Import Transfer Settlements blueprint to esp (FO4Edit script)

⭐ ⭐ (148 endorsements) 📥 1,761 downloads 📌 v1.3 📅 6/29/2019
⚪ Last updated 2023

By DieFeM · Modders Resources and Tutorials

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 4/25/2023 📅 Created: 6/29/2019
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 8.4% endorsement rate — high engagement, a strong quality signal
  • 🏆 #24 of 27 Modders Resources and Tutorials mods in this game by downloads

📋 About This Mod

This is a FO4Edit script that let you import a settlement to an esp from a Transfer Settlements blueprint.

Note that if you load the settlement plugin from a saved game where you already done changes to the workshop then

the power grid is replaced by the one in your saved game, so no power connections will work.

I've created a couple of workarounds to get the powered objects to work properly in a saved game, therefore there are 3 types of import:

- Dual Workshop (Removed at version 1. 2. 0)

This option creates a duplicated reference for the workshop, so it guarantees

a proper power grid, but then you get two different workshop stats.

- Complete Replacement (Removed at version 1. 2. 0)

This option creates a duplicated reference of the workshop, redirects all referencing records

to the new workshop reference and removes the vanilla reference.

In my tests in Sanctuary I had problems trying to complete the quest named Sanctuary (the one in which you help Sturges).

- Override Record

This option creates an override record of the workshop reference and stores the power connections in it, it works perfectly for a new game,

but if you already created powered objects or any kind of power connections in your saved game then the power grid generated

in the plugin will be overwritten by the one in the saved game, so none of the powered objects will work at all.

The generated cables functionality is pretty much broken, the power is transmitted but if you remove them the linked object will not be unpowered.

Additionally the cables are not connected to the proper point of the object.

- Not Powered (Added at version 1. 2. 0)

Imports the settlement without generating a Power Grid nor placing wires.

- Powered In-Game by F4SE (Added at version 1. 2. 0)

This option creates a quest in the plugin that runs the powering setup when you enter in workshop mode, requires F4SE and the papyrus script to be placed in

the data folder.

NOTE: Cables are connected to the root node of the objects, I don't know how to get the connection point offset of an object (Applies only to Override Record).

NOTE #2: If you are experiencing issues then load only the plugins that are needed for the blueprint. (In some cases a mod that is not being used in this blueprint could cause that the process fails) (Probably fixed in version 1. 2. 0).

NOTE #3: Now you can use a key shortcut to run the script ctrl+alt+i (since version 1. 3).

Scrap Logger (Requires F4SE)

Scrap logger is a mod that let you generate log files that contain a list of scrapable objects for each settlement.

These log files are used

📊 Mod Details

Game
Fallout 4 Mods
Author
DieFeM
Version
1.3
Downloads
1,761
Endorsements
148
Category
Modders Resources and Tutorials
Created
6/29/2019
Updated
4/25/2023

🔧 How to Install Fallout 4 Mods

Download from Nexus.

📖 Full step-by-step install guide for Fallout 4 →

Visit the official mod page for specific installation instructions for this mod.

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