if I am not mistaken, I did not have any of the trees.
      Maybe I had a problem with the import. Not sure! Anyway, I thank you again for taking the time to reply.

      I love your building videos and can’t get enough of them.

      EDIT:
      By the way, I followed up with your idea that “… I am guessing you must have some mod installed that either removed it or made it scrapable”.
      After spending some time, I figured it out. It was “Workshop Rearranged”.
      I am putting it here, just in case someone else has the same problem.