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
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
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. + Please use the nexusmods comment search function.
You can read the removed stickies about the NG tribulations here: The TS NextGen Story
I have just a general question about the power grid error. it is a p.i.t.a if you build a large settlement with 200+ plus power grids, the message pop's up and you have to find the error. what i figured out yet with my mods is, Colored Workshop Lights is one of the mods that gives me this error ( lights that use radiant power) and now it was a simple vanilla TV (radiant power) i installed ( i have many of the vanilla tv's in other settlement and no problems). to fix the problem i have to find and delete the item that causes it, then "reset" the power source ( you don't have to build a new source, just grab it and release it). I think about to turn the notification of, but what could this error cause? break the settlement (ctd's)? how can i avoid this error? is there a list somewhere with mods that could break the power grids? i just don't see any pattern, especially with the actual vanilla tv error i mentioned above and the radiant power. Some radiant grid work ( vanilla lights) and others don't. would be nice to get some info. regards
TL/DR The powergrid check addresses the issue concerning orphaned powergrid objects that could lead to the so called scrap-crash. These orphaned objects are leftovers from powered items that do not get removed correctly from the powergrid -> when scrapping (faulty mods or gamebugs) or due to user error by modifying or removing installed mods. Eg. Resulting in persistant CTDs when you fasttravel into or approach an affected settlement.
Power Grid issue: The power grid fix prevents severe crashes later on. Better known as the "scrap-crash". When powergrid sections with bogus orphaned data aren't removed it will eventually result in you not being able to come close to the settlement without crashing. Yes, fixing the powergrid will disconnect/remove the damaged parts of your grid, this is very counter intuitive indeed, as is seems like it breaks your grid. It is a crash prevention tool, the price is losing a section of your grid that was damaged.
General Settings: Power Grid Check in Workshop Mode Turn this option off if you don't want the mod to verify your Power Grid each time you enter Workshop Mode. You can still run it occasionally by toggling it ON when you want to check it.
Not sure what I would even search for, but maybe someone can point me to a solution. After importing a vanilla blueprint (Fiddleflap Sanctuary in this case), then wandering down south towards Jamaica Plain for a while, I came back to find that some of the floors and walls were unselectable in Workshop mode. Others were. Meaning they would not highlighted. I couldn't pick them up or change them. I noticed when I was altering one floor design.
These items were part of the blueprint, and most certainly Fiddleflap's blueprints aren't using strange mods; entirely vanilla blueprints/DLC stuff. I used TS before, but don't remember something similar. I am on Next Gen, using Next Gen mods all the way.
I simply couldn't select some of the floors or walls. I could click on them in console, disable, enable, that sort of things. Which I did. I placed down new floors to match what I wanted to see vs the blueprint intention.
What might be the problem? I am not saying TS is at fault, but where do I start looking?
Regardless of all the above, I must say I've never had so much fun importing blueprints. I didn't have the rig or a modlist that allowed animations without seizing up the game. I do now, and seeing all those objects drop from the sky is both hilarious and fun. Thanks!
Dear friend! I encountered the same problem - lack of collisions of imported elements. In my case and not only mine, disabling animations when importing a settlement helps. In this case, the mod works correctly.
I will give it a go. I tried several different blueprints by the same author/architect, and two others too in a cleaner MO2 profile as tests, only to have the same problem --> no collision on some flooring causing me to be IN the floor, and unable to select some of the flooring or walls.
Game Engine glitches: - Collision problems? I could only reproduce this a few times (most reports indicate it happens with the concrete buildset from the wasteland workshop DLC), but the most prevalent tip i've seen is to disable animations during import.
Disabling animations didn't solve it btw. Still can't pick up these metal chicken-wire floors or random types of walls. Gave up. Nuked the settlement, do it myself. lol
Good day, dear authors of this mod. First, I want to thank you for your work - a wonderful mod! I have a small question: in the inventory of sister Piper Wright Nat in Diamond City there are blueprints of all settlements in triplicate of the Commonwealth, DLC of the main game and Fallout London.
I do not have Fallout London installed. My main character has not been to most of the settlements yet and of course I do not have my own blueprints for import for most of the settlements.
Is this a bug in my game or is it supposed to be like this? Thank you! 1. Game version 1.10.163 2. Unofficial patch installed. 3. Version of the mod Transfer Settlements -v2.18 (old-gen)
Yes. This is normal. CDante used Nat's inventory to hold the blueprints. It should not be tripled though, just one of each default BP, and yes London is included in the latest update, same codebase.
Huge Export Lag? Try This Simple Trick (Worked for My 8,000+ Item Sanctuary)Just wanted to share a fix that saved my sanity while exporting a very large settlement (8114 items). I was using Transfer Settlements and noticed each item was taking over a minute to export. I did the math—at that rate, it would’ve taken days.Out of desperation, I opened the in-game console (~) during export... and suddenly, the export speed jumped massively. It flew through hundreds of items in seconds. When I exited the console, it slowed to a crawl again.So I repeated the process: open console, wait, close console, repeat. This consistently sped up the export — like a 150:1 improvement in speed.I’m guessing freezing in-game processes (AI, lighting, physics, etc.) frees up system resources for the export script. Whatever the reason, it works.Hopefully this helps others trying to preserve their masterpieces without a crash or burnout.— Philippe
You are forcing latent function calls eg. basicly delaying script execution, Same effect as opening the pipboy. Not recommended due to scripts not processing fully.
Spoiler:
Show
Pipboy-mode: (import specific, same principals apply to exports) - Alternatively instead of using workshop-mode: On very BIG (objects) and/or POPULATED settlements you could 'pause' the game by entering your pipboy during importing and/or stabilizing. - Powering-up will not work like it should in pipboy-mode. (Due to game engine script execution limitations.) - Open the pipboy as soon as the import starts and leave it open till the end of the stabilizing process. Make sure you exit pipboy-mode BEFORE powering-up starts. - Select the radio-tab in your pipboy to avoid 'Idle Animations'. No need to tune to a station.
But i do understand the lure. Please make sure to thoroughly test the exported blueprint!
Very slow processing can have several reaons: - Damaged or Bloated Savegame. - Game Engine having a blue monday (random, a follow-up export should not suffer as much) - Papyrus Lag, Consider using the papyrus ini-tweaks if you suspect scripts to be lagging. They will have more breathing space.
It seems you were right, GroteGrottrol. There were some problems when I imported my settlement. I'm sorry, I didn't mean to mislead people; I just wanted to help.
@RickyTheOx It won't hurt. But it will not be a magic boost either. It helps if you use a lot of heavily scripted mods, but if that is not the case I'd be surprised if it makes a noticable difference speed wise.
- Be aware that Transfer Settlements requires scripts included in the F4SE download, Make sure you have the corresponding version of F4SE.pex and ObjectReference.pex in steamapps/common/Fallout4/Data/Scripts/
If not check all steps to ensure you installed TS correctly.
Still is an Installation issue. Either your buildmenu is broken due to other mods. Or you still did not install TS correctly.
I can use the pipboy to access the settings in transfer settlements
OldGen or Nextgen Fallout 4? OG: Blueprint should be visible. (Same aricle i linked, eg 01: No blueprints visible) NG: Pipboy no longer has options to handle blueprints due to changes in Nextgen FO4.
I can use the pipboy to access the settings in transfer settlements
Wait, that is not right at all. You can not access the general setting in the NG holotape. Settings are only available in MCM or the TS terminal. NG holotape merely has a function to spawn a TS terminal. I was wondering why you did not notice you can use the holotape to place the new TS terminal.
So you probably have a mix of conficting versions installed, also make sure you got the F4SE.pex and ObjectReference.pex from F4SE 0.7.02.+ TS NxtGen v2.18 version installed of course.
I finally got it to work after many hours of tinkering. Thanks alot for the help! Now I'm only dealing with invisible walls in some settelements after I import a blueprint
Do you remember exactly what you did to get it working? I'm having the same issue, though it's installed properly (next gen version), I turned off all other mods, made sure scripts and F4SE were properly installed, and my terminal is still invisible and unbuildable.
@CDante Just wanna say THANK YOU for the great job on TS I came back after about 2 yrs to FO4 and installed FO4 NG So for the last few months I been struggling with bugs and such BUT .... TS have been working like a wet dream .. 👍 🍻 My biggeat and most complex settlement is Jamaica plain ... 6000+ items so far on a expanded area and outside the grid ... EVERYTHING just works .. except those pesky LOGIC GATES .. ya i know there is smt about ts can not separate the two lines ... its no biggie ,,, just little annoying And im using around 50 building mods + my own patches and such.
NOT once I got a hickup on about 100+ import / export small and big BPs
Does this mod conflict with some other building mods? I'm exporting blueprints and the tooltip that appears after the scan is over shows Exporting data for unknown settlement by player, and I can't see the exported blueprints, I'm using PRP and rebuilding AIO, and some other building expansion mods, is that related to them? I followed the problem description one by one and found no problems, and I was using a genuine game
Do you have non basegame settlements/player homes installed? Some of those might not be properly setup and damage the baked-in settlements list TS uses.
I uninstalled non basegame settlements/player homes I installed,But it still doesn't work,I don't see this mod being covered by anything inside FO4edit either
Uninstalling faulty settlement mods will not fix FO4's baked-in settlement list. Your savegame is damaged by them. Only a fresh new game will fix that. Uninstalling mods midgame is a bad idea, for such mods, and will break your save.
Sorry, i'm very new to this mod, haven't downloaded it yet, but saw an old video by Oxhorn. The question is: When uploading the blueprint and your settlement is building up, will it also REMOVE the stuff that you removed in the vanilla settlement, via scrapping (mod or non-mod ways).
Like the fences at Oberland Station, you remove them pre-scan, start a new character play-through, arrive at Oberland (but DON'T remove the fences) and use the blue-print.
No. During import it does not know what has been scrapped. Scrapped items are not registered in the blueprint while exporting.
A few years ago CDante was working on scrap profiles, so TS would be able to scrap exactly what the blueprint creator scrapped, but due to real life priorities he has not been able to add that feature to TS.
Seeing you are new i do HIGHLY recommend to read our Knowledge Base articles.
one issue i am having, now this is happening with most settlements.... after everything is imported i go back to a settlement and floors are visibile but are actually missing and fall through.. at times i have to noclip to get to a room. this happens after loading save too. i am resorted to adding a floor from workshop but then the textures glitch out
Game Engine glitches: - Collision problems? I could only reproduce this a few times (most reports indicate it happens with the concrete buildset from the wasteland workshop DLC), but the most prevalent tip i've seen is to disable animations during import.
7871 comments
Music: Fallout London Anthem by Fallout Tribute Music
NEW MAJOR FEATURES
- Biggin Hill Airport- Covent Garden- Lambeth Construction- Lambeth Walk- London Bridge- Thameshaven Market- Wandsworth Tennis Museum
NEW MINOR FEATURES AND CHANGES
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
BUGFIXES
ADDITIONAL COMPATIBILITY
London blueprints by GroteGrottrol
MUST READ before COMMENTING
FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
Read the changelog, watch the video, download the files.
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
You can read the removed stickies about the NG tribulations here: The TS NextGen Story
regards
The powergrid check addresses the issue concerning orphaned powergrid objects that could lead to the so called scrap-crash.
These orphaned objects are leftovers from powered items that do not get removed correctly from the powergrid
-> when scrapping (faulty mods or gamebugs) or due to user error by modifying or removing installed mods.
Eg. Resulting in persistant CTDs when you fasttravel into or approach an affected settlement.
Power Grid issue:
The power grid fix prevents severe crashes later on. Better known as the "scrap-crash". When powergrid sections with bogus orphaned data aren't removed it will eventually result in you not being able to come close to the settlement without crashing.
Yes, fixing the powergrid will disconnect/remove the damaged parts of your grid, this is very counter intuitive indeed,
as is seems like it breaks your grid. It is a crash prevention tool, the price is losing a section of your grid that was damaged.
General Settings:
Power Grid Check in Workshop Mode
Turn this option off if you don't want the mod to verify your Power Grid each time you enter Workshop Mode.
You can still run it occasionally by toggling it ON when you want to check it.
More info can be found:
At registrator2000's Gameplay Mods under Power Grid Tools.
You can also read the whole story in this write-up by kinggath.
These items were part of the blueprint, and most certainly Fiddleflap's blueprints aren't using strange mods; entirely vanilla blueprints/DLC stuff. I used TS before, but don't remember something similar. I am on Next Gen, using Next Gen mods all the way.
I simply couldn't select some of the floors or walls. I could click on them in console, disable, enable, that sort of things. Which I did. I placed down new floors to match what I wanted to see vs the blueprint intention.
What might be the problem? I am not saying TS is at fault, but where do I start looking?
Regardless of all the above, I must say I've never had so much fun importing blueprints. I didn't have the rig or a modlist that allowed animations without seizing up the game. I do now, and seeing all those objects drop from the sky is both hilarious and fun. Thanks!
I encountered the same problem - lack of collisions of imported elements.
In my case and not only mine, disabling animations when importing a settlement helps.
In this case, the mod works correctly.
Will try the no-animation thing.
Our articels are a MUST READ before COMMENTING.
Disabling animations didn't solve it btw. Still can't pick up these metal chicken-wire floors or random types of walls. Gave up. Nuked the settlement, do it myself. lol
First, I want to thank you for your work - a wonderful mod!
I have a small question: in the inventory of sister Piper Wright Nat in Diamond City there are blueprints of all settlements in triplicate of the Commonwealth, DLC of the main game and Fallout London.
I do not have Fallout London installed.
My main character has not been to most of the settlements yet and of course I do not have my own blueprints for import for most of the settlements.
Screenshot
Screenshot
Is this a bug in my game or is it supposed to be like this?
Thank you!
1. Game version 1.10.163
2. Unofficial patch installed.
3. Version of the mod Transfer Settlements -v2.18 (old-gen)
It should not be tripled though, just one of each default BP, and yes London is included in the latest update, same codebase.
Same effect as opening the pipboy. Not recommended due to scripts not processing fully.
- Alternatively instead of using workshop-mode: On very BIG (objects) and/or POPULATED settlements you could 'pause'
the game by entering your pipboy during importing and/or stabilizing.
- Powering-up will not work like it should in pipboy-mode. (Due to game engine script execution limitations.)
- Open the pipboy as soon as the import starts and leave it open till the
end of the stabilizing process. Make sure you exit pipboy-mode BEFORE powering-up starts.
- Select the radio-tab in your pipboy to avoid 'Idle Animations'. No need to tune to a station.
But i do understand the lure. Please make sure to thoroughly test the exported blueprint!
Quoting from our articles, which are a MUST READ:
Import and Export - As Stable As Possible has a heap of tips for the harder settlement builds.
Very slow processing can have several reaons:
- Damaged or Bloated Savegame.
- Game Engine having a blue monday (random, a follow-up export should not suffer as much)
- Papyrus Lag, Consider using the papyrus ini-tweaks if you suspect scripts to be lagging. They will have more breathing space.
[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200
-Philippe
So is it a good idea to put in :
Fallout4Custom.ini
[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200
Will it make my transfers even smoother ?
It won't hurt. But it will not be a magic boost either.
It helps if you use a lot of heavily scripted mods, but if that is not the case I'd be surprised if it makes a noticable difference speed wise.
I do use scripted mods ,,, and I think it made a difference ?
Tnx 🍺
Refer to Returning Questions: The Answers 01: No blueprints visible / No workshops nearby?
Next time, help yourself and check the MUST READ before COMMENTING articles.
Very likely you missed:
If not check all steps to ensure you installed TS correctly.
I've already followed both guides with no luck. The terminal is still invisible in workshop mode.
I can use the pipboy to access the settings in transfer settlements, but the blueprint can not be found
Either your buildmenu is broken due to other mods.
Or you still did not install TS correctly.
OG: Blueprint should be visible. (Same aricle i linked, eg 01: No blueprints visible)
NG: Pipboy no longer has options to handle blueprints due to changes in Nextgen FO4.
I have NG installed, so that's probably why the pipboy is not working correctly
You can not access the general setting in the NG holotape. Settings are only available in MCM or the TS terminal.
NG holotape merely has a function to spawn a TS terminal. I was wondering why you did not notice you can use the holotape to place the new TS terminal.
So you probably have a mix of conficting versions installed, also make sure you got the F4SE.pex and ObjectReference.pex from F4SE 0.7.02.+ TS NxtGen v2.18 version installed of course.
Thanks alot for the help! Now I'm only dealing with invisible walls in some settelements after I import a blueprint
Just wanna say THANK YOU for the great job on TS
I came back after about 2 yrs to FO4 and installed FO4 NG
So for the last few months I been struggling with bugs and such
BUT .... TS have been working like a wet dream .. 👍 🍻
My biggeat and most complex settlement is Jamaica plain ... 6000+ items so far on a expanded area and outside the grid ... EVERYTHING just works .. except those pesky LOGIC GATES .. ya i know there is smt about ts can not separate the two lines ... its no biggie ,,, just little annoying
And im using around 50 building mods + my own patches and such.
NOT once I got a hickup on about 100+ import / export small and big BPs
So again .. THANKS
"it just works"
lol.Thanks for the confirmation!
We know TS is rocksolid, but less experienced users sometimes have their doubts and blame TS for their problems.
Some of those might not be properly setup and damage the baked-in settlements list TS uses.
Only a fresh new game will fix that. Uninstalling mods midgame is a bad idea, for such mods, and will break your save.
Like the fences at Oberland Station, you remove them pre-scan, start a new character play-through, arrive at Oberland (but DON'T remove the fences) and use the blue-print.
During import it does not know what has been scrapped. Scrapped items are not registered in the blueprint while exporting.
A few years ago CDante was working on scrap profiles, so TS would be able to scrap exactly what the blueprint creator scrapped, but due to real life priorities he has not been able to add that feature to TS.
Seeing you are new i do HIGHLY recommend to read our Knowledge Base articles.
BTW Our articels are a MUST READ before COMMENTING.