TS has been known to do that from time to time. What I would recommend is that starting at the reactors select and immediatly deselect each power connection to ensure the connections have been established. At some point, you'll notice that things have become powered. Once that is done, search for any items that are still not powered, and do the same starting from the unpowered object and working back towards the reactors until the lights come on.
I know, it's a pain in the arse, but sometimes some combination of your game state and TS makes it unavoidable.
I've found that simply highlighting the item (in workshop mode) with 'E' (as if to move it), then releasing them right away fixes this. All my turrets seemed powered down until i figured this trick out by accident.
For some reason, I'm getting no floors and the only walls are the institute windows multi-story for some reason when I imported I got most of the required mods is there something I'm missing?
hey i was curious about how you actually get rid of red rocket truck stop because it doesn't delete when i do scrap all function. i love your blueprints and have installed every single one. thanks for the help
Your work is amazing first of all and thank you for creating these blueprints! I'm looking forward to using all of your blueprints but for this one, I do have a question about conflicting requirements between two of the mods you use. I noticed you recommended Fallout 4 Seasons and this specific blueprint requires Tidy Settlements. Both have conflicting requirements when dealing with the ini settings for "bUseCombinedObject=" as Seasons states to enable it and Tidy needs it disabled. Which method do you recommend we follow?
to be honest, I never noticed that :) I personally have bUseCombinedObjects-0, but YMMV. Neither of them are essential - I like the looks from Fallout 4 Seasons, but it is absolutely an eye candy kinda thing and does not, in any way shape or form, affect the settlement. Tidy Settlements add a garbage can you can assign a settler to the produces some extra scrap, but is not exactly essential. If you don't have it, you just don't get the garbage can - that's about it.
absolutly Fantastic thank you for this. Did you scrap the entier old red rocket station before this sight? would like to know so I know what to do to prep Red Rocket before importing this great build.
No, I've never bothered with private quarters - never saw the point. Ignoring, of course, that his bed is whichever bed he says is his bed :) There's enough room in there it wouldn't be to hard to put in if you've a mind to, though
19 comments
I know, it's a pain in the arse, but sometimes some combination of your game state and TS makes it unavoidable.
b) use your mouse to select what you want to get rid of
c) type "disable; markfordelete" and hit return
POOF - it's gone
There's enough room in there it wouldn't be to hard to put in if you've a mind to, though