Fallout 4
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Felessan38

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Felessan34

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  1. Tilarium
    Tilarium
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    I installed the main mod first but decided I just wanted to fix the tall ones (they are installed by Homemaker as well, I believe) so I installed just that one.  Loaded the game and didn't see any change in them like I had when the main file was installed.  Chalked it up to an odd clashing that for one reason or another wasn't there with the main.  Sense I'm at my 255 limit and found 3 new mods I wanted to installed I started going through my NMM and uninstalling ones that have no effect in my game, and this was going to be one of them (as I wasn't seeing the change in game).  That's what I noticed something odd.  It was the third mod I had uninstalled but only 2 .esp slots were filled up.  The tall fences optional version doesn't have an .esp.  I manually DLed to check and there was no .esp file.  Is that supposed to be?  That might be why I didn't see any changes with just the tall fences option.
     
     
    EDIT:  Just wanted to clearify what I mean by not seeing changes in the game.  I think it's homemaker that puts them in as well as without your main file that's where I find them, in the homemaker section.  They do have snap points but it's off center, more in the middle of the fence so I can't snap them to a regular junk wall.  When I tested your mod I found them in the regular junk walls section and they were snapping on the wall itself, allowing them to mix with the other fences.  When I DLed and installed just the tall walls version they were again only in the homemaker section and snapping like they were before.
    1. Felessan34
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      For the PC version you don't actually need a .esp file for this mod as it really doesn't do anything but change out models, it just redirects where the game looks for the models. This is something I've been meaning to fix actually. I've just been real lazy about it.
  2. Liquidfire22
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    So I have Snappable Junk Fences, This one and no more gaps junk fences.


    If I want the most features, which one should I combine. Because currently I cannot snap the large fences together
    1. Felessan34
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      If you like the Snappable Junk Fences but want the tall fences as well, there is an optional download here for just the Tall Fences. Check the Files section.
    2. Liquidfire22
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      Thankyou man, endorsed
  3. Webrunner
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    .
  4. chaosscz
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    will this walls have nav meshes so nps can go up on walkway?
    1. Felessan34
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      No, not that I'm aware of at this time. To be honest, I hadn't even thought of it until you mentioned. Sadly, I haven't mastered Nav meshes at this time, so don't even know where to begin to add those right now. It might be something I will have to look into in the future.

      Thank you for the idea.
    2. SirArthur85
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      if the things you snap to them are vanilla and have a way up to them then they SHOULD still work for NPCs seeing as its not the wall that determines if you can use the floor but the floor,so they might try to walk through the wall because even using vanilla stuff the NPCs will try that quite often,but it should almost definitely work for making a rampart. if proper access is given.will test and get back to you guys
    3. SirArthur85
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      after a short bit of testing its yes and no,i cant get NPCs to go on it when its close to the ground almost at all,but if i say,build it on a foundation,set up the quarter floors to the fences then remove the foundation soits completely floating,they'll use it but it can still take them a bit to actually go on it.not sure why they dont want to go on it when its near ground though,maybe it needs to have enough room for then to walk underneath i guess?
      that or i built really stupidly and its not working because of that.
      either way meh


      QUICK EDIT: IF AT GROUND LEVEL(meaning junk fences base is touching ground) it doesnt want to work with standard floors or quarter floors,the small 1 square ones,but it DOES seem to work with upper floors so use quarter floors to start the snapping because near as i can tell upper floors wont snap to the fences then slowly replace them with upper floors
    4. Felessan34
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      You're referring to the tall hallway junk wall, I assume.

      I noticed that after I published the mod. I had planned to add balcony points to that model, but I forget. Sorry, out of some hundred plus snap points, I missed two

      I'll get that done and upload a new one sometime today, hopefully.
    5. Slavemaster4u
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      Just a quick note on why ramps can't be on ground. In Skyrim the terrain is navmeshed. In FO4 I believe it is the same. So if you place a ramp in game the NPC's are still seeing the terrain nav. And trying to follow that. Placing any object in game will only stop NPC'S from walking there. But if you put an item slightly off terrain and it has an access point at it's end, then in game NPC's tracking will fill the gap. I have the CK for FO4, but haven't used much yet. But do know this is how it works in Skyrim game. So should be the same here. The key here is to remember that ALL NPC's see only navmesh, not the actual objects you see. Their world is navmesh only. Hope this helps some understand NPC's actions a little better.
  5. TheOscillat0r
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    I'm double checking right now, but I believe the changes you made to the guard posts cause Guards to face the opposite direction. I'm looking at it in FO4Edit.
    1. Felessan34
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      I have no idea how or why that happened. I never touched that. But thanks to this find I was able to find out where that was control and make the needed adjustment.

      I have uploaded an update and we should be good to go.

      Thank you for bringing this to my attention.
  6. crazyjackal
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    I have been using "Snappable Fences", if I switch to this, will I have to redo all my fences or are their positions locked in the save data?

    Additionally, will all the fences I've already laid out inherit the new snap points and features?
    1. Felessan34
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      Sadly, the answer to your first question is most likely yes, their positions are locked in the save data.

      DarthWayne did about a 5% increase in the size of the models, whereas I only did 4%, which means gaps will appear in your existing fence lines.They'll be small gaps, but gaps none the less.

      Happily, as for your second question, Yes all of the fences will inherit all of the new snap points, which should make aligning your old fence a little easier, hopefully.
    2. TheOscillat0r
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      I was wondering, why change the size at all? If for some reason there's a mod change, wouldn't it be more compatible if the size remained the same? I also like mixing junk fences with regular wood walls for diversity, and making them the same size would help with the doorway piece.
    3. Felessan34
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      Because I didn't use DarthWayne's mod but made my from scratch. I was trying to stay as close to the vanilla as I could and still close the gaps and look correct. I found 4% to my liking.

      The doorways are untouched in my mod, this is for the exact reason you stated. If I increased the size of the doorway, the doors wouldn't fit anymore.

      As for mixing the walls, you should still be able to do that without an issue, whether you use mine or DarthWayne's.
  7. Vurumai
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    Um... this is kind of a stupid question, but it's been bugging me for a while, and I don't really know where to ask but... where did the tall walls come from?

    Initially I thought they were part of Homemaker, because I remember them showing up at about the same time I added that particular mod. But another doubt said they were from Wasteland Workshop. I remember seeing the DLC in my load order and, not knowing what it was or that wasteland workshop had dropped, I couldn't identify it, but decided I liked it. Part of it, at least to my failing memory, involved looking at the new tall junk walls, but I can't be sure.

    I recently removed Homemaker, and the tall junk walls vanished. I thought that was it.

    But then, while looking for a different junk related mod, I stumble don this one. The way the description on the front page is worded seems to imply the tall walls are vanilla, or at elast official. The file even has the wasteland workshop esm as one of it's masters.. So I thought maybe the tall walls came from WW again.

    Looking in WW, I can't find any trace of the tall walls themselves. They're not listed on any article concerning the DLC, and looking through it in FO4Edit turns up nothing. This mod itself, it's tall wall items overwrite nothing, implying original content.

    What is the original source of these tall walls? The mind boggles. :S

    Also, what is the MS suffix for? They didn't have that before.
    1. Felessan34
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      OK, first, no stupid questions.
      Second, the tall junk walls are part of vanilla Fallout 4, they are usually only used to construct the raider bases and stuff like that, they are not a normal part of the settlement system. My mod actually just makes them buildable and adds connection points to them so you can use them in your settlements.
      Third, I did not realize that the WW was marked as a master for this. I'm going to have to correct that with my next update.
      And Finally, I added the MS suffix for my own organization for my mod.

      I'm more than happy to answer your questions.

      Thanks for support.
    2. Vurumai
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      Oh ok! Multiple mods just made them buildable I suppose. I mean, I know I saw the tall walls out in the wider world, I just couldn't remember where the buildable ones came from.

      Thanks for the answers! I feel smarter already.

      Also, thanks for the mod! The tall walls were one of the few things I liked in Homemaker, so that this puts em back is a happy thing!
  8. GSDFan
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    There appears to be a missing wall in this mod in the build menu. I looked at the mod in the creation kit and the workshop_JunkWallTall02 looks like it is missing the referenced nif, JunkWallTall02MS.nif.
    1. Felessan34
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      You are correct sir. My apologies. I will see about updating that, in the near future.

      Thank you for finding that.
  9. Castironwolf
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    just tried the mod and the snaps are very buggy and just don't seem to work in tenpines bluff at least. the curve tire wall will snap oon okay to an existing wall but I cannot get a normal junk fence piece to snap to it. also the tire curve wall keeps wanting to snap on backwards. I tried with various pieces for about 15 minutes before giving up.
    1. Felessan34
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      I did all my testing in sanctuary, but I don't think there's any difference in where you build these, other than the available terrain you need to deal with.

      It maybe that you placed it backwards? Maybe?

      The snaps for the tire wall should snap to regular workshop walls as well as the junk fences, but with the Tire Walls (they call it JunkWall03 and 3A) the snap points I placed allow for curving of your wall. The points on the sides of the walls are actually shifted to look more bent. I'll just show a pic of the .nif from NifSkope, it explains it better.

      http://imgur.com/B6QPNAR

      Sorry for the issues you're having. When adding the snap points to a lot of these models things start to get wonky. Have you tried to put a corner floor into the corner junk wall in the top slot? There are actually 2 for it. I do not know why it becomes so wonky. If I move them so they are more accessible, you get large gaps, closer in, you get model overlap and collision issues. It's a bit of a balancing act.
    2. Castironwolf
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      who knows, i went back to the original and the walls went back to snapping. it's too bad, I like the idea but maybe it only works with a clean game.
  10. Kenta150
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    Man, ur mod is cool, but the need to redo all my fences previously made with snappable fences... If you would do an standalone mod of just the Tall fences my guess is that you would have a ton of downloads, and my endorsement