Please before posting a problem with thing not working make sure you use the latest version available.
Console port request : I'm sorry but I decided to remove all my remaining mods from Bethesda.net since they deleted some for having them tag for console like 4-5 H before the official console mod release. I'm sorry for console player, but I won't put anything back or new on Bethesda.net, you can thanks Bethesda.net site administrators for this. I'm not against console player, I'm against Bethesda.net, If there is a way to make my mods available on console without using Bethesda.net, let me know and I'll be more than happy to do it. Due to some recent pm I received, I thought that maybe the message wasn't clear enough so I'll never upload any of my mods to Bethesda.net, and will NEVER allow them to be uploaded publicly by a 3rd party, so save your time and mine and don't bother to ask, I'll ignore those requests.
Hi everyone. I want to share a discovery than i made when i was uninstalling mods. If you have "invisible furniture" and "b.y.o.p" -other mod of the same autor-, and then you uninstall manually -but probably will be the same issue if you use some mod manager- one of the mods, you have to delete the file "AkaIFVisibleMarkerScript.pex" under the scripts folder. The problem is BOTH MODS use the same file, so when you try in-game to build a rug with animation of the invisible furniture mod, it doesn´t work and don´t disappear after closing the workshop. It´s useless because is missed the script file. SOLUTION: copy again the file into the scrip folder and now the mod works again, BUT the rugs you have built before, they´ll be still no work, so delete them and build new ones. Sorry my bad english, i don´t know if this is the place or the bug section to put this information and help anyone with the same problem.
hi, not expecting a response from the dev, but i'm trying to figure out why the mats are showing up as the regular texture and aren't disappearing either when exiting workshop mode, likely due to the script assigning the textures and disappearing them not running correctly.
pictures for reference https://imgur.com/a/paRWnO0 https://imgur.com/a/YnpQA5R
i've uninstalled and reinstalled numerous times and changed the load order to no avail, wondering if anyone else has had this issue or if a patch at some point has left the mod deprecated nvm performing an archive invalidation fixed the issue
This is a wonderful mod, that I have used for a long time with no issues. Only recently, I have found a rather strange bug whereby the animation markers are still visible outside of workshop mode? This has only just happened and I've never seen it before.
Any advice, FAQs or anything that you can advise me on? Really strange bug! Or possibly, I've just made an oopsie!
EDIT: Okay, so from my investigation I have discovered that I am using B.Y.O.P and Invisible Furniture (Both excellent, by the way!) and it seems that they both fundamentally operate on the same script in your scripts folder, the AkaIFVisibleMarkerScript.pex file.
Once you place too many markers of Invisible Furniture AND have B.Y.O.P markers down too (Such as Relaxation Point) or in any way use BYOP that requires those scripts, you will start to see the Invisible Markers outside of workshop mode i.e. you will see them in the game world and they will no longer be, in fact, invisible and other issues may arise.
The best way to avoid this is by not combining the two (Akarnan, if you have any advice or you need to make any corrections here, feel free) but that's no fun, so there is an alleged fix that Semaj577 claims which is to make a copy of the necessary script file in your scripts folder, but I haven't tested this.
It seems to me that once I placed a high number of markers, the script became overwhelmed and they started showing up outside the workshop. So it might be worth limiting the amount you place down, but bear in mind I must've placed 50+ markers in Sunshine Tidings. I'm going to test things further, but I've scrapped all my markers (don't store and redeploy, scrap and start again) copied the scripts file to see if that makes a difference and I won't be combining both mods in the same settlement.
If you want/need the 'Relaxation Point' marker, there's another mod that has this - https://www.nexusmods.com/fallout4/mods/20651 - but I'm not sure if they require the same scripts to work, but I doubt it frankly.
If you're still unhappy, you can uninstall this or BYOP, BUT DO SO SAFELY AND TO THE SPECIFIED INSTRUCTIONS and install Craftable Animation Markers at https://www.nexusmods.com/fallout4/mods/10012 which broadly do the same thing, but since they are literally invisible and only have an outline in workshop, it's difficult to see where they need to be pointing for the animation to look right and at a glance, you can't see where they are- Invisible Furniture does this way, way better.
I think there are definite workarounds/fixes, just be aware of the limitations/pitfalls.
Will update if I get any further!
EDIT 2: A combination of the above works for a short time, but the bug keeps recurring. I just don't know what can be done about it.
Edit 3: Further investigating has proven my initial concerns about Settlement Size limits to be somewhat warranted. It appears that once I got to a certain size of placed objects (And I placed hundreds/thousands of them...I use a lot of clutter mods, don't judge me) the markers would stay visible outside the workshop, but recently they went totally invisible in workshop. But when I did the old string weapons trick, I saw them each individually pop in/out. It definitely seems like a bug caused by going way over the build budget, but I'll investigate more. To be fair, this is the only issue I've encountered, but they do seem related!
Does anyone know of a way to change the smoking markers to not usable by children? Perhaps in the creationkit or xEdit?
I can't use them in my settlements because it's one of the few idles usable by them so they just stand there all day and smoke. It's a pretty terrible thing to see.
Radiation & malnutrition doesn't bother you? Mutants eating them, raiders raping & enslaving, skinning alive & eating them? BoS brain washing them into a nazi youth squad? Or Institute taking them for experiments? None of it bothers you as much as smoking a fag?
Apart from the fact when I was a kid in the 1960s some of us smoked (weirdly, some did snuff tobacco too), your sensibilities and quaint vision of modern childhood ended on 23rd October 2077. Anyway, for all you know fags got made safe & fashionable by then.
Not even slightly interested in whatever you are on about. This has nothing to do with your sensibilities.
This mod was never intended to use with the child settler mod. They don't use any other activators or furniture when the smoking idles are available they smoke in one place most of the day and ignore other available markers. I don't really care if digital children smoke just that all they do is smoke.
as much murder and mayhem those kids have seen. I think they deserve a cigarette. Its not like they're going to live to 75 anyways, :P average lifespan is probably less then 30 in the fallout universe. That means those kids that are about 10, are 1/3 the way though their expected life span. Which when adjusted for todays world, would make them apox 21. They barley have enough time to reproduce and keep the human race alive. Its - Born > Survive to 15 > make a baby > Raise the baby to 15.. Die of cancer or become a deathclaws dinner. > Rinse and repeat...
Give the kid a smoke!
I actually find it very immersion breaking that though all this bullcrap. Nukes, Radiation Poisoning, People dying every day, Ghouls chasing you every day, Raiders shooting at you every day, robbing people, Raping women, Super mutants eating your friends, Slavers, gunners, mercenaries, Killer robots, mutant monsters, serial killers around every corner, that we would somehow cling onto this modern age, all children are precious little angels, child worship, BS were on, in a world like Fallout.
Somehow this devolved into a soapbox for people to share there ideology instead of tech support for the mod.
Again, these are not real children... I don't care if they smoke. Children settlers added by mods "specifically Charley" no longer have any AI activity but smoking. They don't sit, sleep, walk or do anything else but use smoking markers. I had hundreds of other markers that adults could use freely. They are mod added and interacting in a buggy way with this mod.
@nintali83 - sensibilities? LMAO - you're the one who said kids smoking is a terrible thing to see, not me. If you somehow meant it in a non-sensitivity way, as you subsequently ridiculously claim, perhaps you should've worded your original comment very differently.
Aye, fag means cigarette. And yes, I knew some Americans wouldn't know, but it doesn't hurt to broaden their understanding of the mother tongue. Short for f****t [Note, Nexus, ignorant of context and the true meaning of the word is auto changing my coment to say f****t - but if that floors you the missing letters are aggo]. F****t, long before an American derogatory slang for gay, is an age-old term for a small wrapped bundle of sticks or other material intended to be lit - originally as kindling for a fire, but hopefully you can see how it jumped to cigs. The term also broadened to mean a small cut fire log, and an English food item - a small bundle of offal about the size of a wooden cut-log f****t (but minus the sheep intestine you find covering a haggis) originally cooked by placing among hot wooden f****ts in the edge of a fire, but nowadays more-or-less just a big meatball in onion gravy.
Btw, there is a woke idiocy retro-linking the term to gays via lighting such bundles to burn heretics at the stake - total BS. The US slang originates from misogyny - by the late 1800s the word could also mean an ugly woman (a lumpy bundle, or rather the poor old downtrodden worker woman carrying it) and thence shortened to "fag" to dismissively describe gay men as very ugly women.
I had the same problem, so I altered the mats so that if a child uses them, they smoke a joint instead - much more realistic that way! "Muh Immersion!"
@streetyson bro he just wanted tech support for an immersion breaking issue that isolated the autonomy of a collection of NPC's (which were incidentally children) to purely a single action, I'm going to largely imagine it was terrible from an immersion standpoint rather than being a deep moral observation. Nor did it need you schizo posting about cigarettes.
Начал курить в 14 лет. В 24 года бросил курить. Ничего страшного не случилось. Даже в сериале был фрагмент когда два ребенка у братства стали стояли на вышке и курили. =)
lmao the nexus really is 50/50. contributions are either insightful or unhinged, no middle ground. anyway if you ever figure/d out a solution to this I'd love to know it.
I never figured out a solution to this. I realized that the problem was coming from an incompatibility between the mod that added the idle markers not intending for there to be children in vanilla settlements. They just get stuck and do for eternity whereas the adults cancel the animation after the predetermined amount of time. You can remove the smoking markers from the settlements with children or remove the children settler mod. You could also try to make a patch.
I don't have child settlers, but I have the same problem with any dogs in the settlement. For some reason they love the smoking marker and will stand on it 24/7 ignoring all the actual dog markers I've set out. Cats will sit on it too, but apparently aren't quite as addicted XD I've had no luck fixing it either.
What are you carrying on about? This was a technical issue and not a social problem. I really don't care that they are using the markers The problem is that all they do is use the markers and become stuck on them. The same thing seems to happen to animals in the settlement too.
I already posted this multiple times, but someone keeps summoning a gremlin that can't read well to leave the same ignorant comment over an over.
This is great. I use the dancing markers along with Chuck Yufarleys building where you can build a bar with a working Jukebox. It's great watching the settlers dance.
Wonderful mod - Thank you very much! Tell me, is it possible to make it work if there are incompatible mods? I don’t know what exactly is stopping me, the assembly of mods is important to me, because of which I can’t win. There are a lot of mods there. Is it possible to make this mod load and be prioritized in a corrupted state? I don't have complex mats in the construction menu.
Замечательный мод - Большое спасибо! Подскажите можно ли заставить его работать, если есть несовместимые моды? я не знаю, что именно мешает, для меня важна сборка модов, из-за которых я не могу победить. Там очень много модов. Можно ли сделать так, чтобы этот мод загружался и был в приоритете в поврежденном состоянии? у меня нет сложных ковриков в меню строительства.
To fix this, you need to launch the holodisk and delete it. Then in the same holodisk, click on installation. As a result, markers became available. Thanks for the amazing mod!
чтобы это исправить нужно запустить голодиск и удалить. Затем в том же голодиске нажать на установку. В результате чего маркеры станут доступны. Спасибо за потрясающий мод!
474 comments
Console port request :
I'm sorry but I decided to remove all my remaining mods from Bethesda.net since they deleted some for having them tag for console like 4-5 H before the official console mod release.
I'm sorry for console player, but I won't put anything back or new on Bethesda.net, you can thanks Bethesda.net site administrators for this.
I'm not against console player, I'm against Bethesda.net, If there is a way to make my mods available on console without using Bethesda.net, let me know and I'll be more than happy to do it.
Due to some recent pm I received, I thought that maybe the message wasn't clear enough so I'll never upload any of my mods to Bethesda.net, and will NEVER allow them to be uploaded publicly by a 3rd party, so save your time and mine and don't bother to ask, I'll ignore those requests.
hi, not expecting a response from the dev, but i'm trying to figure out why the mats are showing up as the regular texture and aren't disappearing either when exiting workshop mode, likely due to the script assigning the textures and disappearing them not running correctly.
nvm performing an archive invalidation fixed the issuepictures for reference
https://imgur.com/a/paRWnO0
https://imgur.com/a/YnpQA5R
i've uninstalled and reinstalled numerous times and changed the load order to no avail, wondering if anyone else has had this issue or if a patch at some point has left the mod deprecated
I'm sure there's just a conflict somewhere that I'm missing. I will see if I can sort it out!
This is a wonderful mod, that I have used for a long time with no issues. Only recently, I have found a rather strange bug whereby the animation markers are still visible outside of workshop mode? This has only just happened and I've never seen it before.
Any advice, FAQs or anything that you can advise me on? Really strange bug! Or possibly, I've just made an oopsie!
EDIT: Okay, so from my investigation I have discovered that I am using B.Y.O.P and Invisible Furniture (Both excellent, by the way!) and it seems that they both fundamentally operate on the same script in your scripts folder, the AkaIFVisibleMarkerScript.pex file.
Once you place too many markers of Invisible Furniture AND have B.Y.O.P markers down too (Such as Relaxation Point) or in any way use BYOP that requires those scripts, you will start to see the Invisible Markers outside of workshop mode i.e. you will see them in the game world and they will no longer be, in fact, invisible and other issues may arise.
The best way to avoid this is by not combining the two (Akarnan, if you have any advice or you need to make any corrections here, feel free) but that's no fun, so there is an alleged fix that Semaj577 claims which is to make a copy of the necessary script file in your scripts folder, but I haven't tested this.
It seems to me that once I placed a high number of markers, the script became overwhelmed and they started showing up outside the workshop. So it might be worth limiting the amount you place down, but bear in mind I must've placed 50+ markers in Sunshine Tidings. I'm going to test things further, but I've scrapped all my markers (don't store and redeploy, scrap and start again) copied the scripts file to see if that makes a difference and I won't be combining both mods in the same settlement.
If you want/need the 'Relaxation Point' marker, there's another mod that has this - https://www.nexusmods.com/fallout4/mods/20651 - but I'm not sure if they require the same scripts to work, but I doubt it frankly.
If you're still unhappy, you can uninstall this or BYOP, BUT DO SO SAFELY AND TO THE SPECIFIED INSTRUCTIONS and install Craftable Animation Markers at https://www.nexusmods.com/fallout4/mods/10012 which broadly do the same thing, but since they are literally invisible and only have an outline in workshop, it's difficult to see where they need to be pointing for the animation to look right and at a glance, you can't see where they are- Invisible Furniture does this way, way better.
I think there are definite workarounds/fixes, just be aware of the limitations/pitfalls.
Will update if I get any further!
EDIT 2: A combination of the above works for a short time, but the bug keeps recurring. I just don't know what can be done about it.
Edit 3: Further investigating has proven my initial concerns about Settlement Size limits to be somewhat warranted. It appears that once I got to a certain size of placed objects (And I placed hundreds/thousands of them...I use a lot of clutter mods, don't judge me) the markers would stay visible outside the workshop, but recently they went totally invisible in workshop. But when I did the old string weapons trick, I saw them each individually pop in/out. It definitely seems like a bug caused by going way over the build budget, but I'll investigate more. To be fair, this is the only issue I've encountered, but they do seem related!
I can't use them in my settlements because it's one of the few idles usable by them so they just stand there all day and smoke. It's a pretty terrible thing to see.
Apart from the fact when I was a kid in the 1960s some of us smoked (weirdly, some did snuff tobacco too), your sensibilities and quaint vision of modern childhood ended on 23rd October 2077. Anyway, for all you know fags got made safe & fashionable by then.
This mod was never intended to use with the child settler mod. They don't use any other activators or furniture when the smoking idles are available they smoke in one place most of the day and ignore other available markers. I don't really care if digital children smoke just that all they do is smoke.
average lifespan is probably less then 30 in the fallout universe. That means those kids that are about 10, are 1/3 the way though their expected life span. Which when adjusted for todays world, would make them apox 21. They barley have enough time to reproduce and keep the human race alive. Its - Born > Survive to 15 > make a baby > Raise the baby to 15.. Die of cancer or become a deathclaws dinner. > Rinse and repeat...
Give the kid a smoke!
I actually find it very immersion breaking that though all this bullcrap. Nukes, Radiation Poisoning, People dying every day, Ghouls chasing you every day, Raiders shooting at you every day, robbing people, Raping women, Super mutants eating your friends, Slavers, gunners, mercenaries, Killer robots, mutant monsters, serial killers around every corner, that we would somehow cling onto this modern age, all children are precious little angels, child worship, BS were on, in a world like Fallout.
Again, these are not real children... I don't care if they smoke. Children settlers added by mods "specifically Charley" no longer have any AI activity but smoking. They don't sit, sleep, walk or do anything else but use smoking markers. I had hundreds of other markers that adults could use freely. They are mod added and interacting in a buggy way with this mod.
Aye, fag means cigarette. And yes, I knew some Americans wouldn't know, but it doesn't hurt to broaden their understanding of the mother tongue. Short for f****t [Note, Nexus, ignorant of context and the true meaning of the word is auto changing my coment to say f****t - but if that floors you the missing letters are aggo]. F****t, long before an American derogatory slang for gay, is an age-old term for a small wrapped bundle of sticks or other material intended to be lit - originally as kindling for a fire, but hopefully you can see how it jumped to cigs. The term also broadened to mean a small cut fire log, and an English food item - a small bundle of offal about the size of a wooden cut-log f****t (but minus the sheep intestine you find covering a haggis) originally cooked by placing among hot wooden f****ts in the edge of a fire, but nowadays more-or-less just a big meatball in onion gravy.
Btw, there is a woke idiocy retro-linking the term to gays via lighting such bundles to burn heretics at the stake - total BS. The US slang originates from misogyny - by the late 1800s the word could also mean an ugly woman (a lumpy bundle, or rather the poor old downtrodden worker woman carrying it) and thence shortened to "fag" to dismissively describe gay men as very ugly women.
"Muh Immersion!"
>accidentally summon anti-woke warrior to get offended and rant for 18 straight days
I already posted this multiple times, but someone keeps summoning a gremlin that can't read well to leave the same ignorant comment over an over.
Wonderful mod - Thank you very much! Tell me, is it possible to make it work if there are incompatible mods? I don’t know what exactly is stopping me, the assembly of mods is important to me, because of which I can’t win. There are a lot of mods there. Is it possible to make this mod load and be prioritized in a corrupted state? I don't have complex mats in the construction menu.
Замечательный мод - Большое спасибо! Подскажите можно ли заставить его работать, если есть несовместимые моды? я не знаю, что именно мешает, для меня важна сборка модов, из-за которых я не могу победить. Там очень много модов. Можно ли сделать так, чтобы этот мод загружался и был в приоритете в поврежденном состоянии? у меня нет сложных ковриков в меню строительства.
To fix this, you need to launch the holodisk and delete it. Then in the same holodisk, click on installation. As a result, markers became available. Thanks for the amazing mod!
чтобы это исправить нужно запустить голодиск и удалить. Затем в том же голодиске нажать на установку. В результате чего маркеры станут доступны. Спасибо за потрясающий мод!