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Old Post Transfer Settlements question

diziet

Active Member
Messages
544
Going on the possibility that I am somehow corrupting all these fresh playthroughs I keep making and then importing a TS blueprint (not SS export); I just want to check that a TS export that does not include anything SS in it should, like as not, be relatively safe if I then start from eldarth's precleared save, and import the TS blueprint and then rebuild all my plots by hand? Is it possible that when TS exports SS objects it might also be exporting some corruption or problem that then comes back to bite me, perhaps after some time?

Using TS in this fashion will at least save having to rebuild from scratch all my self built stuff including hours of place-everywhere work with clutter :) - I hope. Is it possible that an ordinary TS export might still save some corrupting facet that will affect imports?

Widening the question a little further, why exactly does a SS plan export require selecting 'original objects not built by the player'? After all for broken precombines i.e. Scrap Everything, the instructions say to deselect this. I'm trying to understand as much of this process as I can :)
 
We use TS to rescue settlements from corrupt saves all the time, it works very well. TS only exports the actual object coordinates and some very basic data about each item, it can't export "problems" from a save file. If a problem re-occurs, the issue is almost certainly with your load order or with one of the specific items you used.

The original objects not built by the player grabs things such as workbenches and furniture that were pre-placed by Bethesda. Let's say you moved the bed that starts at the top of the drive-in projector room. Without original objects, that item will never be exported. So when you play out your City Plan, the bed will never appear where you moved it.

Essentially with Scrap Everything, you lose the ability to move vanilla objects at all, and will instead have to create new copies. Not a huge deal, just something to be aware of.
 
We use TS to rescue settlements from corrupt saves all the time, it works very well. TS only exports the actual object coordinates and some very basic data about each item, it can't export "problems" from a save file.

So does this mean I can safely export my SS plots as well? If I'm doing an ordinary TS export and not a city blueprint, then should I select markers or do the SS export prep anyway? Will the latter affect anything I do afterwards?

Glad to hear there's a way out of my mess, thankyou:)

Without original objects, that item will never be exported. So when you play out your City Plan, the bed will never appear where you moved it.

Essentially with Scrap Everything, you lose the ability to move vanilla objects at all, and will instead have to create new copies.

I assume that the 'moving of vanilla objects' refers to objects that are normally selectable and movable without any mods or Place Everywhere extra object selection? I must admit to having confused myself about this in the past :)
For the record, it's not Scrap Everything that I wish to use, I tried it for a while since I figured that ASE must be doing something similar since with ASE I could scrap just I couldn't without, and therefore I figured ASE has to be treated as SE. I just wanted to check that SE wasn't, say, 'more reliable than ASE' :) and produce better results! Needless to say there was no difference, I had all the same problems:)
And (thanks for reading this far) disable/markfordelete, did any city planners find issues with this if they used it?
 
Yes, you can export everything. Never use the Markers checkbox in Transfer Settlements, it will grab things you do not want. If you're looking to export your bluemen, navmesh blocks, and other special things from the Project Blueprint mods, you'll want to use the prepare console command from the tutorials.

Yes, the things that are normally selectable. Anything not normally selectable, will essentially never export unless you both use the original items checkbox in TS and also use the special link command that the pbp mods add (though I don't think I've documented that).
 
Anything not normally selectable, will essentially never export unless you both use the original items checkbox in TS

Again, to be absolutely clear, in a normal TS blueprint if I chose original items, then upon import, I'm likely to have duplicate items in the same space? - This is why I've been avoiding this selection in trying to 'backup' my building efforts! Since I keep the diner in starlight I don't want two of them attempting to defy the pauli exclusion principle!
In which case the SS city plan blueprint must do something to avoid this overlaying of duplicates when building a city plan?
 
It's certainly possible you could end up with duplicates, though so far, it hasn't been a reported issue in the RotC builds - and we always export with that option.
 
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