Placing the Diamond City radio inside of the jukebox Failure.
Well I had no idea that the radio had to be activated else I would not have done this, it appears that the Jukebox is active by default but the radio isn't so it will have to be removed, just pick the jukebox up and remove the radio.
Seeing confusion by people about using BPs, so here's something I wrote a while back:
Manually download the settlement blueprint. Do NOT use a mod manager unless the mod comes with other files and the mod author specifically instructs you to do so. Go to your game folder - Data\F4SE\Plugins\Transfer Settlements\Blueprints. If you don't have this folder or any of the previous folders in the string, make them. You can store up to 50 blueprints within the Blueprints folder.
Open the zip or archive for the blueprint you downloaded. Some mod authors will already have the file structure inside, some will only have the blueprint file itself. You do not have to use the folder number the file comes in. You can make your own numbered folders. For example, you download a blueprint that comes in folder 5 but you want it to be folder 10. Do it! Just drag the blueprint .json file from the archive into your new, empty folder 10 and you're done.
You should also rename the files (which I recommend) so you can remember what they are. Some files have long names that may not make sense. Change it to something easy to recognize in your pip boy, such as: Sanctuary by [mod author] and then when you use Transfer Settlements in game, it will show as that title.
NOTE: After successfully importing your blueprint (and provided that you read the instructions and prepare to go far away for a few in game days) you may notice that when you attempt to fast travel or save your game it may appear that the game is frozen. Just wait. Sometimes saves or fast travel sit suspended for several minutes after import. It does eventually finish the save or travel.
Save your current game and try importing via new playthrough as a test, once you exit the vault, just TCL and TGM for god mode and fly over the Starlight, take out the rats and see if it will import. Once you're done just resume your current saved game and report your results.
Having a bit of an issue on the import though, I followed the directions listed in the description but keep running into this error when I'm importing... Never seen this happen before. (https://ibb.co/StZmdfd) any ideas on how to fix?
This is the only build that I didn't do a test on first, I know where that stealth boy is located, I'll go in remove it and re-export with an updated file to download. Thanks for bringing it to my attention.
Great build, loved what you have done with this and had a lot of fun exploring what you have made. Imported without any problems although I did notice two floating oil lamps on the fence gate behind your gym building. They are fine when the gates open (and settlers always leave doors and gates open!) but obliviously looks a little strange if the gates closed.
Also wondering if its worth adding that you have to manually install the blueprint to your description? Was a little confused at first when the blueprint did not show up ingame after adding it via Vortex. I understand this way does not tie the blueprint to a certain slot, but packing the blueprint into a folder structure with a slot number would allow it to be easily added / removed via a mod manager.
Those little nit-picks aside great stuff and looking forward to seeing what you come up with next
Thanks Fiddleflap for the info, I was going oil lamp crazy when placing and didn't realize I had put two lamps on the gate post instead of the fence post, oooops :) I wish I had read your post before just making my second export, I could have addressed it, I'm going to just leave them and maybe make note of it on the description page.
As to your second question, I just got through addressing that one as well, I made a second download file for mod organizer installation.
As I already mentioned it was watching your videos that put me into the mind set so I owe it all to you and a huge thanks, your videos actually taught me how to really use the mod Place everywhere to it's full potential.
15 comments
Well I had no idea that the radio had to be activated else I would not have done this, it appears that the Jukebox is active by default but the radio isn't so it will have to be removed, just pick the jukebox up and remove the radio.
Manually download the settlement blueprint. Do NOT use a mod manager unless the mod comes with other files and the mod author specifically instructs you to do so. Go to your game folder - Data\F4SE\Plugins\Transfer Settlements\Blueprints. If you don't have this folder or any of the previous folders in the string, make them. You can store up to 50 blueprints within the Blueprints folder.
Open the zip or archive for the blueprint you downloaded. Some mod authors will already have the file structure inside, some will only have the blueprint file itself. You do not have to use the folder number the file comes in. You can make your own numbered folders. For example, you download a blueprint that comes in folder 5 but you want it to be folder 10. Do it! Just drag the blueprint .json file from the archive into your new, empty folder 10 and you're done.
You should also rename the files (which I recommend) so you can remember what they are. Some files have long names that may not make sense. Change it to something easy to recognize in your pip boy, such as: Sanctuary by [mod author] and then when you use Transfer Settlements in game, it will show as that title.
NOTE: After successfully importing your blueprint (and provided that you read the instructions and prepare to go far away for a few in game days) you may notice that when you attempt to fast travel or save your game it may appear that the game is frozen. Just wait. Sometimes saves or fast travel sit suspended for several minutes after import. It does eventually finish the save or travel.
Are you importing through the workshop option?
Thanks for bringing it to my attention.
Also wondering if its worth adding that you have to manually install the blueprint to your description? Was a little confused at first when the blueprint did not show up ingame after adding it via Vortex. I understand this way does not tie the blueprint to a certain slot, but packing the blueprint into a folder structure with a slot number would allow it to be easily added / removed via a mod manager.
Those little nit-picks aside great stuff and looking forward to seeing what you come up with next
As to your second question, I just got through addressing that one as well, I made a second download file for mod organizer installation.