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  1. CDante
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    Transfer Settlements v2.18 feature highlights



    NEW MAJOR FEATURES


    • compatibility with next-gen Fallout 4, game version 1.10.984 and F4SE 0.7.2
    • optional old-gen version compatible with pre-next-gen Fallout 4, game version 1.10.163 and F4SE 0.6.23, but with the same new features of Transfer Settlements
    • full compatibility with Fallout: London in pre-next-gen Fallout 4, and forward compatibility with the upcoming Fallout: London in next-gen Fallout 4 - this includes 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
    • since Fallout: London is widely treated as a separate Fallout game, Transfer Settlements-  London is available on its own separate Fallout: London mod page
    • in the next-gen version the main features of the mod are no longer accessible from the Transfer Settlements Holotape due to some internal changes of the new version of Fallout 4, however, a new Transfer Settlements Terminal can be built in workshop mode under Power / Miscellaneous and used instead
    • as a convenience feature in the next-gen version, the old Transfer Settlements Holotape can be used to auto-build the new Transfer Settlements Terminal at any of the available settlement workshops
    • in the old-gen version the new Transfer Settlements Terminal is still available to build in workshop mode under Power / Miscellaneous, but the old Transfer Settlements Holotape can still be used to access the main features of the mod

    
    


    NEW MINOR FEATURES AND CHANGES

    • 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
    • added an alternate Transfer Settlements load screen to London in Fallout: London’s load screen style


    BUGFIXES

    • 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

    ADDITIONAL COMPATIBILITY

    • added compatibility with Internal State Persistence by niston  - 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


    Our Knowledge Base article is a
    MUST READ before COMMENTING

    FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
  2. GroteGrottrol
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    Party Time! Updates released. 
    Read the changelog, watch the video, download the files.

    Older Blueprints are compatible!
    TS OldGen v2.18:
    compatible with FO4 v1.10.163 and F4SE v0.6.23
    TS NxtGen v2.18:
    compatible with FO4 v1.10.984 and F4SE v0.7.02
    OldGen v2.18 will work in Fallout London, it has its own page on Fallout London Nexus too
    !
    On that page there is a patch for HUD Framework compatibility with the Fallout London UI

    PSA,
    December 21st, 2024
    i'm gonna wind down after the 3 months of intense support i offered post TS v2.18 release.
    TS is rocksolid, almost all questions can be answered by reading our Knowledge Base articles.

    Come on people, start reading the articles, the vast majority of these questions ARE answered in there. Support will wind down soon, expect to see a lot of replies from me stating to read the articles without convenient links and quotes.

    You can read the removed stickies about the NG tribulations here: The TS NextGen Story
  3. PhaseVerocity
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    Not sure why but when i install the oldgen it tells me my 0.6.23 F4SE is the wrong version and that I need 0.7.2 which is the steam version. I am currently on the gog version which is 1.10.163  that requires the 0.6.23 F4se and you're page tells me I need the oldgen verison.  It just doesn't make sense.
  4. PhaseVerocity
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    Not sure why but when i install the oldgen it tells me my 0.6.23 F4SE is the wrong version and that I need 0.7.2 which is the steam version. I am currently on the gog version which is 1.10.163  that requires the 0.6.23 F4se and you're page tells me I need the oldgen verison.  It just doesn't make sense.
  5. bamani71
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    Hello, I am having an issue with exporting a blueprint for homeplate.  At first I got notice that I didn't have ownership of the workshop (which I did), and then crashed when I attempted to export the blueprint.  After restarting the game, it allows me to go through the menu, but fails to store anything.  Please help!
    1. GroteGrottrol
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      Your issue description does not tell us much about what might be going haywire for you.
      Does TS work fine for you at other settlements? Needed to determine if it is a fault at Home Plate or more general.
      Do you have any mods installed that affect Home Plate or Diamond City? If you do the problem is very likely related to them.
    2. bamani71
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      I was able to export blueprints at Sanctuary, Red Rocket, and Starlight.  No issues, and importing those same blueprints into a new save works for them as well.  It's just Homeplate so far.  The mod I have for Diamond City is Femshipping's Diamond City edits, but I had been able to use transfer settlements in home plate in previous saves.  I only recently updated both the game and the mod, so i don't know if that has anything to do with it.
    3. GroteGrottrol
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      If you did update to NextGen FO4 recently check if all your mods are compatible, and properly updated/setup.
      That is your most recent change and the first obvious suspect.
  6. gameplug98
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    After using the blueprint imported from the mod, objects randomly disappear for a period of time(picture)
    1. GroteGrottrol
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      Not a issue related to or caused by Transfer Settlements.
      Sounds like a Level Of Detail / Previs / Precombine problem.
  7. gameplug98
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    After using the blueprint imported from the mod, objects randomly disappear for a period of time(picture)
  8. gameplug98
    gameplug98
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    After using the blueprint imported from the mod, objects randomly disappear for a period of time(picture)
  9. justcallmedots
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    is this mod still not working with sim settlements 2?
    1. GroteGrottrol
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      An earlier reply i gave here: on 30 January 2025, 9:23PM
      No. It can blueprint SS1 plots, but according to some users reporting it, apparently not SS2.
      CDante and KingGath did work together a lot in the past.
      KingGath did not report TS needed extra work to be compatible with SS2. He might prefer you to use his own tools.
      (retrieved by the nexusmods comment search function)

      and going further back:
      27 November 2024, 12:18AM CDante :
      we worked a LOT on a compatibility API between SS and TS back in 2017 with kinggath so TS would be able to handle plots, and various plot stages  (can export import them at various stages), and later, I think with Industrial Revolution, even some special story elements that make some plots unique looking.when SS2 came out, no one asked me to make any changes to TS so I just assumed plots in SS2 are using the same scripts, at least fundamentally, and the same API between the two mods should still work. we worked with kinggath on some other stuff like Workshop Framework and Power Grid Tools, and we talk occasionally, so I assumed he would have mentioned if TS needed fundamental changes to stay compatible with SS2. We need to know more about how the plots have changed from SS to SS2, and if TS export/import would still make sense at all with SS2.
      Myself i do think most SS2 fans are also using Workshop+ and do their "blueprinting" with it, as it is a dedicated tool better suited for the purpose.  
    2. justcallmedots
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      Oh sorry. but that was waaay earlier and i can't remember any of it. I had to ask a 3th time. Thanks for reminder. 
  10. EdxTheRedfury
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    I know this might be a dumb question but how can I update the mod without losing my settlements? like I want to donwload the last version but Im sure I ll need to delete the older version (2022) 
    1. GroteGrottrol
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      You do not need to delete anything. Your settlements will stay, whether you upgrade your gameversion or the TS mod itself.
      Any settlement you have imported is like a settlement you have built yourself. They are in your savegame now.
      As far as FO4 is concerned you have build those settlements yourself.

      You can even uninstall Transfer Settlements, it would not remove your settlements.
      TS is a just tool to get settlements in your game, the game does not need the mod or the blueprint files to keep them,
    2. EdxTheRedfury
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      Oh yes I get that haha, the thing is I have a lot of settlements that I created and exported, so I was afraid that by uninstalling the old version I would lose them, but Im figuring out that I just need to make a backup for the folder located in F4SE thats were the blueprints are located right? 
    3. GroteGrottrol
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      As long as you are on the same savegame your settlements will stay, even without the blueprints present.
      Off course it is a good idea to have a backup. Mostly for a future new savegame.
      But like i said above, your settlements will be in your game. as long as it is the same character and savegame.

      Upgrading TS will NOT delete anything in the blueprints folder.
      Data\F4SE\Plugins\TransferSettlements\blueprints\##\YourBlueprint.json (where ## is a numbered folder between 1-100). 
    4. EdxTheRedfury
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      yes I had no problems updating the mod! 
      thanks for the quick response! 
  11. EdxTheRedfury
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    I know this might be a dumb question but how can I update the mod without losing my settlements? like I want to donwload the last version but Im sure I ll need to delete the older version (2022) 
  12. Danusmc89
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    Thank you for including the old gen file download. This mod is brilliant endorsed!