This page was last updated on 13 April 2025, 7:10AM
Changelogs
Version 2.18
- full blueprint export/import support for all seven London settlements: Biggin Hill Airport, Covent Garden, Lambeth Construction, Lambeth Walk, London Bridge, Thameshaven Market, Wandsworth Tennis Museum
- a new Transfer Settlements Terminal can be built in workshop mode under Power / Miscellaneous and used instead of the Transfer Settlements Holotape
- the physical appearance of the blueprints can no longer be inspected via the holotape or the terminal due to some inconsistent UI behavior, but there’s a new Blueprint Stash spawned automatically next to each Transfer Settlements Terminal that can be activated separately, and can be used to inspect each of the available blueprints in their physical form - choosing the TAKE option of the blueprint will take that blueprint to the nearest Transfer Settlements Terminal to directly open its import options
- changed the font on the physical representation of the blueprints to a more readable style
- added some fixes and minor adjustments to physical blueprint textures
- added seven brand new physical blueprint designs for the seven new London settlements: Biggin Hill Airport, Covent Garden, Lambeth Construction, Lambeth Walk, London Bridge, Thameshaven Market, Wandsworth Tennis Museum
- blueprint population only happens if there were actual changes in the available blueprint folders, making terminal menus (and holotape menus for old-gen version) load much faster
- to handle text replacements and to make terminal menus load much faster, each terminal go into a brief inaccessible state once after placing them and exiting workshop mode, and once for each terminal later on if there were additional changes in the available blueprints
- automatically saving the game before starting to import a blueprint and starting to nuke a settlement - this is not an actual Autosave but a normal new save file so it does not take away from the maximum amount of Autosaves available
- loading such a save file would not continue with the import or nuking process that was originally initiated the save file creation, so it’s a proper “last minute” autosave before an import or a nuking would have happened
- Papyrus scripts attached to each object type or NPC type are now detected dynamically, and the OnWorkshopObjectPlaced and OnWorkshopObjectMoved events are properly called from those attached scripts when importing a blueprint, and similarly the OnWorkshopObjectDestroyed events when nuking a settlement - this should fix a good amount of spawning/deleting issues with more complicated settlement items from DLCs and mods
- added the ggTrol Coffee Cup from the Transfer Settlements Terminal desk as an individually constructible item under Decorations / Miscellaneous - you can drink the coffee and refill (repair), drinking it gives a small HP gain and also a caffeine boost in Survival difficulty
- the mod now collects all tutorial message boxes that would stop an Import process mid-execution and schedules them to appear after the Import has finished
- due to some inconsistent UI behavior, the import option to nuke a settlement before importing a blueprint is now two separate entries: nuking player built items only or nuking every buildable item, even if they were placed by the game developers
- due to the same UI inconsistencies, the nuking confirmation now happens after you would hit the IMPORT or NUKE command from the terminal (or the holotape in old-gen version) - the mod can also remember your choice of nuking a settlement if you don’t want this asked again
- added a Transfer Settlements load screen in Fallout: London’s load screen style
- fixed NPC scaling issues happening especially when importing pets or turrets added by mods
- fixed rare issue when a texture was missing without the Automatron DLC installed in the press Settlement Boy first person animation
- eliminated some errors and warnings cluttering the Papyrus logs
- added compatibility with Internal State Persistence by niston https://www.nexusmods.com/fallout4/mods/65992 - you can use the ISP scripts to add internal attributes to any workshop object, like for example if you created a mod that adds a settlement radio that can be set to play any radio station, then the selected channel - as a persistent internal state - can be universally saved into a blueprint, so it means it can be exported and imported by Transfer Settlements with the selected channel