COMPATIBILITY - v1.93: compatible with game version 1.10.163 and F4SE 0.6.20 - v1.92: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19 - v1.91: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19 - v1.58: compatible with game version 1.10.138 and F4SE 0.6.17 - v1.57: compatible with game version 1.10.130 and F4SE 0.6.16 - v1.56: compatible with game version 1.10.120 and F4SE 0.6.15 - v1.53, 1.54 & v1.55: compatible with game version 1.10.114 and F4SE 0.6.13 - v1.52: compatible with game version 1.10.111 and F4SE 0.6.12 - v1.51: compatible with game version 1.10.106 and F4SE 0.6.11 - v1.50: compatible with game version 1.10.98 and F4SE 0.6.10
NEW FEATURES - v1.57: you can turn off Power Grid notifications upon entering Workshop Mode - turn off for the settlement you're working with or turn off entirely - v1.57: you can turn on or off Power Grid notifications both in the settings holotape under General Settings or in the MCM menu under Main Options - v1.54: FIXING THE 'SCRAP CRASH' - with permission to include registrator2000's Power Grid Tools, Transfer Settlements now auto-fixes broken power grids of your settlements upon entering Workshop Mode - read more from kinggath about the Scrap Crash here: https://www.simsettlements.com/site/index.php?threads/scrap-crash-reason-fix-and-preventative-measures.7696/
PERFORMANCE FIXES AND IMPROVEMENTS - v1.57: isInterior is a new data in the blueprint header that shows whether the settlement is in an interior (1) or exterior Cell (0) - v1.57: cell_id, cell_id_dec and cell_plugin are new data in the blueprint header that determine the interior Cell of the settlement or the exterior Cell of the Workshop reference - v1.57: for items that are connected to other items with a wire connect_point_posX, connect_point_posY and connect_point_posZ determine the absolute position of the item's connect point - v1.57: for items that transmit power to other items via a snap connection ConnectedObjectsSnapped is a new string that lists the ids of the other items that are connected - v1.51: you can export/import the time delay data for delayed switches
FIXES - v1.92: removed a VATS debug feature (on screen message and creating a savegame upon entering VATS) that was left in the code by accident - v1.57: fixed notification that said you've entered Pip-Boy Mode from third person view when you actually have not - v1.57: hexadecimal FormIDs for Forms that originate from ESL plugins are now three digits long as they should be - v1.57: decimal FormIDs for Forms that originate from ESL plugins no longer show negative values in some cases - this fixes a bug that prevented the export/import of some Sim Settlements plots from Sim Settlements Addons that use ESL format - v1.55: fixed issue with workshop detection of built-in power grid fix when you enter workshop mode - v1.54: AVOIDING THE 'SCRAP CRASH' - your settlement's power grids get automatically reset after a Nuking process - v1.51: fixed issue with items exported as static not being imported with physics removed - v1.51: removed the slow-time features from the mod as they were causing issues and were no longer needed for stability's sake - v1.50: fixed issue with complex objects (like Nuka-Cade games or Contraptions DLC elevators) having misplaced parts or not working after a successful import - v1.50: fixed issue with static items not being exported with the RemoveHavok blueprint flag set to 1 - v1.50: fixed issue with original items (that were not built by the Player) not being exported with the isCreated blueprint flag set to 0 - v1.50: fixed issue with items built by the Player not being exported with the isCreated blueprint flag set to 1 - v1.50: fixed issue with farm animals not being exported with the isFarmAnimal blueprint flag set to 1 - v1.50: fixed issue with turrets not being exported with the isActor blueprint flag set to 1 - v1.50: fixed rare issue with shotguns placed as decor items not being exported at all
DOWNGRADING THE MOD AND "CLEANSAVING" Downgrading from an already installed newer version of the mod to an older version messes up the Global variables within your savegame. In cases like this "cleansaving" the mod might be your solution. - disable TS (the version you last installed and want to use) - create a new save without the mod - enable TS (the version you last installed and want to use), and load that last savegame
REGARDING BUG REPORTS - the most important rule regarding bug reports is to be specific enough and describe your issue in a way I can reproduce it! If I don't have information about which items, which settlement, which blueprint you are talking about, I certainly cannot fix your problem... - if you have issues and you're using scrap mods, don't forget to mention which ones! - if you have used the scrapall console command before importing a blueprint, don't forget to mention that either! - at this point if the mod is not working for you AT ALL, you should read the description VERY carefully - everything is detailed in the "How To Install" section - use manual install if mod managers fail you! - before reporting any issues, enable debug logging! - then go in game, reproduce the error, and send me these log files below - Papyrus log: ..\ Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log - F4SE log: ..\ Documents\My Games\Fallout 4\F4SE\transfer_settlements.log - then go into your blueprints folder and send me the blueprint json file as well - you can send files using any file sharing cloud services such as dropbox, google drive, etc. or paste them in pastebin.com
FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
even though it's quite annoying that Bethesda needs to update the game frequently, I have to admit, I really enjoyed playing around with the new workshop packs while testing v1.46.
SHAMELESS PLUG if you enjoyed the video above, and want to support me in a non-monetary way that really makes me happy, consider subscribing to my youtube channel. at the time of writing this post I'm close to 700 subscribers, but according to the recent changes in youtube's terms of service I'm going to loose my youtube partner status if I'm below a 1,000 subscribers by the 20th of February.
TL;DR: I REALLY REALLY APPRECIATE ANY NEW SUBSCIPTIONS ON MY CHANNEL!!!
> Ianpatt (F4SE dev) posted: *1.10.980 itself has some major stability problems that I can reproduce with just vanilla content, so there's probably (hopefully) going to be a follow-up patch soon. Updating for that will not take anywhere near as long as 1.10.980. The unstable base makes finding problems in my code more difficult than it should be*
So we will have to wait untill Bethesda patches the NextGen release. Then the F4SE team is gonna work on a stable version for it. When all that is said and done CDante will need to find time to implement the changes, and i guess we will need to do some beta testing to check it before he can release a public update.
There's a test version out, test subjects are already commenting on nexus sites for F4SE dependent mods - MCM was 1 I noticed, that doesn't work with the F4SE Test update. CDante is modding Starfield so looks like he might come back and update his TSs. Hopefully.
Nuking will indeed remove everything you build yourself. Mentha probably means to emphasize it does not remove any of the vanilla objects and clutter, And V88 has a lot of those. You will need to do some major scrapping before you attempt to import a blueprint.
is anyone having there games freeze when they try to fast travel or save their games after importing a settlement, i have a red rocket import but it didn't crash after that one just on two others i have tried
Yeah, happens to me all the time. Don't try to Fast Travel or immediately save after importing a file. Walk anywhere else, at least 2 cells away before you try to save or fast travel. 5 cells would be better.
Fast Travel = Autsave (can be disabled in the menu or INI files) An imported settlement is a serious change that needs to be recorded in your savegame. The game engine struggles to register all of that and freezes.
This is expected behavior and cannot be avoided. Your game did not crash, it is working hard to get that savefile written. More insights can be found in this article.
any reason why when I go to a settlement and try to either nuke it or transfer my blueprint, I get that there are no settlement workbenches nearby but im standing right next to it?
A summary of troubleshooting tips can be found in this article -> 'no blueprints / no workbench nearby' is listed on top. Read it.
Most common mistake is not having the correct version of F4SE, OR Missing the required scripts included in the F4SE download, Make sure you have the right version of F4SE.pex and ObjectReference.pex in .../steamapps/common/Fallout4/Data/Scripts/ OR Not having loose files enabled.
The import wired power connections and restore snapped power connections options arent there in my holotape and its so frustrating because my settlements are pitch black at night with no powered lights :( how do i get those two options to show up in my holotape? anyone know?
Mod isn't broken. Going to assume you all allowed your game to update. For now I'd roll back to the previous version of FO4 if you want to use this or any F4SE based mod. Otherwise, you'll have to wait until F4SE receives an update.
For me, I haven't allowed the new update and am still playing on the pre-update version. So it's still working for u Ondrea? I must be doing something wrong then.
You said you can't find any blueprints to import. I'm going to assume that you actually downloaded someone's blueprints (this mod doesn't come with any). Are they installed in the F4SE folder and you are launching the game with F4SE and not the FO4 launcher?
"I can't export or import blueprints. On the holotape, this message appears: '<token.name=TS_CurrentSettlement.Name> into.'" edit- The issue was with F4SE, I managed to fix it.
6816 comments
COMPATIBILITY
- v1.93: compatible with game version 1.10.163 and F4SE 0.6.20
- v1.92: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
- v1.91: compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
- v1.58: compatible with game version 1.10.138 and F4SE 0.6.17
- v1.57: compatible with game version 1.10.130 and F4SE 0.6.16
- v1.56: compatible with game version 1.10.120 and F4SE 0.6.15
- v1.53, 1.54 & v1.55: compatible with game version 1.10.114 and F4SE 0.6.13
- v1.52: compatible with game version 1.10.111 and F4SE 0.6.12
- v1.51: compatible with game version 1.10.106 and F4SE 0.6.11
- v1.50: compatible with game version 1.10.98 and F4SE 0.6.10
NMCSU Blueprint - Home Plate by Septpas
NEW FEATURES
- v1.57: you can turn off Power Grid notifications upon entering Workshop Mode - turn off for the settlement you're working with or turn off entirely
- v1.57: you can turn on or off Power Grid notifications both in the settings holotape under General Settings or in the MCM menu under Main Options
- v1.54: FIXING THE 'SCRAP CRASH' - with permission to include registrator2000's Power Grid Tools, Transfer Settlements now auto-fixes broken power grids of your settlements upon entering Workshop Mode - read more from kinggath about the Scrap Crash here: https://www.simsettlements.com/site/index.php?threads/scrap-crash-reason-fix-and-preventative-measures.7696/
PERFORMANCE FIXES AND IMPROVEMENTS
- v1.57: isInterior is a new data in the blueprint header that shows whether the settlement is in an interior (1) or exterior Cell (0)
- v1.57: cell_id, cell_id_dec and cell_plugin are new data in the blueprint header that determine the interior Cell of the settlement or the exterior Cell of the Workshop reference
- v1.57: for items that are connected to other items with a wire connect_point_posX, connect_point_posY and connect_point_posZ determine the absolute position of the item's connect point
- v1.57: for items that transmit power to other items via a snap connection ConnectedObjectsSnapped is a new string that lists the ids of the other items that are connected
- v1.51: you can export/import the time delay data for delayed switches
FIXES
- v1.92: removed a VATS debug feature (on screen message and creating a savegame upon entering VATS) that was left in the code by accident
- v1.57: fixed notification that said you've entered Pip-Boy Mode from third person view when you actually have not
- v1.57: hexadecimal FormIDs for Forms that originate from ESL plugins are now three digits long as they should be
- v1.57: decimal FormIDs for Forms that originate from ESL plugins no longer show negative values in some cases - this fixes a bug that prevented the export/import of some Sim Settlements plots from Sim Settlements Addons that use ESL format
- v1.55: fixed issue with workshop detection of built-in power grid fix when you enter workshop mode
- v1.54: AVOIDING THE 'SCRAP CRASH' - your settlement's power grids get automatically reset after a Nuking process
- v1.51: fixed issue with items exported as static not being imported with physics removed
- v1.51: removed the slow-time features from the mod as they were causing issues and were no longer needed for stability's sake
- v1.50: fixed issue with complex objects (like Nuka-Cade games or Contraptions DLC elevators) having misplaced parts or not working after a successful import
- v1.50: fixed issue with static items not being exported with the RemoveHavok blueprint flag set to 1
- v1.50: fixed issue with original items (that were not built by the Player) not being exported with the isCreated blueprint flag set to 0
- v1.50: fixed issue with items built by the Player not being exported with the isCreated blueprint flag set to 1
- v1.50: fixed issue with farm animals not being exported with the isFarmAnimal blueprint flag set to 1
- v1.50: fixed issue with turrets not being exported with the isActor blueprint flag set to 1
- v1.50: fixed rare issue with shotguns placed as decor items not being exported at all
RETURNING QUESTIONS: THE ANSWERS by GroteGrottrol
A GUIDE TO IMPORT AS STABLE AS POSSIBLE by GroteGrottrol
GENERAL GUIDELINES TO SUCCESSFULLY IMPORT BLUEPRINTS by space2jump
TROUBLESHOOTING by mayaterror (look for the second half of his description page)
REGARDING CTD (CRASH TO DESKTOP) ISSUES IN GENERAL
THREE AWESOME TOOLS TO HANDLE BLUEPRINT FILES
- Transfer Settlements Blueprint Manager by DieFeM
- Fallout 4 - TSB Item Havok Disabler by FiftyTifty
- NMM Transfer Settlements Blueprint Installer by Caladon
DOWNGRADING THE MOD AND "CLEANSAVING"
Downgrading from an already installed newer version of the mod to an older version messes up the Global variables within your savegame.
In cases like this "cleansaving" the mod might be your solution.
- disable TS (the version you last installed and want to use)
- create a new save without the mod
- enable TS (the version you last installed and want to use), and load that last savegame
REGARDING BUG REPORTS
- the most important rule regarding bug reports is to be specific enough and describe your issue in a way I can reproduce it! If I don't have information about which items, which settlement, which blueprint you are talking about, I certainly cannot fix your problem...
- if you have issues and you're using scrap mods, don't forget to mention which ones!
- if you have used the scrapall console command before importing a blueprint, don't forget to mention that either!
- at this point if the mod is not working for you AT ALL, you should read the description VERY carefully - everything is detailed in the "How To Install" section - use manual install if mod managers fail you!
- before reporting any issues, enable debug logging!
- then go in game, reproduce the error, and send me these log files below
- Papyrus log: ..\ Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log
- F4SE log: ..\ Documents\My Games\Fallout 4\F4SE\transfer_settlements.log
- then go into your blueprints folder and send me the blueprint json file as well
- you can send files using any file sharing cloud services such as dropbox, google drive, etc. or paste them in pastebin.com
even though it's quite annoying that Bethesda needs to update the game frequently, I have to admit, I really enjoyed playing around with the new workshop packs while testing v1.46.
SHAMELESS PLUG
if you enjoyed the video above, and want to support me in a non-monetary way that really makes me happy, consider subscribing to my youtube channel. at the time of writing this post I'm close to 700 subscribers, but according to the recent changes in youtube's terms of service I'm going to loose my youtube partner status if I'm below a 1,000 subscribers by the 20th of February.
TL;DR: I REALLY REALLY APPRECIATE ANY NEW SUBSCIPTIONS ON MY CHANNEL!!!
THANK YOU! :)
> Ianpatt (F4SE dev) posted: *1.10.980 itself has some major stability problems that I can reproduce with just vanilla content, so there's probably (hopefully) going to be a follow-up patch soon. Updating for that will not take anywhere near as long as 1.10.980. The unstable base makes finding problems in my code more difficult than it should be*
So we will have to wait untill Bethesda patches the NextGen release.
Then the F4SE team is gonna work on a stable version for it.
When all that is said and done CDante will need to find time to implement the changes, and i guess we will need to do some beta testing to check it before he can release a public update.
Will this mod be updated?
Edit: Or miss:)
Mentha probably means to emphasize it does not remove any of the vanilla objects and clutter, And V88 has a lot of those. You will need to do some major scrapping before you attempt to import a blueprint.
An imported settlement is a serious change that needs to be recorded in your savegame.
The game engine struggles to register all of that and freezes.
This is expected behavior and cannot be avoided.
Your game did not crash, it is working hard to get that savefile written.
More insights can be found in this article.
it still doesnt give me the holotape but it became craftable
Even if you are able to craft it in the chembench.
This happens when the script for TS can not run.
Read the install instruction again and reinstall TS.
Most common mistake is not having the correct version of F4SE,
OR
Missing the required scripts included in the F4SE download,
Make sure you have the right version of F4SE.pex and ObjectReference.pex in .../steamapps/common/Fallout4/Data/Scripts/
OR
Not having loose files enabled.
They should be available under the import options.
For the fresh F4SE and the subsequent TS update after the FO4 nextgen patch... regrettably it will take longer than usual.
edit- The issue was with F4SE, I managed to fix it.