Fallout 4

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  1. CDante
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    VERSION 1.x


    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
  2. CDante
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    READ THIS FIRST BEFORE COMMENTING


    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


    FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
  3. CDante
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    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! :)
  4. GroteGrottrol
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    Expect a longer wait for the 
    NextGen update.
    Yes, new F4SE is available. Yes, CDante is working hard on compiling an update.

    ETA -> when Tested, Stable, and Done.
    There will be no release untill it is ready to go public.

    So much things can get in the way of a solid ETA.
    Revisiting a game that has been slumbering for years takes time,
    rebuilding the backbones for the development environment,
    refreshing old test procedures, etc...
    And...
    the biggest hurdle we are facing is tackling massive internal changes in the NextGen FO4 release.

    Be patient we will no longer answer any questions on when TS will be updated.

    LATEST NEWS
    ] CDante: May, 8th, 2024
    Update on Transfer Settlements NG compatibility development:

    • transfer_settlements.dll fully working - compiled and loads up with NG version
    • terminal+.dll fully working - compiled and loads up with NG version

    BUT... for each terminal+ update in the past I always needed to find 6 internal addresses for internal functions based on their binary signature patterns from previous versions of Fallout 4. However, it seems like these internal addresses changed/shifted so much in NG that so far I could locate only 2 of those 6.

    So please be patient, it takes more time but I'm getting there.
    NOTE: The working DLLs CDante mentions are DEVELOPMENT versions and not available for the public.

    ] CDante: May, 9th, 2024
    Update on TS development:
    I made a windows application to decode the bin files from the Address Library for F4SE Plugins by Ryan, but turned out THEY don't have all the addresses decoded. even comparing the filesizes between 1.10.163 (9.1 MB) and 1.10.980 (2.2 MB) it's obvious that it's just a fraction of the known internal addresses in that bin file.

    to be continued...
    CDante has some additional plans to deal with the elusive internal functions.

    ] CDante: May, 10th, 2024
    Update on TS development:
    I made a python script that finds the closest known 1.10.980 memory addresses, but it landed thousands of steps away from the address I'm looking for, another dead end.

    I have some more ideas to try.
    [nerd-alert] Dissasemble the machine-executable code further and create assembly language code to decompile and generate a high level, C source code-like representation [/nerd-alert]

    Shifting more and more towards the decision of getting rid of the TS holotape, it needs high level trickery that is no longer available.
    It will require restructuring the mod to work with a physical, buildable terminal instead, which can have dynamic texts using less convoluted quest aliases.

    Side note: Working with the FOLON devs to add compatibility with Fallout London so TS recognises London workshops from the get go.
    NEXT FO4 UPDATE ANNOUNCED by BGS for monday may 13th.

    ] May, 13th, 2024
    F4 update dropped. Tiny 38MB, only Fallout4.exe and interface.ba2 updated, version bumped to 1.10.984.
    Likely not gonna be such a huge problem for Script Extender mods like the massive internal changes in 1.10.980 were.
    CDante is still working on the previous NextGen conversions for this mod.
  5. GroteGrottrol
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    ] May, 14th, 2024
    Expect a much longer wait for the 
    ?!? NextGen update ?!?

    This ain't an easy quick update to a new FO4 version number, it requires a complete rework.
    Only possible thanks to the awesome support from legends like reg2k, ianpatt and other members from the amazing f4se-team.

    ] May, 5th,2024
    ...the biggest hurdle we are facing is tackling massive internal changes in the NextGen FO4 release.

    Turns out, a lot of the advanced functions Transfer Settlements depends on changed drastically or are no longer available.

    ] reg2k:
    Some of the functions may not even exist anymore...
    I'm guessing Bethesda updated their compiler platform toolset, the single worst thing you can do to your modding community for native mods. Old signatures broke because the assembly instructions changed.
    ] ianpatt:
    Yeah, pretty sure we are at worst case scenario

    ] CDante:
    This is a much greater problem than the issues I had earlier, but I won't give up.
  6. BlacksburgNick
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    Hi Everyone,

    Long time user here.  I tend to save my settlements during play throughs and reuse them.  This time around, I'm having a slight problem.  After importing a settlement, there are several popups.  Unfortunately, the final one is so large and has so much information that the button you need to press to close that pop up is off the screen.  This effectively soft-locks the game.  It's only a problem on one of my settlements.  

    That said, this is my first go-round with a 3440 x 1440 monitor, so that might be part of the problem, I'm not sure.

    Is there a way to just kill those pop ups, or maybe shrink them?

    Thanks!
  7. angisandl
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    Hey, just wanna say I appreciate everything you've done and are doing for this community. I will donate to you when I get my paycheck this week and I encourage anyone who can to do the same. Without modders like you, there wouldn't be a point in even playing these games anymore and everyone who knows the work you put in understands how big of a task it is to rework this mod for such small reward. Like someone commented before, I think Bethesda should be compensating you guys for keeping this game alive and playable.  

    PS: please remember a lot of children and people who don't know better use this platform so don't be mean to someone who is rushing this development because more than likely they're just young or uneducated on the situation.
  8. shadowbloodedge
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    I wanted to say I donated to you today. I want to let know that I am beyond appreciative of the work you do on these mods especially Transfer Settlements. This mod in particular made the game 4 times better for me. Your work is amazing and I wish you nothing but the best. 
  9. RaptorIGI
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    Fix it!
    Fix it fix it fix it fix it fix it fix it fix it fix it fix it fix it!!!! [cit.]

    Jocking, don't worry about people asking to "fix it now", a complete re-work is not easy.

    If you will not be able to do it, don't worry CDante: people with brain will not blame you, they will blame Bugthesda because they promised a high compatibility with mods, and that wasn't really true from bugthesda.
  10. Kayal
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    Since Bethesdas "awesome" Next-Gen Update hit many mods very hard, it would be a nice move to support the mod creators in updating their mods. At least for the very essential ones :)
  11. Chuc4r0
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    I just want to say THANK YOU so much for all the effort and work putted into this update.

    Everybody else, please be patient and F**** READ before posting a "demand" for an update on a mod whose author /authors are already working on it.
    1. Xequilibrium
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      So rude..
    2. GroteGrottrol
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      People do not realise how hard CDante is working on it.
      I spotted him working on TS at 3.30AM local time on several occasions.
      That doesn't mean an update is imminent, it means almost recreating this mod to rework it for NG is a lot of work.
    3. Faerom
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      No it's not rude. More like people need to learn to read and stop giving these people unwanted, undeserved flak. Trust me, especially since this new update rolled out, there's a lot of other mod authors deserving of negative feedback. 
  12. Faerom
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    Thank you for this. Yeah it kind of pissed me off the crap Bethesda pulled with this, especially since it's a tacky addon and IN MY OPINION ONLY, a useless update.

    Can't stand gatekeeping, content soft locking bs. Especially if it breaks your setup that you took years to perfect. Something told me not to download that new update...

    You guys aren't to blame and you take as much time as you need. This just freaking sucks though.
  13. swill
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    Love your mod. Take all the time you need to make this the best it can be
  14. Zolotko555
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    Спасибо большое за чудесный мод !! Это большой труд...ждём ...включили режим Хатико )
  15. NuclearDreams
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    It still hasn't sunk into the thick skulls at Bethesda that the Mod community out here is what is keeping their freaking games alive, not the Creation Club or their life sucking NextGen updates that nobody asked for.