CREATURES --------------- Bloatfly Deathclw Deathclaw running Mirelurk Mirelurk King Mirelurk Queen Mirelurk Hunter Rad Scorpion Super Mutant Yao Guai
ARMOR --------- Combat Armor Guard Heavy Raider T-60 Power Armor
MISC / PROPS ------------------ Baseball Player GNN Fountain Pipboy Pipboy light Redcoat Minuteman Vault Door
ROBOTS ---------- Assaultron Liberty Prime Synth
VEHICLES ------------ StingRay Deluxe Generic Airplane UFO Vertibird APC Construction Mega Loader Tank Train Train Large Fishing boat Large Fishing boat Freighter large Row Boat Tug boat large tug boat Atomic V8 Chryslus Rocket 69 Chryslus Coupe Fusion Flea Supreme Lone Wanderer Pick-R-Up Station Wagon White Station Wagon Blue Station Wagon Black Vault tech Van Zip car
Out of the box, the mod destroyed 8 unique/legendary weapons for me. Put Overseer's Guardian, Tinker Tom's rifle, et al in a "Large" wall weapon displays. All of the weapons displayed as the base model of the weapon (e.g. Tinker Tom's fully modded rifle shows up as an unmodified plain .308 Hunting Rifle) with the base weapon names, unique names removed. When taking a weapon from the display, I got a PoS base model weapon, all mods and legendary effects are gone.
I play on Survival mode, so I had to restore to a 20 minute old save, prior to taking the new settlement that I put the display in. One of the legendary enemies in the settlement (Hangman's Alley) was no longer present, so there goes one legendary weapon I won't be getting back. Even though I just learned that there is a patch that supposedly fixes the mods/legendary effects being removed, I'm not going to take the time to test because this basic functionality (retaining the features of the weapons placed in it) should have been caught and fixed before distribution on Nexus, the patch should have already been built into the mod once discovered.
I'm only taking the time to write this out as a warning to others that you may lose any unique or legendary weapons you put in one of the displays, so beware.
you should try the latest version of advanced needs. i've preferred it over regular survival mode bc of how easy it is to tweak individual settings like the sleep save requirement.
things get far too unstable for me to seriously play through when i'm crashing 4-5x a session and losing 15-30 minutes of progress each time, I need 5-10 min autosaves and i'll dial that in when i have my modlist set haha
Also, there's a patch for the weapon modifications and legendaries being removed, there are also ctd's that happen because of item rotations, you gotta delete a ton of s#*! out of the mod before installing i.
I use the Unlimited mod, and activate console and autosave (on entrance to a new cell), specifically I only use console to save prior to certain activities (going into a densely populated area) because sometimes lag causes a ctd for me and I haven't worked out the offending mods yet
Sleeping, eating, drinking, disease, lower carry weight, no companions, permadeath (which is always self-governed) are all still the main play
Essentially, I self govern my actions so that I stick to the intent of Survival mode, but compensate for the inevitable bugs and crashes
I had so many issues with armorsmith extended and functional displays, I deleted them. FD is really just QoL enhancement, so not really missing it
Pretty sure I had this working with Vortex about a year ago. Just loaded up my old save and all the displays are invisible with items hanging in the air, apart from weapon displays, the weapons are on the floor.
so i have not downloaded this yet, in a lot of the screen shots we see lots of bottle on shelves, do i have to manually place the bottle on the shelf (like i look at a item hold E and then move it onto the shelf) or can i just store bottle and that appear or are they a static item?
There's another mod that does that better imo, called Do It Yourshelf Updated. It's not on the nexus but you can find it here, as well as in the in-game mod menu by searching for it.
Mind you adding clutter like this will tax your system and will quickly eat up settlement budget, though more space is easily added through the console.
For anyone having problems with the mod now showing in Workshop Menu, even after following the troubleshooting steps given by other people, you can use the console command
"HLP FunctionalDisplays"
without the quotation marks, this hotloads the plugin while the game is running, think of it like a restart of the plugin or something. It takes a few seconds and may freeze the game a bit but once done it should show the Functional Display menu now.
I had trouble with the mod when I started a new game and had to un-install/re-install a bunch of mods to see if they would work, weird part was on another character the Functional Display menu works properly and not on the new one.
Day one of the new to me MOD... so far its ok. Will see how far it goes...? FitGirl FO4 ver last reup. Mini-mod list.
Only reason Im commenting is to add some, Guess what I found, stuffs. In the FD there is a WIP Key rack. IF you want you can add keys to it via console, additem ###.... It does work and is really kind of neat to see some of the keys. I tested a few vanilla 001 keys and they worked. The glowing Nuka-Cola keyfob is REALLLY bright lol.
Most people will refuse to help you, when you play a pirated version like the FitGirl repack. I don't personally care if people pirate, but it makes it way more difficult to troubleshoot, so almost no one wants to deal with it. Just an FYI. :) Try to catch it on sale or something, you can usually grab it for a few bucks every now and then.
2232 comments
CREATURES
---------------
Bloatfly
Deathclw
Deathclaw running
Mirelurk
Mirelurk King
Mirelurk Queen
Mirelurk Hunter
Rad Scorpion
Super Mutant
Yao Guai
ARMOR
---------
Combat Armor Guard
Heavy Raider
T-60 Power Armor
MISC / PROPS
------------------
Baseball Player
GNN Fountain
Pipboy
Pipboy light
Redcoat
Minuteman
Vault Door
ROBOTS
----------
Assaultron
Liberty Prime
Synth
VEHICLES
------------
StingRay Deluxe
Generic Airplane
UFO
Vertibird
APC
Construction Mega Loader
Tank
Train
Train Large
Fishing boat Large
Fishing boat
Freighter large
Row Boat
Tug boat large
tug boat
Atomic V8
Chryslus Rocket 69
Chryslus Coupe
Fusion Flea Supreme
Lone Wanderer
Pick-R-Up
Station Wagon White
Station Wagon Blue
Station Wagon Black
Vault tech Van
Zip car
Out of the box, the mod destroyed 8 unique/legendary weapons for me. Put Overseer's Guardian, Tinker Tom's rifle, et al in a "Large" wall weapon displays. All of the weapons displayed as the base model of the weapon (e.g. Tinker Tom's fully modded rifle shows up as an unmodified plain .308 Hunting Rifle) with the base weapon names, unique names removed. When taking a weapon from the display, I got a PoS base model weapon, all mods and legendary effects are gone.
I play on Survival mode, so I had to restore to a 20 minute old save, prior to taking the new settlement that I put the display in. One of the legendary enemies in the settlement (Hangman's Alley) was no longer present, so there goes one legendary weapon I won't be getting back. Even though I just learned that there is a patch that supposedly fixes the mods/legendary effects being removed, I'm not going to take the time to test because this basic functionality (retaining the features of the weapons placed in it) should have been caught and fixed before distribution on Nexus, the patch should have already been built into the mod once discovered.
I'm only taking the time to write this out as a warning to others that you may lose any unique or legendary weapons you put in one of the displays, so beware.
things get far too unstable for me to seriously play through when i'm crashing 4-5x a session and losing 15-30 minutes of progress each time, I need 5-10 min autosaves and i'll dial that in when i have my modlist set haha
Also, there's a patch for the weapon modifications and legendaries being removed, there are also ctd's that happen because of item rotations, you gotta delete a ton of s#*! out of the mod before installing i.
I had so many issues with armorsmith extended and functional displays, I deleted them. FD is really just QoL enhancement, so not really missing it
I reinstalled FO4 and couple of mods today after more than a year, some Nuka Cola dont work at all atm, dont know why
Mind you adding clutter like this will tax your system and will quickly eat up settlement budget, though more space is easily added through the console.
"HLP FunctionalDisplays"
without the quotation marks, this hotloads the plugin while the game is running, think of it like a restart of the plugin or something. It takes a few seconds and may freeze the game a bit but once done it should show the Functional Display menu now.
I had trouble with the mod when I started a new game and had to un-install/re-install a bunch of mods to see if they would work, weird part was on another character the Functional Display menu works properly and not on the new one.
until now.
i love you.
Only reason Im commenting is to add some, Guess what I found, stuffs. In the FD there is a WIP Key rack. IF you want you can add keys to it via console, additem ###.... It does work and is really kind of neat to see some of the keys. I tested a few vanilla 001 keys and they worked. The glowing Nuka-Cola keyfob is REALLLY bright lol.
...will figure how to upload image, someday
I don't personally care if people pirate, but it makes it way more difficult to troubleshoot, so almost no one wants to deal with it.
Just an FYI. :) Try to catch it on sale or something, you can usually grab it for a few bucks every now and then.