Some of you may have noticed on the other Signs of the Times mods an announcement of the upcoming release of the expanded and improved Gruffydd's Signs and Posters over at AFKMods, which will include all of those vanilla objects previously in the SotT mods and more. That's not the case here, because the decision was made to not include any assets that you need a DLC for.
This means that if you're using this mod for these Mechanist DLC signs, you'll want to continue to do so even if you get the new version of GS&P, because they are not included in that mod.
Since the all-in-one Signs of the Times was an add-on to GS&P, and GS&P is no longer on the Nexus, the all-in-one is also no longer here. So, if you were using the all-in-one to get these Mechanist objects, you will need this mod to retain them. However, since the object numbers are the same between the old all-in-one and this mod, switching shouldn't affect anything you've already placed in your game.
In descrition you write, automaton dlc is needed, because of restrictions. Thats fine so far, but why do you upload your file without download-notification, the DLC is a dependency?
Because it's not set as a dependency. Dependency is a structural thing. Without it, the game can crash. As far as I am aware, this doesn't crash anything without the DLC, but you won't see the objects. Thus, the warning that you need the DLC for it to work, without the pop-up saying it's a dependency.
Thanks for the signs. Loved the lore in this DLC. The whole brain extraction thing and putting them into robots reminded me a lot of Wolfenstein: The New Order.
The thing I liked about these signs, once I found the files while adding the posters to a different mod of mine, was that many of them can be used in a multitude of situations. Signs like "Control Center", "Entrance", "Facilities Management", "Freight Elevator", "Incinerator", "Observation", "Parts Warehouse", "Power Substation", "Property Storage", "Quality Control", "Research Labs", "Security Office", and "Storage" are fairly universal. Only a few, like "Brain Extraction" and "Robobrain Assembly", are so specific to the DLC that they don't have much use elsewhere.
So, while these signs are great for making your very own robotics construction facility, they're also useful for more generic settlements.
I've noticed 5 re-downloads and no endorsements so far, which makes me wonder if the mod is working for other people (it works fine on my computer, but that doesn't necessarily mean anything). If any of you could please post here that the mod is either working or not working for you, I'd appreciate it.
Okay, so I tested it. Looks like it's working fine to me, no issues whatsoever. Only issue I had (and it is not the fault of you) was the signs being pushed to the back of the list since I have labels and other things taking up a lot of the Signs Category. But your mod definitely works, endorsing.
Thanks, I was getting worried there. I appreciate the test and the response.
Yeah, the Signs category is really cluttered (especially if you use all of my signs mods) because if we subcategorize the category cap reaches out and slaps us around, causing conflicts with other mods. SK doesn't help much, because it only has four total signs categories, and only one of them is Wall Decorations>Small Signs, which is what the majority of signs seem to be, so again, clutter or conflict.
I'd dearly love to be able to subcategorize my stuff without having to worry about people abandoning it because it conflicts with Mod X, or having problems because Bethesda added a new category that overwrote mine. Maybe when the CK finally comes out there will be some kind of a fix.
Yup, I definitely hear you. Until then we'll just have to deal with the clutter, haha. I'll use the signs in different settlements and if I get any weird glitches or anything I'll let you know.
One temporary fix, if you're using multiple sign mods and there's one or more that you're pretty much done with, is that you can get a copy of FO4Edit (available here on the Nexus) and either remove the constructible objects (thus removing them from the build menu, while keeping them in the game, which keeps your stuff that you already placed intact), or rename the objects by adding "zz" or some such to the beginning of the name to bump them back to the end of the menu. Just remember to re-do it if you download a new version of a mod, because I'm pretty sure it will overwrite.
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This means that if you're using this mod for these Mechanist DLC signs, you'll want to continue to do so even if you get the new version of GS&P, because they are not included in that mod.
Since the all-in-one Signs of the Times was an add-on to GS&P, and GS&P is no longer on the Nexus, the all-in-one is also no longer here. So, if you were using the all-in-one to get these Mechanist objects, you will need this mod to retain them. However, since the object numbers are the same between the old all-in-one and this mod, switching shouldn't affect anything you've already placed in your game.
Dependency is a structural thing. Without it, the game can crash.
As far as I am aware, this doesn't crash anything without the DLC, but you won't see the objects.
Thus, the warning that you need the DLC for it to work, without the pop-up saying it's a dependency.
The thing I liked about these signs, once I found the files while adding the posters to a different mod of mine, was that many of them can be used in a multitude of situations.
Signs like "Control Center", "Entrance", "Facilities Management", "Freight Elevator", "Incinerator", "Observation", "Parts Warehouse", "Power Substation", "Property Storage", "Quality Control", "Research Labs", "Security Office", and "Storage" are fairly universal. Only a few, like "Brain Extraction" and "Robobrain Assembly", are so specific to the DLC that they don't have much use elsewhere.
So, while these signs are great for making your very own robotics construction facility, they're also useful for more generic settlements.
If any of you could please post here that the mod is either working or not working for you, I'd appreciate it.
Thanks,
-- Gruffydd
Yeah, the Signs category is really cluttered (especially if you use all of my signs mods) because if we subcategorize the category cap reaches out and slaps us around, causing conflicts with other mods.
SK doesn't help much, because it only has four total signs categories, and only one of them is Wall Decorations>Small Signs, which is what the majority of signs seem to be, so again, clutter or conflict.
I'd dearly love to be able to subcategorize my stuff without having to worry about people abandoning it because it conflicts with Mod X, or having problems because Bethesda added a new category that overwrote mine. Maybe when the CK finally comes out there will be some kind of a fix.
Just remember to re-do it if you download a new version of a mod, because I'm pretty sure it will overwrite.