katrina.balanchuk Posted August 18, 2023 Posted August 18, 2023 (edited) So I finally knuckled down and learned TSB. But it also transfers all the children from previous settlement when I import! ? With the kind of mods we do on here as you might imagine there are plenty of them. I guess it considers them "objects" somehow? So I have brand new settlemets with maybe 3 settlers and 10 children that dont belong to anybody. I dont want to run orphanages. I suppose I have 2 options:? - disable planned parenting redux, which is where they come from; before importing the settlement. Its a requirment i figure because of the kids in settlement, so if I disable I suppsoe they will not transfer? But will that mess up stability? - I know there is a console command to delete NPCs. Anyone know what it is? I might be willing to use it as long as it doesnt have the word "kill" in it. Any thoughts/recommendations? Edited August 18, 2023 by katrina.balanchuk
izzyknows Posted August 18, 2023 Posted August 18, 2023 (edited) 1 hour ago, katrina.balanchuk said: So I finally knuckled down and learned TSB. But it also transfers all the children from previous settlement when I import! ? With the kind of mods we do on here as you might imagine there are plenty of them. I guess it considers them "objects" somehow? So I have brand new settlemets with maybe 3 settlers and 10 children that dont belong to anybody. I dont want to run orphanages. I suppose I have 2 options:? - disable planned parenting redux, which is where they come form; before importing the settlement. Its a requirment i figure because of the kids in settlement, so if I disable I suppsoe they will nto transfer. But will that mess up stability? - I know there is a console command to delete NPCs. Anyone know what it is? Any thoughts/recommendations? Before exporting, just before, make a save then send the kids to another settlement or click on each one and run disable. Sending them away is better as it safely removes them from the workshop of that settlement. Then enter workshop mode to make sure the population is correct, IF the count as population. If you're running Place Everwhere, you might be able to scrap them by hitting the Insert key (extra items selection) Then make the export, once finished load the save you made before. I do this alot when exporting items not built by player, which will also export vanilla items. So I save, scrap, export, load save. If there's something you want to export but it wont, like power armor for example. BTW it will only export the base item, not the mods you've added to it. Click the workshop workbench. Write down its FormID. Then click the item you want to export and run: SetLinkedRef 1654bd WorkshopItemKeyword <<---Croup Manor In the spoiler is the workshop REF ID's Spoiler Abernathy farm 6f5c5 Boston Airport b3506 Bunker Hill 19956 The Castle 66eb6 Coastal Cottage 168945 County Crossing 9b1db Covenant e0505 Croup Manor 1654bd Egret Tours Marina 164321 Finch Farm 9b19d Graygarden 9b18f Greentop Nursery 9b1f1 Hangman's Alley 1f0711 Home Plate 141df5 Jamaica Plain 1654cf Kingsport Lighthouse 1654b8 Murkwater construction site 16d28e Nordhagen Beach 9b1be Oberland Station 9b1d1 Outpost Zimonja 24a26 Red Rocket Truck Stop 54bae Sanctuary Hills 250fe The Slog 9b197 Somerville Place 1e81ea Spectacle Island 161f4b Starlight Drive-In 1d0e2 Sunshine Tidings Co-op 1654d5 Taffington Boathouse 135a90 Tenpines Bluff 9b1ac Warwick Homestead 09b1a5 The Mechanist's lair xx00b218 Longfellow's cabin xx020650 Dalton farm xx038eac National Park Visitor's Center xx00ab20 Echo Lake Lumber xx01c6ae Vault 88 xx000fef Nuka-World Red Rocket xx00bceb Edited August 18, 2023 by izzyknows 2
katrina.balanchuk Posted August 18, 2023 Author Posted August 18, 2023 That you for all that detailed info!
izzyknows Posted August 18, 2023 Posted August 18, 2023 7 hours ago, katrina.balanchuk said: That you for all that detailed info! You're welcome.
katrina.balanchuk Posted August 20, 2023 Author Posted August 20, 2023 On 8/18/2023 at 6:58 AM, izzyknows said: You're welcome. Soooo... I tried to disable but they still show up in my workshop after getting diabled. And how cna I mark them for deletion when they are already gone? Should instead of disable I should console command mark for deletion from the beginning? What about using the killall command right before saving the TSB file. but kids are protected right, so it would only remove the settlers that are not a problem..?
izzyknows Posted August 20, 2023 Posted August 20, 2023 1 hour ago, katrina.balanchuk said: Soooo... I tried to disable but they still show up in my workshop after getting diabled. And how cna I mark them for deletion when they are already gone? Should instead of disable I should console command mark for deletion from the beginning? What about using the killall command right before saving the TSB file. but kids are protected right, so it would only remove the settlers that are not a problem..? Make a hard save, open the console and run save NameOfSave, then you can try markfordelete disable on each kid. Then leave the area as markfordelete only works when the cell is unloaded (the reason for a hard save) Return and open the workshop and the population should have updated. killall will also kill the turrets.
katrina.balanchuk Posted August 20, 2023 Author Posted August 20, 2023 so i first do markfordelete on each kid and then disable or vice versa?
katrina.balanchuk Posted August 20, 2023 Author Posted August 20, 2023 (edited) Or how about this: - hard save - Quit to desktop - disable parenthood redux ( the master for the kids) - bring up save. Kids should have disappeared right? - Anotehr hard save - export now from this save with no kids? Is this a workable idea? Edited August 20, 2023 by katrina.balanchuk
Alfakentauri Posted August 20, 2023 Posted August 20, 2023 (edited) Long time ago playing around with FPER I noticed that black male children didn't export. FO4Edit told me that it could have something to do with the fact that children of other races don't have the unique flag. I wish I could remember if adding that flag fixed it, but if someone is looking for a possible permanent solution - preferably from the mod authors themselves - that's where I would start. Edited August 20, 2023 by Alfakentauri
Alfakentauri Posted August 20, 2023 Posted August 20, 2023 (edited) 6 hours ago, katrina.balanchuk said: Or how about this: - hard save - Quit to desktop - disable parenthood redux ( the master for the kids) - bring up save. Kids should have disappeared right? - Anotehr hard save - export now from this save with no kids? Is this a workable idea? Should work and I think that's what I ended up doing when I was fighting with this problem. For some exports (save files already gone) I manually edited the exported json file. Tiresome, but doable if done carefully. Edited August 20, 2023 by Alfakentauri
izzyknows Posted August 20, 2023 Posted August 20, 2023 (edited) 10 hours ago, katrina.balanchuk said: so i first do markfordelete on each kid and then disable or vice versa? You can actually just use markfordelete and leave and comeback. I'm going to try FPE and see how to rid the creatures from a settlement. They are flagged as protected, and I use killable children, but that might not effect them. Oh, and you only need a single hard save made BEFORE doing any game breaking shenanigans. Edit: A quick test with FPE, killing them then & using Place Everywhere to scrap them works fine. Edited August 20, 2023 by izzyknows
katrina.balanchuk Posted August 20, 2023 Author Posted August 20, 2023 The method of - save - quit - turn off FPE - Go back to save - import Transfer Blueprint -Save Seems to work.
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