
What is the transfer settlement mod Fallout 4?
Transfer Settlements - Fallout 4 mod new features Transfer Settlements is a mod that allows you to simply export your settlements into external data files called BLUEPRINTS, and also lets you import these blueprints back into your game using it in any of your savegames of any of your characters.
What is General Dave’s Wall mod?
Well, General Dave has the solution for YOU! This mod adds a new style of well engineered - but still post-apocalyptic - walls to your settlement build options. These walls are the perfect fit for well established settlements in the Commonwealth.
Is there a way to transfer settlements between characters?
Please try again later. Transfer Settlements is a mod that allows you to simply export your settlements into external data files called BLUEPRINTS, and also lets you import these blueprints back into your game using it in any of your savegames of any of your characters.
How do I add a transfer settlement blueprint to my mod?
Settlement Blueprint" - this is important if you want users to easily recognize it to be a Transfer Settlements blueprint by the mod's name. Choose the category Transfer Settlement Blueprints for your mod and add the tag: Transfer Settlements Blueprint!
What is transfer settlements?
Transfer Settlements is a mod that allows you to simply export your settlements into external data files called BLUEPRINTS, and also lets you import these blueprints back into your game using it in any of your savegames of any of your characters. And similar to Looksmenu or Bodyslide presets this mod also opens up a new possibility to share these data files on NexusMods.com as single settlement blueprint files that anyone can download and use with this mod.
What version of F4SE does ObjectReference.pex need?
This feature requires F4SE 0.4.1 or later and ObjectReference.pex from F4SE. If the settlement was exported with Transfer Settlements v1.41 or later it will most probably have the data for wired up objects in it. Checking this option will recreate those wired connections in your settlement.
Can you import blueprints at a settlement?
- v1.48: you can import a blueprint at a settlement that's not owned by the Player, you can also choose to unlock the settlement before Import - choosing NOT to unlock a settlement before importing a blueprint will prevent restoring wired connections!
Can you export Sim settlements?
This option requires Sim Settlements to be installed. By checking this Sim Settlements plots can be exported, building plans and upgrade stages are being exported as well so you will be able to import the same plot with the same building with all its currently exported upgrades.
Can you export tamed creatures?
The option to export tamed creatures lets you export various tamed creatures added to your settlement by cages from the Wasteland Workshop DLC or from mods that work similarly.
Can you export VIP stories?
VIP Stories can be exported - available from Sim Settlements (2.1.7).
Can you publish settlements as blueprints?
Publishing your settlement as a blueprint mod can be done in a few easy steps.
How to Edit Settlements
The way settlements look is defined by the files in the "settlements" folder. Such files are easily editable, but can be very confusing at first. For this tutorial, you will need:
Re: How to Edit Settlements
Hi I've been trying to get this to work in kingdoms for most of the day. I had no problems changing existing NE settlements. Simply replacing the folder in the mod file with whatever I wanted to use and renaming the .world file to what the old folder had had in it.
Re: How to Edit Settlements
EDIT 2020! : Please note some of the info in the OP is wrong/incomplete, please refer to the Wiki Article .worldpkgdesc .
Re: How to Edit Settlements
So I've added De Bello Mundi settlements to the mod I'm making and changed the cultures and factions to the ones I need on the ".worldpkgdesc" files with the hex editor as shown in this tutorial but nothing changed, am I supposed to do something else? Or is there an easier way to do it? I only want to change the culture/factions of the settlements not editing anything else. I've tried IWTE but it just opens a prompt window, not sure what am I supposed to do...
Re: How to Edit Settlements
Re: IWTE what computer OS are you using? you should get the prompt window and the program window - the program window has a wilddog as the image and that might have ended up minimised in your task bar.
Re: How to Edit Settlements
Re: IWTE what computer OS are you using? you should get the prompt window and the program window - the program window has a wilddog as the image and that might have ended up minimised in your task bar.
Re: How to Edit Settlements
The problem was exactly the missing packagedb.txt thanks again I have a question: can I add more than 1 specific faction and if so, I just add the 2nd one right next to the 1st or do I create another faction entry?
How does raising levies affect the population of a settlement?
Raising levies decreases the population of the settlement. The current levy and garrison amount is tracked monthly. If troops are raised (decreasing the current levy), the population of each class will be reduced by the amount of troops it has contributed.
What are the burghers affected by?
Burghers are affected by the republic obligations. Freemen are affected by the tribal obligations. Peasants always give full taxes and no troops. Promotion of populations from one class to another is calculated. Promotion can happen from serfs to freemen, freemen to gentry and both serfs and freemen to burghers.
What happens when a levie is disbanded?
When levies are disbanded, the troops added back to the garrison will be added back to the population. (This feature only works for demesne levies, not liege levies) Migration is tracked for all populations.
