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
a new Transfer Settlements Terminal can be built in workshop mode under Power / Miscellaneous and used instead of the Transfer Settlements Holotape
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 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
AS a user of MO2, I occasionally find it difficult to locate things/files in the many different places available to programmers/modders/etc.. for placing their respective information. Specifically, I had spent a good hour trying to find the blueprints for the Transfer Settlements mod. I eventually found a thread on the nexus forums making reference to the 'overwite' folder and how MO2 places mods or pieces of mods in there when a location is not specifically spelled out. Before you berate me for "Not Reading the Instructions", I do read instructions. However I am one of the few that has dyslexia and was told that I cannot get treatment. AGISM! For shame. Even when I did eventually find the mention of the MO2 issue with its overwrite folder, It its location is not clearly spelled out. SO I would like to offer this line entry for Window users.
Copy the following line of text: %LOCALAPPDATA%\ModOrganizer\Fallout 4\overwrite\F4SE\Plugins\TransferSettlements\blueprints Press and hold the window key and then pres the letter R Paste the copied text into the 'RUN' window and hit enter. This should open an explorer window to the exact location in the MO2 overwrite folder where your blueprints are located.
%localappdata% is a default setting in the Windows Operating system using the Command Prompt window.
IF you have multiple installations of Fallout 4 - as I do - you will have to modify the orange line of text to address that instance of Fallout 4. I think I have 3 at this time, Fallout London unmodded, Fallout London modded, and Fallout 4 modded.
Much easier to open the overwrite (doubleclick) in MO2 and choose open file. Save it to wherever you want to store your blueprint.
And like stated above in the stickie: Our Knowledge Base article is a MUST READ before COMMENTING there you will find all the relevant info on where blueprint files belong. There even is a dedicated article for MO2.
does this mod work the same as its vanilla fallout 4 counterpart? that is, could I use it in fallout 4 as well? or for fallout 4 should I continue using its own version? i ask this question because i'm currently using the other version and i have two mod profiles to be able to play both games, and i wanted to know if i need both settlement transfers or only the london one works for both?🤔🤔
Game version is what counts. As we speak TS Fallout London is the same as TS OldGen v2.18: compatible with FO4 v1.10.163 and F4SE v0.6.23
Whenever The Fallout London Team switches to nextgen it will become TS NxtGen v2.18+: compatible with FO4 v1.10.984+ and F4SE v0.7.02+ (+ -> whatever nextgen version is current at that time)
Main difference is this page has a patch for HUD Framework compatibility with the Fallout London UI
Hi Gambit77, There is an autopatcher on the HUD-Framework modpage, you should be able to patch it yourself. Yes, i understand needing JAVA 8 for the autopatcher is rather inconvenient. (Reg2k had plans to drop the dependency, but he never followed up on that intention. It is what it is. )
You could wonder if it is up to CDante to provide patches for the most common HUD UI mods. Besides the available and needed HUD Framework patch for the unique Fallout London interface.
I know reg2k offered a DEF UI patch for classic FO4 as that was the goto and hugely popular UI mod at the time. It looks like Fall UI is way more popular these days. (Or the Fall UI users are more vocal claiming HUD Framework "breaks" their game.)
Anyway CDante patching these would only be a generic patch for the default settings, they would not work if a user "customized" their HUD. It could turn into a can of worms, once opened. I remember i had to make my own DEF UI patch for my custom HUD setup back in the day.
A generic patch for the default settings would be great. Unfortunately there is no DEF UI - FOLON patch, so using the autopatcher isn't an option. If he can that'd be great, if not no big deal, I don't care that much about the broken icons. They're only broken on the compass, they are correct in the pipboy map screen which is more important. I just don't care enough to learn an entirely new skill set just to fix that when I already have a huge to do list of more important things.
TerminalEx.pex is dynamically generated the 1st time you run Transfer Settlements. Is there something specific, write-protection or something similar in your use-case?
Transfer Settlements creates this file if it does not exist yet... ...You can let it linger in overwrite, it will work as intended, or merge it into the main mod. (destination is .../DATA/Scripts/)
Look in overwrite, and in your case seeing your game does not see the file, merge it into the TS mod itself. Also doublecheck if loose files can be read, MO2 has its quirks regarding archive invalidation.
It is in that linked MO2 article but i'll put it here too for more visibility:
GOG-USERS If you are running the GOG version of Fallout 4 you will need to add this argument to your f4se_loader.exe in MO2 otherwise f4se-mods won't run. -forcesteamloader
You'll need HUD-Framework if you want to see the TS progress widget.
You will need a patch for Fall UI, as it adjusts the HUD. Never used Fall UI myself, so i'm not familiar with it. For the Fall UI - FOLON Icons Replacer look into it yourself, try it, and report back, helping out other users with the same question.
There is an autopatcher on the HUD-Framework modpage, you should be able to patch it yourself.
/edit FallUI HUD is already HUDFramework-ready. It works out-of-the-box if installed as described on the mod page. Simply don't use the auto-patcher with FallUI HUD - it will destroy the already existing HUDFramework structure. Install it after HF and make sure nothing overwrites FallUI HUD.
That is not this mod at fault. Fallout London can crash a lot. We tested this mod for months in Fallout London. It does not make your game crash. Fallout London does that on its own. A trick you can use is to load an earlier save that will get you ingame, and after that loaded fine, loading the save you want. Obviously that is a Fallout London problem, not a Transfer Settlements issue.
19 comments
(compared to earlier versions of Transfer Settlements for Fallout 4)
Music: Fallout London Anthem by Fallout Tribute Music
NEW MAJOR FEATURES
NEW MINOR FEATURES AND CHANGES
BUGFIXES
ADDITIONAL COMPATIBILITY
London blueprints by GroteGrottrol
MUST READ before COMMENTING
FEEL FREE TO JOIN MY DISCORD IF YOU WANT TO KNOW MORE!
Copy the following line of text:
%LOCALAPPDATA%\ModOrganizer\Fallout 4\overwrite\F4SE\Plugins\TransferSettlements\blueprints
Press and hold the window key and then pres the letter R
Paste the copied text into the 'RUN' window and hit enter.
This should open an explorer window to the exact location in the MO2 overwrite folder where your blueprints are located.
%localappdata% is a default setting in the Windows Operating system using the Command Prompt window.
IF you have multiple installations of Fallout 4 - as I do - you will have to modify the orange line of text to address that instance of Fallout 4. I think I have 3 at this time, Fallout London unmodded, Fallout London modded, and Fallout 4 modded.
And like stated above in the stickie:
Our Knowledge Base article is a MUST READ before COMMENTING there you will find all the relevant info on where blueprint files belong. There even is a dedicated article for MO2.
As we speak TS Fallout London is the same as TS OldGen v2.18: compatible with FO4 v1.10.163 and F4SE v0.6.23
Whenever The Fallout London Team switches to nextgen it will become TS NxtGen v2.18+: compatible with FO4 v1.10.984+ and F4SE v0.7.02+ (+ -> whatever nextgen version is current at that time)
Main difference is this page has a patch for HUD Framework compatibility with the Fallout London UI
There is an autopatcher on the HUD-Framework modpage, you should be able to patch it yourself. Yes, i understand needing JAVA 8 for the autopatcher is rather inconvenient. (Reg2k had plans to drop the dependency, but he never followed up on that intention. It is what it is. )
You could wonder if it is up to CDante to provide patches for the most common HUD UI mods.
Besides the available and needed HUD Framework patch for the unique Fallout London interface.
I know reg2k offered a DEF UI patch for classic FO4 as that was the goto and hugely popular UI mod at the time.
It looks like Fall UI is way more popular these days. (Or the Fall UI users are more vocal claiming HUD Framework "breaks" their game.)
Anyway CDante patching these would only be a generic patch for the default settings, they would not work if a user "customized" their HUD.
It could turn into a can of worms, once opened. I remember i had to make my own DEF UI patch for my custom HUD setup back in the day.
Is there something specific, write-protection or something similar in your use-case?
I'm using MO2 instead of Vortex this time - any chance that makes a difference?
Also doublecheck if loose files can be read, MO2 has its quirks regarding archive invalidation.
You will need a patch for Fall UI, as it adjusts the HUD.Never used Fall UI myself, so i'm not familiar with it.For the Fall UI - FOLON Icons Replacer look into it yourself, try it, and report back, helping out other users with the same question.
There is an autopatcher on the HUD-Framework modpage, you should be able to patch it yourself.
/edit
FallUI HUD is already HUDFramework-ready. It works out-of-the-box if installed as described on the mod page. Simply don't use the auto-patcher with FallUI HUD - it will destroy the already existing HUDFramework structure. Install it after HF and make sure nothing overwrites FallUI HUD.
We tested this mod for months in Fallout London. It does not make your game crash. Fallout London does that on its own.
A trick you can use is to load an earlier save that will get you ingame, and after that loaded fine, loading the save you want.
Obviously that is a Fallout London problem, not a Transfer Settlements issue.
whiiiiiiiiiii,
yaaaaaay
!!!!!!!!!!!!!!!!!
Congrats CDante as always utterly awesome work!