This blueprint caused some users problems when importing - missing elements, etc. It could have something to do with the correct mod order, other mods overwriting vanilla elements ("Vanilla Extensions" comes to mind - one has to use the non-vault-version of VE in order to be able to use most other vault build set extension mods)
However, I am sorry, but I cannot test this blueprint anymore. In the meantime I got a totally different mod setup.
Good (or maybe somehow good) news: I have already ported some parts of this blueprint to a new build and am in the middle of re-doing most sections in a way that will not need Scrap Everything anymore and with up-to-date mod versions.
There are 33 mods, including DLC, required to successfully import this blueprint: 1. Fallout4.esm has 283 objects in blueprint (9 %), of them 19 connected to power grid. 2. Vault-Tec Workshop (DLCWorkshop03.esm) has 910 objects in blueprint (31 %), of them 21 connected to power grid. 3. SettleObjExpandPack.esp has 550 objects in blueprint (18 %), of them 37 connected to power grid. 4. VltElevatorDLC.esp has 2 objects in blueprint (0 %), of them 0 connected to power grid. 5. TidySettlers.esp has 2 objects in blueprint (0 %), of them 0 connected to power grid. 6. Central Settlement Armory.esp has 2 objects in blueprint (0 %), of them 0 connected to power grid. 7. MoreVaultRooms.esp has 272 objects in blueprint (9 %), of them 0 connected to power grid. 8. Homemaker - Expanded Settlements (Homemaker.esm) has 197 objects in blueprint (6 %), of them 0 connected to power grid. 9. Crafting Mastery.esp has 5 objects in blueprint (0 %), of them 0 connected to power grid. 10. SymbioticSettlements.esp has 28 objects in blueprint (0 %), of them 0 connected to power grid. 11. ccfsvfo4002-midcenturymodern.esl has 77 objects in blueprint (2 %), of them 0 connected to power grid. 12. Snappy_HouseK.esp has 68 objects in blueprint (2 %), of them 0 connected to power grid. 13. SSEX.esp has 189 objects in blueprint (6 %), of them 0 connected to power grid. 14. SnapBeds.esp has 106 objects in blueprint (3 %), of them 0 connected to power grid. 15. Northland Diggers New.esp has 36 objects in blueprint (1 %), of them 0 connected to power grid. 16. Wasteland Workshop (DLCWorkshop01.esm) has 61 objects in blueprint (2 %), of them 0 connected to power grid. 17. cceejfo4001-decorationpack.esl has 31 objects in blueprint (1 %), of them 0 connected to power grid. 18. Nuka World (DLCNukaWorld.esm) has 11 objects in blueprint (0 %), of them 0 connected to power grid. 19. Vault-Tec Workshop Overhaul.esp has 4 objects in blueprint (0 %), of them 0 connected to power grid. 20. Crimsomrider's Immersive Market.esp has 5 objects in blueprint (0 %), of them 0 connected to power grid. 21. ArmorKeywords.esm has 1 objects in blueprint (0 %), of them 0 connected to power grid. 22. Linked Storage Containers.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid. 23. Housekeeping.esp has 48 objects in blueprint (1 %), of them 0 connected to power grid. 24. BusySettlers.esp has 7 objects in blueprint (0 %), of them 0 connected to power grid. 25. Kraggles - Structures.esp has 25 objects in blueprint (0 %), of them 0 connected to power grid. 26. EferasBetterBeds.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid. 27. Far Harbor (DLCCoast.esm) has 3 objects in blueprint (0 %), of them 0 connected to power grid. 28. Boats.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid. 29. Minutemenoverhaul.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid. 30. Contraptions (DLCworkshop02.esm) has 1 objects in blueprint (0 %), of them 0 connected to power grid. 31. MojaveImports.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid. 32. Vault98.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid. 33. Automatron (DLCRobot.esm) has 1 objects in blueprint (0 %), of them 1 connected to power grid.
To me, it's always missing parts of the floor and entire sections of the vault, for some reason. And it also merges into non-deletable objects, making it extremely tedious to traverse. I have downloaded all the mods you listed, but I presume, it could be because of a settlement limit mod you haven't listed. Since Missing entire parts of the base, seems not a modding issue, due to even vanilla parts missing. As for the merging parts, I suspect a mod that allows you to delete those objects, but again, not listed.
(sorry for the late reply - Nexus spammed me with notifications, so I didn't see your comment - anyway, maybe it helps the next guy reading this)
regarding your points: "non-deletable objects" --> install Scrap Everything, and scrap away (put it at the bottom of the load order)
missing elements (partly "vanilla" elements): --> could have something to do with the wrong load order of mods "Vault-Tec Workshop Overhaul" and "Vault 88 More Vault Rooms" (I loaded "more vault rooms" first and then "vault-tec workshop overhaul"). ...maybe it is because the blueprint was created with old versions of these mods ...maybe you also need to double your workshop budget before importing (I am doing such things via the "Cheat Terminal" which enables a lot of useful stuff) Additionally: some decorations are missing if you do not have the "Creation Club Decoration Pack" (I saved the requirement, but somehow Nexus forgot it ...will put it there again) And then of course: the build was not finished. So many vault sections are actually empty - open corridors lead to nowhere -> you should get what you can see on the images.
I am sorry, but I cannot test this blueprint anymore. In the meantime I got a totally different mod setup.
Good (or maybe somehow good) news: I have already ported some parts of this build to a new build and am in the middle of re-doing most sections in a way that will not need Scrap Everything anymore and with up-to-date mod versions.
There are a lot of mods not listed in your description. I've installed all essential listed mods in the 'requirements' tab and i'm still missing a lot of them
not that I know... I transcribed the mod list and put up Nexus links for all the mods that the Blueprint Manager listed. If you can, please share what the system told you was missing.
Since I exported it before updating my game installation and all mods to the newest version, maybe this causes the effect? Did you get the warning a mod would be missing that you actually installed?
I didn't install anything with just one item next to the tag. These are the ones it warns me about; ccfsvf0400l-mid centery, cceejfo4004-decoration patch, vault tech workshop overhaul, crimsonrider's immersive.... mojavelports, and vault 98
I was able to get most of it up, the back walls that lead to the other branches of the vault are just holes, but I assume thats because of building range. i also can not clear the tube to the beach. The issue was sims settlements. I had to clear the area of all plots and anything made with the settlements that was there, nuke before import did not seem to like nuking plots.
Thanks for taking the time to share the detailed info. I will look into it and correct the mod page. Additionally I decided today to integrate the back area (the beach for sure, probably also the pool) into my new vault88 build that has a way better atrium and re-upload it... but this will need some time as you can imagine - probably a lot. However, when I am finished it will also utilize the newest version of all the mods necessary and therefore be more complete when importing into an updated system.
12 comments
It could have something to do with the correct mod order, other mods overwriting vanilla elements ("Vanilla Extensions" comes to mind - one has to use the non-vault-version of VE in order to be able to use most other vault build set extension mods)
However, I am sorry, but I cannot test this blueprint anymore. In the meantime I got a totally different mod setup.
Good (or maybe somehow good) news: I have already ported some parts of this blueprint to a new build and am in the middle of re-doing most sections in a way that will not need Scrap Everything anymore and with up-to-date mod versions.
There are 33 mods, including DLC, required to successfully import this blueprint:
1. Fallout4.esm has 283 objects in blueprint (9 %), of them 19 connected to power grid.
2. Vault-Tec Workshop (DLCWorkshop03.esm) has 910 objects in blueprint (31 %), of them 21 connected to power grid.
3. SettleObjExpandPack.esp has 550 objects in blueprint (18 %), of them 37 connected to power grid.
4. VltElevatorDLC.esp has 2 objects in blueprint (0 %), of them 0 connected to power grid.
5. TidySettlers.esp has 2 objects in blueprint (0 %), of them 0 connected to power grid.
6. Central Settlement Armory.esp has 2 objects in blueprint (0 %), of them 0 connected to power grid.
7. MoreVaultRooms.esp has 272 objects in blueprint (9 %), of them 0 connected to power grid.
8. Homemaker - Expanded Settlements (Homemaker.esm) has 197 objects in blueprint (6 %), of them 0 connected to power grid.
9. Crafting Mastery.esp has 5 objects in blueprint (0 %), of them 0 connected to power grid.
10. SymbioticSettlements.esp has 28 objects in blueprint (0 %), of them 0 connected to power grid.
11. ccfsvfo4002-midcenturymodern.esl has 77 objects in blueprint (2 %), of them 0 connected to power grid.
12. Snappy_HouseK.esp has 68 objects in blueprint (2 %), of them 0 connected to power grid.
13. SSEX.esp has 189 objects in blueprint (6 %), of them 0 connected to power grid.
14. SnapBeds.esp has 106 objects in blueprint (3 %), of them 0 connected to power grid.
15. Northland Diggers New.esp has 36 objects in blueprint (1 %), of them 0 connected to power grid.
16. Wasteland Workshop (DLCWorkshop01.esm) has 61 objects in blueprint (2 %), of them 0 connected to power grid.
17. cceejfo4001-decorationpack.esl has 31 objects in blueprint (1 %), of them 0 connected to power grid.
18. Nuka World (DLCNukaWorld.esm) has 11 objects in blueprint (0 %), of them 0 connected to power grid.
19. Vault-Tec Workshop Overhaul.esp has 4 objects in blueprint (0 %), of them 0 connected to power grid.
20. Crimsomrider's Immersive Market.esp has 5 objects in blueprint (0 %), of them 0 connected to power grid.
21. ArmorKeywords.esm has 1 objects in blueprint (0 %), of them 0 connected to power grid.
22. Linked Storage Containers.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid.
23. Housekeeping.esp has 48 objects in blueprint (1 %), of them 0 connected to power grid.
24. BusySettlers.esp has 7 objects in blueprint (0 %), of them 0 connected to power grid.
25. Kraggles - Structures.esp has 25 objects in blueprint (0 %), of them 0 connected to power grid.
26. EferasBetterBeds.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid.
27. Far Harbor (DLCCoast.esm) has 3 objects in blueprint (0 %), of them 0 connected to power grid.
28. Boats.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid.
29. Minutemenoverhaul.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid.
30. Contraptions (DLCworkshop02.esm) has 1 objects in blueprint (0 %), of them 0 connected to power grid.
31. MojaveImports.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid.
32. Vault98.esp has 1 objects in blueprint (0 %), of them 0 connected to power grid.
33. Automatron (DLCRobot.esm) has 1 objects in blueprint (0 %), of them 1 connected to power grid.
...probably this mod is nothing more than a collection of inspirational pictures by now.
I have downloaded all the mods you listed, but I presume, it could be because of a settlement limit mod you haven't listed.
Since Missing entire parts of the base, seems not a modding issue, due to even vanilla parts missing.
As for the merging parts, I suspect a mod that allows you to delete those objects, but again, not listed.
regarding your points:
"non-deletable objects"
--> install Scrap Everything, and scrap away (put it at the bottom of the load order)
missing elements (partly "vanilla" elements):
--> could have something to do with the wrong load order of mods "Vault-Tec Workshop Overhaul" and "Vault 88 More Vault Rooms" (I loaded "more vault rooms" first and then "vault-tec workshop overhaul").
...maybe it is because the blueprint was created with old versions of these mods
...maybe you also need to double your workshop budget before importing (I am doing such things via the "Cheat Terminal" which enables a lot of useful stuff)
Additionally: some decorations are missing if you do not have the "Creation Club Decoration Pack" (I saved the requirement, but somehow Nexus forgot it ...will put it there again)
And then of course: the build was not finished. So many vault sections are actually empty - open corridors lead to nowhere -> you should get what you can see on the images.
I am sorry, but I cannot test this blueprint anymore. In the meantime I got a totally different mod setup.
Good (or maybe somehow good) news: I have already ported some parts of this build to a new build and am in the middle of re-doing most sections in a way that will not need Scrap Everything anymore and with up-to-date mod versions.
Sorry for causing you frustration.
Cheers!
In pic this looks amazing, but when trying to build it it's missing giant sections, walls, hab areas etc.
If you can, please share what the system told you was missing.
Since I exported it before updating my game installation and all mods to the newest version, maybe this causes the effect? Did you get the warning a mod would be missing that you actually installed?
Additionally I decided today to integrate the back area (the beach for sure, probably also the pool) into my new vault88 build that has a way better atrium and re-upload it... but this will need some time as you can imagine - probably a lot. However, when I am finished it will also utilize the newest version of all the mods necessary and therefore be more complete when importing into an updated system.