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Transfer Settlement Blueprints, it works but...


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Posted (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 by katrina.balanchuk
Posted (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 by izzyknows
Posted
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..?

 

Posted
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.

Posted (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 by katrina.balanchuk
Posted (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 by Alfakentauri
Posted (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 by Alfakentauri
Posted (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 by izzyknows

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