Thanks Whiskeylove. I do spend some time on these. Some more than others. I'm still using a pc I built 7 years ago so I'm sure you'll be able to handle these well. :)
man these locations are always so freaking cool to view, it makes me wonder why nobody tries to use your mods as a resource for a quest mod of some kind, that would be so cool.
i doubt it would ever happen, but still it would be cool.
This will never happen, because these blueprints are only for screenshots, it is impossible to play on them- the settlers do not walk on them... This is a deadzone
Good point. You'd probably need to build it in the Creation Kit to add the proper navmeshing and that can be a slow process. That's why I just build these in game for fun as player homes. If someone else can enjoy them and maybe learn something from them, then that's a bonus. :)
I'm sorry to say this, but the way you have your blueprint and pattern packaged is going to cause extra, and avoidable, work for users.
For each file, users are going to have to dig deep into their Data folders to properly install the files; to make it worse, to install the blueprint they're going to also have to dig deep into your package to find your file.
Instead, it's easy for you to pack up your files so that, whether by automatic or manual download, mod managers can easily install the files where they need to be.
It's easy to build a "packaging" folder that will do almost all the work for you.
************************************
Let's start by creating a folder called, say, Blueprint_Packager, and place it somewhere you can find it easily. The Desktop might work.
So, inside this new folder, let's create five more folders:
F4SE Plugins TransferSettlements Blueprints [slot #] (1 to 100)
and we'll also drop our blueprint_name.json in there also.
Now, drag your blueprint into [slot #], and drag that into Blueprints. Drag Blueprints into TransferSettlements, TransferSettlements into Plugins, and Plugins into F4SE. Right click on the F4SE folder, zip it with whatever is your default archiver, and rename your archive to the name of your blueprint.
Now, if you open your archive, you'll see that the path to your preset matches the path needed in your Data folder. When you give that archive to a mod manager, either manually, or by the Download button on a mod page, the mod manager will drop your blueprint just where it needs to be.You can use this Blueprint_Packager folder each time you have a new blueprint to upload. Just remember to remove the old one before zipping!
Now, you can, of course, change the number of the Slot # folder whenever you want. However, it doesn't really matter what number you use. Given that you can only use one blueprint at a time, you only need to have one blueprint active in your mod manager at any time. So you've got two blueprints using slot 12? Not a problem - in your mod manager simply disable the one you're not about to use. In game, you'll only see the one you do want to use. Once you've used it, you don't need it any more, so you can simply disable that blueprint after you close the game, leaving room for the other blueprint.
For Clipboard patterns (which I've never used) the path appears to be:
F4SE\Plugins\Clipboard\[slot #]\pattern.ini From this, you should be able to build an equivalent packaging folder for Clipboard pattern.
************************************
Oh, and like so many of your other blueprints, I have to wonder what the heck you were on when you created it.
It looks great, and I'm gonna have to download it just to see how you've done some of the things I can see there.
EDIT
Apologies - I keep forgetting that the comments page has problems importing text generated elsewhere. I've now re-formatted this to make it (much) more readable. Again, apologies.
14 comments
i doubt it would ever happen, but still it would be cool.
For each file, users are going to have to dig deep into their Data folders to properly install the files; to make it worse, to install the blueprint they're going to also have to dig deep into your package to find your file.
Instead, it's easy for you to pack up your files so that, whether by automatic or manual download, mod managers can easily install the files where they need to be.
It's easy to build a "packaging" folder that will do almost all the work for you.
************************************
Let's start by creating a folder called, say, Blueprint_Packager, and place it somewhere you can find it easily. The Desktop might work.
So, inside this new folder, let's create five more folders:
F4SE
Plugins
TransferSettlements
Blueprints
[slot #] (1 to 100)
and we'll also drop our blueprint_name.json in there also.
Now, drag your blueprint into [slot #], and drag that into Blueprints. Drag Blueprints into TransferSettlements, TransferSettlements into Plugins, and Plugins into F4SE. Right click on the F4SE folder, zip it with whatever is your default archiver, and rename your archive to the name of your blueprint.
Now, if you open your archive, you'll see that the path to your preset matches the path needed in your Data folder. When you give that archive to a mod manager, either manually, or by the Download button on a mod page, the mod manager will drop your blueprint just where it needs to be.You can use this Blueprint_Packager folder each time you have a new blueprint to upload. Just remember to remove the old one before zipping!
Now, you can, of course, change the number of the Slot # folder whenever you want. However, it doesn't really matter what number you use. Given that you can only use one blueprint at a time, you only need to have one blueprint active in your mod manager at any time. So you've got two blueprints using slot 12? Not a problem - in your mod manager simply disable the one you're not about to use. In game, you'll only see the one you do want to use. Once you've used it, you don't need it any more, so you can simply disable that blueprint after you close the game, leaving room for the other blueprint.
For Clipboard patterns (which I've never used) the path appears to be:
F4SE\Plugins\Clipboard\[slot #]\pattern.ini
From this, you should be able to build an equivalent packaging folder for Clipboard pattern.
************************************
Oh, and like so many of your other blueprints, I have to wonder what the heck you were on when you created it.
It looks great, and I'm gonna have to download it just to see how you've done some of the things I can see there.
EDIT
Apologies - I keep forgetting that the comments page has problems importing text generated elsewhere. I've now re-formatted this to make it (much) more readable. Again, apologies.
Impressive.