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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
Please contact me via PM if you wish to discuss permissions.
File credits
xatmos has provided me with the gradient files from his Loot Detector mod
Donation Points system
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Changelogs
Version 3.2.0
Version 3.2.0 includes a significant overhaul to the backend of the mod, patching a number of bugs in the script and generally cleaning up the plugin, scripts and MCM menu.
Patched a bug where the player could always build mark VII turrets if the encounter zone condition was disabled.
Patched a bug where the encounter zone condition included the player level condition.
Added the Levels section to the MCM menu, allowing you to set what level the turrets can be built.
Added support for bubble turrets to the Highlight and Rotate features, in case you install another mod that adds bubble turrets to workshops.
Removed version control because it is largely unnecessary.
The upgrade & downgrade feature now only affects the machinegun turrets added by TCP.
Other miscellaneous changes.
Version 3.1.0
• The Control Panel can now only be accessed from Machinegun and Heavy Machinegun turrets at player owned settlements.
• The Rotate feature is no longer limited to a single settlement at any given time, and now works for turrets that provide no safety rating.
• Audio feedback has been added to the rotate hotkey.
• Damaged and unpowered turrets are now only highlighted while the player is in workshop mode, and selected turrets are now only highlighted while the player is not in workshop mode.
• Minor changes to the Mod Configuration Menu and settings INI.
• Upgrade and downgrade notifications have been changed.
• Notifications have been added to the Rotate feature.
• The error notification system has been removed, as it is no longer necessary.
• Conditions for perks and effect shaders have been further refined.
• Flags for magic effects have been further refined.
• Script performance has been improved for various tasks.
• Other miscellaneous changes and bug fixes.
Version 3.0.0
Complete overhaul of the existing system
Added the upgrade & downgrade feature
Added the rotate feature
Added the highlight feature
Added the priority feature
Version 2.3.0
Added the option All Mk's (No Settlement Limitations, No Level Requirements, Recommended for New Games).
Added the option All Mk's (No Settlement Limitations, No Level Requirements, Recommended for Ongoing Games).
Added the option Highest Mk Only (No Settlement Limitations, No Level Requirements).
Version 2.2.1
Renamed the option All Mk's (No Settlement Limitations, New Game) to All Mk's (No Settlement Limitations, Recommended For New Games).
Renamed the option All Mk's (No Settlement Limitations, Ongoing Game) to All Mk's (No Settlement Limitations, Recommended For Ongoing Games).
Made turrets that the player character doesn't meet the level requirements for visible again in the All Mk's option. This was how things were originally and I made the change not thinking of the consequences.
Version 2.2
Renamed the option All Mk's (No Settlement Limitations) to All Mk's (No Settlement Limitations, New Game).
Added the option All Mk's (No Settlement Limitations, Ongoing Game).
Remade the All Mk's .esp's to neaten up form IDs.
Version 2.1.1
Fixed the bug leaving you unable to interact with vanilla turrets.
Removed the Highest Mk Only (No Settlement Limitations) option.
Version 2.1
Overwritten the vanilla randomised turrets from the workshop menu in All Mk's. I felt that they were unnecessary and got in the way. If you feel otherwise please let me know.
When using All Mk's turrets will no longer appear in the workshop menu if you don't meet the level requirements for them. Turrets will still appear if the settlement imposes level restrictions on turret levels and you meet the level requirements for them.
Added the option Highest Mk Only (No Settlement Limitations) which removes settlement imposed turret level limitations from Highest Mk Only.
Added the option All Mk's (No Settlement Limitations) which removes settlement imposed turret level limitations from All Mk's.
Version 2.0.1
Various small changes to forms.
Changed the .esp file name of All Mk's to NoMoreRandomTurretMks.esp from NoMoreRandomTurretMksAIO.esp.
Adds a FOMOD installer that includes Highest Mk Only (version 1.0) and All Mk's (version 2.0).
Version 2.0
No longer edits the vanilla machine gun turret and heavy machine gun turret forms. It instead adds entirely new forms
Adds Mk I, III, V, and VII of the machine gun turret and the heavy machine gun turret to the workshop.
Version 1.0
Initial release.
FEATURES TCP adds mark I, III, V, and VII machinegun and heavy machinegun turrets individually to the workshop menu. In addition, TCP also adds the following features:
Upgrade & Downgrade Choose to either upgrade or downgrade either a specific machinegun turret or all machinegun turrets by walking up to said turrets and activating the Control Panel. This feature only affects the new machinegun turrets added by TCP.
A turrets maximum mark (level) depends on the local encounter zone and the players level, which can optionally be disabled in the MCM menu. By default mark I, III, V, and VII turrets can be built at player level 1, 16, 28 and 40 respectively. However, this can also be changed in the MCM menu.
Rotate It can be annoying to have to rotate your turrets to face exactly where you want. Assign a hotkey via the MCM menu and activate it once to begin selecting turrets, and again to rotate any turrets you may have selected towards you.
Highlight Settlements can be big and confusing places. To help with this you can optionally highlight damaged or unpowered turrets (in workshop mode), or turrets that you have selected to rotate (out of workshop mode) in the MCM menu.
Priority You may feel that the mark I, III, V, and VII machinegun turrets crowd your turret workshop menu. To alleviate any concerns you may have, you can set the priority of these turrets in the MCM menu. The higher the priority, the further back the turret will appear in the workshop menu.