Building Settlement Marker Installation Directory
5.2 Method Statement of Instrument Installation Works 12 5.3 As-built Instrumentation and Baseline Readings 12 5.4 Monitoring Report 13 All right reserved. No part of this publication may be reproduced, stored in a retrieval system. Building Settlement Marker or Optical Prism Daily Twice weekly Twice weekly Lateral Movement.
CHECK OUT THE TUTORIALS/REVIEWS OF TWO OF MY FAVORITE YOUTUBERS! 1) Install 0.6.4! - copy ALL FILES AND FOLDERS from F4SE to your Fallout 4 install directory! Transfer Settlements requires the Data folder from F4SE, specifically Data/Scripts/F4SE.pex AND Data/Scripts/ObjectReference.pex! - if you have any trouble installing or using F4SE please watch by Gopher - and don't forget to run the game using f4seloader.exe instead of Fallout4.exe!
Building Settlement Marker Installation Artists. 6/4/2017 0 Comments From millions of real job salary data. Average salary is Detailed starting salary, median salary, pay scale, bonus data report. My work has appeared in group shows at the Abrons Art Center at Henry Street Settlement, Artists Space. Building Wiring – Design & Installation. Ad: Carloris–-Union Ticket Building (old Captain of the Ports Building), San Nicolas MUSGRAVE, W. E., Physician, 194 Herren, Malate; Teleph. Marker, secty. Comandante F. Victoria ORIENTAL MANUFACTURING Co., INC., Exporters, Importers and Manufacturers– 452. Supervision of pile load & test piling works and Monitoring of building settlement. Notification of Building Works to Neighbours Request for Consent for Access.
3) Install Transfer Settlements Use a mod manager like Nexus Mod Manager. OR Extract the contents of the rar file to your Fallout 4 Data folder. Enable TransferSettlements.esp using a mod manager or manually.
Ensure these lines appear in your./Documents/My Games/Fallout4/Fallout4Custom.ini: Archive bInvalidateOlderFiles=1 sResourceDataDirsFinal= If you have trouble installing mods, check these tutorials by Gopher: -After installing the mod you will receive a holotape to your inventory called Settings Transfer Settlements which you will often find under the submenu 'Setting Holotapes' without the holotape itself having the Settings prefix if you’re using item sorting mods. It is also craftable at Chemistry Stations under the Utility section. All features this mod offers are available through this single holotape. Load up your holotape at the location of the settlement you wish to export and choose Export this settlement to a blueprint.
Settlement Marker Installation
On the next screen choose a blueprint slot from the list. These blueprint slots represent the numbered folders in your blueprints folder that is located in your Fallout 4 installation folder under Data F4SE Plugins TransferSettlements blueprints. So for example the data file for a blueprint in the first slot will look something like this Data F4SE Plugins TransferSettlements blueprints 1 bpdanteabernathy.json. So choosing a blueprint slot here will determine the blueprint folder you wish to use for this settlement export. Note that any previously existed blueprints in that chosen folder will be overwritten automatically so make sure you backup your blueprint files somewhere else if you want to export more settlements than the number of available blueprint slots. After selecting one of them you can fine-tune the options of the export. Export original items (not built by the Player) By enabling the export of original items you will export items that are linked to the settlement workshop but wasn’t built by the Player.
Think of Shawn’s Crib at Sanctuary Hills as an example. This is useful if you previously removed these items and want them back in your game. But in most cases you probably want to export only the items built by yourself. Export DLC items / Export mod-added items Turning off the export of DLC items or mod-added items means you don’t want these types of items exported into the blueprint. By default these options are turned on since the import process handles missing DLCs or mods perfectly.
Building Settlement Marker
Export farm animals (dogs, cats, brahmins) The option to export farm animals lets you export dogs, cats, brahmins to your blueprint. Note that this will never export unique animals such as Maisie the cat or Clarabell the brahmin at Abernathy Farm. 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. Export marker-based items Marker-based objects are settlement objects that are represented by markers in Workshop Mode. In order to successfully export such objects, Transfer Settlements can now optionally work within Workshop Mode, granting the ability to fully imitate manual settlement building.
This was tested with ccmads’s v1.6.4 and v4.0 by Akarnan but should be compatible with any mods that work similarly. Export wired power connections This feature requires F4SE 0.4.1 or later and ObjectReference.pex from F4SE. Adding the wired connections data to your blueprint will require a fresh export with Transfer Settlements v1.41 or later. Checking this option will store the data for all wired power connections in your settlement. Export Sim Settlements items 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.
VIP Stories can be exported - available from Sim Settlements (2.1.7). Industrial Revolution Advanced Industrial Plots can be exported - available from Sim Settlements (2.1.7). Industrial Revolution Martial Plots and Recreational Plots can be exported. Note that all of these options are available before importing a blueprint as well, so even if a file contains all exportable items, animals and creatures from various DLCs and mods it is always possible to choose to discard the same categories of objects and NPCs before importing a blueprint, just like you can discard them here. In other words you are never forced to import these optional assets from a blueprint if you don’t want to, but choosing not to export unnecessary items in the first place may result in a faster operation both during export and import.
START THE EXPORT! Closes the Pip-Boy and starts the export process. SCANNING First the settlement will be scanned for assets that are actually valid regarding your export settings. Blue highlight = assets being scanned - Yellow highlight = assets discarded by you - Red highlight = assets that cannot be exported such as settlers or unique animals EXPORTING After the scanning process has been finished the program starts exporting the remaining assets that are still highlighted in blue. An object turning into green means it will end up in the external blueprint file.
Once the exporting process has been finished as well, you can read a report about the blueprint details. It is highly recommended that you make a screenshot of the report if you want to publish your settlement as it shows you the required plugins for your settlement. Alternatively you can always check for this data by opening the blueprint file itself using a text editor. Blueprints are in JSON format which is an open-standard format that uses human-readable text to store/transmit data. These blueprint files are located in your Fallout 4 installation folder under Data F4SE Plugins TransferSettlements blueprints where each non-empty Blueprint Slot has a numbered folder with a JSON file in it. So for example if you export a settlement to slot 1, you will find the blueprint file under Data F4SE Plugins TransferSettlements blueprints 1.
UPLOADING A BLUEPRINT TO NEXUSMODS Publishing your settlement as a blueprint mod can be done in a few easy steps. Export your settlement as detailed above. Find the file. Make sure you pack the file with folders included. Your archive should contain the full path like for example F4SE Plugins TransferSettlements blueprints 1 mycoolsettlement.json instead of just the JSON file. But do NOT include other files from the F4SE or Plugins folder! You should only include your Blueprint (JSON) file(s).
Name your mod somethig like '. 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 for your mod and add the tag: Transfer Settlements Blueprint!. After uploading the file to NexusMods and setting up your mod page, make sure you add Transfer Settlements as a requirement. You may also add F4SE and HUDFramework but this mod already covers those requirements. Make sure you add all other mods as well that are requirements for your Blueprint. PRO TIP: CHECK OUT THESE AWESOME TOOLS TO HANDLE BLUEPRINT FILES - by DieFeM - by FiftyTifty - by Caladon.
Load up your holotape again but this time your location doesn't matter. Choose Import a settlement from a blueprint. On the next screen choose the blueprint you want to import depending on the number of the folder you copied or exported it to earlier. After selecting one of them you will see a brief info about the file (blueprint format or popup message depending on your General Setings), then on the next screen you can fine-tune the options of the import. Show blueprint info You can check the blueprint info any number of times.
Import original items (not built by the Player) By enabling the import of original items you will import any items that were originally linked to the settlement workshop but wasn’t built by the creator of the Blueprint. Another example would be Tato Plants and Melons at Abernathy Farm. Of course if the Blueprint doesn't contain such items this option is irrelevant. Import DLC items / Import mod-added items If you don't want items imported that originate from a mod or a DLC, you can turn these off. Note that if you don't have those DLCs or mods installed the script will skip the items regardless of these options.
Import farm animals (dogs, cats, brahmins) You can keep this turned off if you don't want pets imported from blueprints. Import tamed creatures You can keep this turned off if you don't want creatures imported from blueprints that are tamed by cages from the Wasteland Workshop DLC. Note that if the Blueprint contains this type of creatures they will be hostile until you power up a Beta wave emitter. Import or nuke marker-based items Marker-based objects are settlement objects that are represented by markers in Workshop Mode. In order to successfully import or destroy such objects, Transfer Settlements can now optionally work within Workshop Mode, granting the ability to fully imitate manual settlement building. This was tested with ccmads’s v1.6.4 and v4.0 by Akarnan but should be compatible with any mods that work similarly. In order to destroy such items in an existing settlement you also need to choose the 'Nuke settlement before import' option.
Import wired power connections 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. Restore snapped power connections This feature requires F4SE 0.4.1 or later and ObjectReference.pex from F4SE.
These are the snapped power connections added by the Contraptions Workshop and the Vault-Tec Workshop DLCs such as conduits and vault sections. Importing/restoring these non-wired connections will be automatic, the script will auto-detect connected objects and restore snap connections, so there's no need for a fresh export with Transfer Settlements v1.41 or later for this to work. By checking this option these type of connections should be restored even when you import a blueprint that was exported with an older version of the mod. Import Sim Settlements Plots This option requires Sim Settlements to be installed. By checking this Sim Settlements plots can be imported.
With this option only the type of the plot will be restored without the actual building plans or building upgrades. So if it was a residential plot on concrete foundations then it will be imported as a new residential plot on concrete foundations that can still turn into any type of buildings. Import Sim Settlements Buildings This option requires Sim Settlements to be installed. By checking this Sim Settlements plots can be imported along with their original building plans. With this option only the type of the plot and the type of the building will be restored without the actual building upgrades.
So if it was a Raised Shack then it will be imported as a new, level 0 Raised Shack that still needs to be built by a settler. Import Sim Settlements Buildings + Upgrades This option requires Sim Settlements to be installed. By checking this Sim Settlements plots can be imported along with their original building plans and all of its upgrades. With this option the type of the plot, the type of the building and all the achieved upgrades will be restored instantly. So if it was a level 3 Sailor's Cabin then it will be imported as a level 3 Sailor's Cabin just like it was when you exported the settlement. VIP Stories can be imported - make sure you assign a Settler to the Plot after you've imported the Plot with the building+upgrades option - available from Sim Settlements (2.1.7).
Industrial Revolution Advanced Industrial Plots can be imported - available from Sim Settlements (2.1.7). Industrial Revolution Martial Plots and Recreational Plots can be imported. Nuke settlement before import Undoubtedly the most fun feature of Transfer Settlements is to erase your previous home in this spectacular fashion! Don't worry, the explosions are harmless. Kinda.:) START THE IMPORT! Closes the Pip-Boy and starts the import process. It will automatically teleport you to the settlement if your character is too far away.
NUKING The Import process will start by blowing up everything on your settlement if you've chosen this option before. Extra points for flying Brahmins! IMPORTING Importing the blueprint is also quite fun as the script animates the objects in a way that each item rises up from below with some particle effect.
The player will also express their happiness about structures popping up rapidly. The purpose of this menu is to give you the chance to turn off everything that is fun in my mod. Usually to solve performance related issues or to make the mod work faster. Highlight objects during export You can turn off blue, yellow, red and green effect shaders on items during the export process.
Scanning sounds during export You can turn off scanning, skipping, error and success sound effects on items during the export process. Slow time during export Slow down time drastically during the export process.
Won't affect the speed of the export, but will increase stability. Player comment during import You can turn off Player excitement during the import process. Explosions while nuking a settlement By turning off explosions, destroying a settlement will simply make items disappear instead of blown up. Animations during import With animations turned on, items will slide to their places during the import process. Turning this off will make all items simply fade in. Items appearing from below the ground With this animation items are raised from below the ground.
Geotechnical Settlement Marker
Items descending from the sky With this animation items are descending from the sky. Shut down generators during the power-up phase Generators will be temporarily shut down while the import process restores electricity. Grately improves performance! - Shut down generators while nuking Generators will be shut down before removing a settlement. Improves performance! - Turn off NPC AI during import All NPC AI will be temporarily turned off during the whole import process.
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Improves performance! - Electricity effects during import Electrical sound effects, spark and occasional random direct lightning hits occur to jump start and power up electrical items in rainy/stormy weather. Turning this off will make power return to the settlement silently. Temporary storm to jump-start electricity Regardless of this option, with electricity effects turned on random direct lightning hits occur to jump start and power up electrical items in rainy/stormy weather. With this option you can choose to summon a temporary storm to trigger this effect every time during settlement import unless you're in an interior cell of course. Nuka-World, Far Harbor, True Storms and Vivid Weathers are automatically detected and new storm types are automatically added to this feature. Slow time during import Slow down time drastically during the whole import process.
Won't affect the speed of the import, but will increase stability. Slow time while importing items Slow down time drastically while importing items. Won't affect the speed of the import, but will increase stability. Slow time while nuking a settlement Slow down time drastically while nuking a settlement. Won't affect the speed of deleting items, but will increase stability. Slow time while powering up a settlement Slow down time drastically while powering up a settlement. Won't affect the speed of powering items, but will increase stability.
Blueprint style blueprint info From v1.41 there's a new, in-game, blueprint style representation of blueprint data files. By choosing this option blueprint info can be seen as Book type objects that look like actual blueprints with 37 built-in designs to fit the 37 vanilla and DLC settlements. If you turn this off, blueprint info will be shown in a simple popup window. Multithreaded script execution Transfer Settlements normally works with multithreading.
This generally means that the script doesn't wait for a certain operation to finish before going to the next item to initiate the same operation. Turning off multithreading may solve performance problems or crashes if you experience trouble using the mod, however it slows down both import and export processes significantly. Note that you shouldn't ever turn this feature off while still using the mod with animations turned on! - Press Settlement-Boy to start export/import Pip-Boy is now simply closes itself and there's a new custom animation as well - you can watch the player pressing the Settlement-Boy instead of the black loading screens when you start an export or an import. By turning this option off the Player will simply close the Pip-Boy without an additional animation. Show Progress Widget in Pip-Boy mode HUD widget can optionally be visible in Pip-Boy mode (which is quite useful since the export is usually much faster while your Pip-Boy is open).
PRESET: Default This preset is a reasonable balance between cinematic and rapid presets. It turns off item animations and shuts down generators for performance purposes during import but otherwise keeps most of the cool looking features of the mod. PRESET: Stable This preset slows down export and import script execution and turns off all animation, shader and audio effects as well as multi-threaded script execution. You should try using this preset if you experience troubles while exporting or importing a settlement. PRESET: Rapid This preset turns off all animation, shader and audio effects but uses the fastest possible, multithreaded script execution.
You should use this preset if your goal is to export or import settlements the fastest way possible. PRESET: Cinematic This preset turns on all animation, shader and audio effects. This is the default preset for the mod and you should use this if you never experienced any problems using the mod. The mod is specifically designed to support any items added by DLCs and other mods to your workshop!
On top of that it also supports any custom settlements added by mods as long as those settlements are using the vanilla Workshop object placed in the gameworld through the editor. Of course in this case you will need the original settlement mod to be installed in your game to import the blueprint of that custom settlement.
The mod is compatible with Place Everywhere, and it is also capable of exporting and importing Scaling data! You can also force items to be imported as static objects by manually editing the blueprint file and changing the value 'RemoveHavok' from 0 to 1 on certain items. The mod is fully compatible with Sim Settlements, Sim Settlements Expansions and any Sim Settlements Addons! The mod is fully compatible with Chesko's Conquest mod!
The mod is compatible with most mods that add objects to the workshop that act as markers in Workshop Mode. The mod is capable of optionally exporting and importing creatures tamed with cages from the Wasteland Workshop DLC or from mods working similarly. Probably needless to say but Transfer Settlements does not support model or texture replacer mods. It will export the FormID of the original item regardless of the mesh or skin replacements. Although I've been testing the mod for months, you should expect some unknown issues and the occasional crashes, especially during or after importing a settlement. If so, make sure you read my sticky post how to fix these problems and how to report bugs.
Is it really a problem?
Clive Richardson
Herstmonceux Castle (1440).The machicolated battlements were last rebuilt in c1932 and are now leaning again. Curved walls are particularly prone to leaning outwards at their tops due to cyclical thermal and moisture movement leading to creep distortion of the masonry. |
The last 50 years have seen the extremes of people's reaction to movement in buildings. In the immediate post-war years, when we were grateful for any accommodation which had survived the Blitz, attitudes to odd cracks were relaxed. Whilst redecorating my father would summon us children with glee to see finger-wide cracks discovered beneath the wallpaper, before ceremoniously plugging them with newspaper and Polyfilla. No panic attacks for him, whereas nowadays structural engineers are increasingly called out to pronounce upon hairline plaster cracks dramatised by white emulsion paint.
People's expectations of building performance have become unreasonably high and everything is too precious nowadays. It is time for reactions to be tempered by considering the issues.
The forces of nature are capable of breaking down mountains, so we must assume that a building will also not last indefinitely. Regular maintenance and occasional structural intervention is essential to slow the process of deterioration and to extend the life of its structure. Intervention may be aimed at preserving the building indefinitely, but a more realistic view may also be taken with finite expectations for both original fabric and repairs.
WHAT IS STRUCTURE?
Those parts of the building fabric which confer significant strength, stability, and integrity, such as roof carcassing, floors, walls, frameworks, and foundations form the principal structural elements. Non-structural fabric such as plaster, render, windows and doors can also help stiffen a structure but their contribution is not to be relied upon in a significant way.
WHAT IS STRUCTURAL MOVEMENT?
Subsidence, settlement, heave, sway, bouncy floors, bulging walls, cracks, expansion and contraction are all forms of structural movement. Such movement occurs all the time, and usually its magnitude is so small it passes unnoticed. Only when distortions and cracks threaten the use or safety of the structure need we be concerned.
CAUSES OF STRUCTURAL MOVEMENT
New structures are designed to carry their own weight and imposed loads so that strains are kept within reasonable limits; safety factors are included to cater for variations in quality of materials, design and construction inaccuracies, and random or accidental forces. In historic structures detrimental movement results from inadequate design and construction, decay and ill-considered alterations.
INADEQUATE STRENGTH
Before the advent of calculus and 'modern' engineering, early historic structures largely succeeded due to generations of craftsmen constructing buildings in accordance with what they knew to have worked previously, and avoiding construction that had failed to perform. In other words, safety factors were incorporated by experience rather than calculation. Nevertheless in medieval structures it is common to find that secondary floor joists are often larger than they need be, whilst primary beams are undersize and sagging excessively. Apart from this, and some more singular problems, it is perhaps surprising that inadequate strength is generally not a problem.
From the start of the Industrial Revolution, the increasing involvement of the engineer, first with grand buildings and latterly more humble structures, ensured more adequate sizing of structural members. Exceptions include domestic buildings with timber floors overloaded by office use.
LACK OF CONTINUITY OR 'TOGETHERNESS'
The vast majority of the nation's structures are low-rise unframed buildings, where the individual components are predominantly held together by friction and gravity. Most such structures (speculative Georgian and Victorian housing for example) have out-performed the expectations of their constructors without the involvement of engineers and despite the two World Wars. However, as buildings relax and become frail with age, the single kindest way of increasing their longevity is to tie them together. Conversely the lack of continuity leaves the structures vulnerable to disproportionate damage.
MATERIAL DECAY
Water is the principal agency effecting the decay of most structural materials, causing:
The battle against water can largely be won by giving the building a good roof; by ensuring that driving rain is thrown clear of the building by generous drips, throatings, over-sailing copings and bonnets; and by preventing rising damp either through a damp-proof course (dpc) or by ensuring that the ground is well drained.
DIMENSIONAL INSTABILITY
All crystalline materials (stone, concrete and brick for example - see Table 2) expand and contract with changes in moisture-content and temperature. The resultant strain must be accommodated by the structure, or permanent deformations and cracks will occur. If movement is cyclical, then such cracks may grow due to the 'ratchet' effect of debris in the cracks preventing full closure.
In most structures in the UK the principal load bearing element is the masonry. Different types of masonry move at different rates, and sometimes in opposing directions (Table 2). This can give rise to differential movement and distortion (see illustration of Herstmonceux Castle). Fortunately most walls constructed before 1914 were set in lime mortar, which can accommodate considerable amounts of movement without cracking due to creep (continual strain under constant stress), whereas more modern walls require the frequent provision of movement-joints.
SUBSOIL AND FOUNDATIONINADEQUACIES
Early medieval timber buildings had their main posts dug into the ground, but almost all buildings which still survive had sill beams resting on low masonry plinths. Medieval masonry buildings had walls which were built straight into the ground without any attempt to disperse the load over a broad foundation: latterly the walls were sometimes stepped out, or 'corbelled', to provide a wider distribution of the load on the soil.
In good ground, corbelling continued until the First World War, latterly with a shallow strip of concrete first cast into the trench, about 500mm below ground. In poor ground, short timber piles were sometimes driven before commencing the masonry. With the advent of modern mild steel and reinforced concrete at the turn of the century, foundations became more sophisticated.
Movement of shallow spread foundations is commonly caused by normal constructional settlement, mining, leaking drains, shrinkable clay, tree-roots, changes of water-table, additional loads and tunnelling. Flexible historic buildings are often better able to cope with movement than modern rigid structures, thanks to the prevalence of soft lime mortar, massive walls, timber-frames, arches, and vaulted construction. Modern structures with slender walls set in hard cement mortar with brittle plaster and no cornices, will show every crack.
OVERALL INSTABILITY
A lack of bracing can ultimately lead to collapse. Many a medieval church, for example, has had a gable end rebuilt following movement of its unbraced roof: this was prevented in more elaborate construction by diagonal wind-braces which were inserted in the plane of the rafters. Victorian shop-fronted terraces are also prone to falling over, being perched on slender columns (see Sketch 2 above).
ALTERATIONS AND MISUSE
Notched floor joists for services, doorways cut through trussed partitions, partly-removed chimney-breasts and overloaded floors are the most popular abuses of buildings. Many such alterations become obscured over the years, and it is only investigative work that will uncover the cause of the distortion (see Sktch 3).
ASSESSMENT AND CONCLUSION
Against this background of potential movement, it is hardly surprising that buildings seldom perform perfectly, and rarely acquire true stability. But is this important? If a building has sufficient commodity, firmness, and delight then the odd distortion can be part of the charm, the patina, of an historic structure.
Although intervention by engineers may be unnecessary for the odd symptom of distress, it is too easy to rely on the assumption that a building will last indefinitely simply because it has survived the last 200 years, while the building tiptoes to disaster.
Structural movement is serious when the safety-margins of strength, stability, or integrity have been significantly eroded, or the movement is progressively leading to failure within a specified period. For a relatively modest structure such as a house, no action may be considered necessary unless the structure is likely to fail within a period of perhaps five years, but for a cathedral a much larger safety margin would be necessary, of perhaps fifty years due to its scale and the high cost involved in carrying out major works. Expectations for the duration of a repair may also vary (see Table 1).
An engineering assessment of the seriousness of any particular symptom of structural distress is not just by calculation, but also through an understanding based on practical experience of the performance of old structures, and the intangible contribution of the non-structural fabric, such as the stiffening effect of horsehair in old plaster.
The Building Research Establishment offers some guidance on the seriousness of crack-widths but this must be used circumspectly. Cracks should be examined to determine their cause, not rigidly filled in to see if they reappear, as this may restrict cyclical movement causing the problem to escalate. Careful examination can reveal the direction of movement, and whether movement is ongoing. In particular:
- are the arrises fresh and clean?
- how old are the decorations?
If the probable cause of the structural movement is still unclear, or if the movement is suspected to be progressive, then movement monitoring is warranted (see Table 3). Monitors are aids to diagnosis and prognosis, not a substitute to understanding structures.
Hopefully the days have long gone, when well-intentioned but misguided builders stuck glass tell-tales across cracks with disfiguring blobs of resin, in the vain hope that their demise would explain the cause. Mostly the glass would come unstuck, or schoolboys would break the glass for fun. The arsenal of equipment available today is vandal-resistant, and when used wisely, gives meaningful results (see Sketch 4 above). Once the causes have become clear, it is straightforward to eliminate them and make repairs (see flow chart, Table 4).
Structural movement need not be a problem when considered rationally. Although structures rarely acquire true stability, cracks and bulges are not always serious, and crack-monitoring is not automatically necessary. What needs to change is people's expectations.
The Victorians had the right idea; cornices to conceal movement between ceiling and wall junctions, woodwork painted chocolate brown to camouflage joint shrinkage, and stretchy Lincrusta wallpaper to obscure random cracks.
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Recommended Reading
- C Richardson, The AJ Guide to Structural Surveys, AJ:26.6 - 24.7.85
- C Richardson, Bulging Walls: Survey, Assessment and Repair, AJ: 3.1.88
- JE Gordon, Structures, or Why Things Don't Fall Down, Penguin Books Ltd, London, 1978
- Structural Renovation of Traditional Buildings, CIRIA report no 111: 1986
- HJ Eldridge, Common Defects in Buildings, Dept of the Environment, Property Services Agency, HMSO, London, 1976