File information

Last updated

Original upload

Created by

Magicockerel

Uploaded by

Magicockerel

Virus scan

Safe to use

24 comments

  1. Magicockerel
    Magicockerel
    • premium
    • 484 kudos
    Locked
    Sticky
    As of version 2.0.0 I've added snapping to bridges and railings, which of course guard posts can snap to.

    If you want to see an expansion of this mod in a certain direction (similar to version 2.0.0), please let me know in the comments below, thanks.
  2. MaSOneTwo
    MaSOneTwo
    • member
    • 3 kudos
    This works great.
    For anybody wondering: You can flag the esp as an esl in xEdit and it will work like a charm
    1. daniellj23
      daniellj23
      • premium
      • 0 kudos
      How does one do that?
  3. Sugram
    Sugram
    • member
    • 1 kudos
    make the vault military ones snap to, this have small area to stand on as well :)
  4. ryugexu
    ryugexu
    • member
    • 0 kudos
    I love you so much OP! I wanted to do stacked bridges like at Abernathy Farm and was so sad they cannot stack. I love the look so much. You saved me!!!!
  5. BlackRedDead
    BlackRedDead
    • member
    • 0 kudos
    wow, the first time i saw a mod download for "poor" capacity capped internet ppl x'D
    (sadly i moved 2km away and lost dsl, have only 7gb per month via LTE now and it cost me the same as an average-high end dsl contract xP - despite the fact that lte is cheaper and pretty limited! - damn isp!)
    i use manual installation anyway but still cool to see someone still mind about file transfer efficiency even in gigabit times :-)
  6. Crosantine
    Crosantine
    • member
    • 0 kudos
    snapable floor and wall too like the railling. this mod really great.
  7. sourceror
    sourceror
    • premium
    • 0 kudos
    This is a great mod, but I appear to be running into some sort of navmesh issues. The guard posts appear work great when snapped to foundations, no sweat, but NPCs cannot path to them when they are attached to the "Shack Upper Floor" model. When I try to command a settler or a companion to "Go" to or "Inspect" the guard post, they respond that they cannot do that, or that it is unreachable. I am not running any mods that modify the "Shack Upper Floor" component. Let me know if I can provide any more info to help resolve this issue.

    Edit: Interesting! Rotating the upper floor and re-snapping seems to resolve the issue. I need to experiment more, but that's promising.
    1. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      Thanks for reporting this issue. I'll have a look at it when I get the chance. However, I've unfortunately got a backlog of things I need to attend to before I can get around to looking at this. If anyone else could let me know whether they've experienced the same issue (or any other), it would be appreciated.
  8. BAPWAS
    BAPWAS
    • premium
    • 115 kudos
    can anyone confirm if this mod work with the latest version of the game having all dlcs?
    1. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      I haven't used it recently, but it should be fine. No DLC content has been edited. The mesh just adds additional snap nodes (and fixes up the vanilla snap nodes) and the .esp just includes a couple basic changes to allow for greater intersection (which makes snapping much easier). I'd have to imagine that people would let me know if it wasn't working.
  9. Ryuuichi009
    Ryuuichi009
    • premium
    • 10 kudos
    Oh thank you so much for the limited internet version. My internet has been really crappy lately (I think my adapter is starting to die) and I get 40kb download most of the time lately Thanks!
    1. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      No problem, I noticed that quite a few more people than usual were downloading the manual installation files, so I assumed that the size of the file was an issue.
  10. frogs345
    frogs345
    • premium
    • 159 kudos
    Would it be possible to include snapping similar to this mod for the railings? I noticed that both mods have different sets of snapping points, and it'd be useful if both sets were available.
    1. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      It shouldn't be too hard to release a patch, it would probably just be a matter of renaming certain nodes. I'll have a look at how he has set it up, I haven't seen this mod page before. I'll probably get some time to do this in a day or two, unfortunately I've used up all of my spare time and more on version 2.0.0, so I'm unable to do it immediately.
    2. frogs345
      frogs345
      • premium
      • 159 kudos
      I wasn't expecting a response that quickly!

      It's fine if you need to take some time before working on a patch, it doesn't need to happen particularly urgently. Thanks for considering making a patch!
    3. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      I just had a quick look at what he's done and we appear to have quite different design philosophies, I guess you could say. I added unique names to the snap nodes I added to railings so they would only snap to what I want them to snap to. All railings already have the P-Balcony01-Dif2 snap nodes, which is all you should need to snap onto any flooring.

      I only looked at it for a moment, but he appears to be snapping them together using -Dif3 and -Dif4 of vanilla nodes (P-Balcony01 from what I saw), as well as adding other nodes such as P-Floor-Dif and P-Ceiling-Dif. P-Balcony01 is all you should need, the additional nodes that he's added would just make it harder to snap them to where you want it. Using -Dif/-Dif2/-Dif3/-Dif4 of vanilla nodes when you don't need to can lead to unexpected consequences, I had a hard enough time troubleshooting my own issues with just my own node names (and additional vanilla node names only when necessary). He also doesn't include the patch required for them to work with bridges (which is obviously fair enough), which would make it even messier. He also uses a different node format for each of the 4 identical railings (the only difference being aesthetics), which I can't work out why.

      I'd recommend that you use his if you want to snap it to absolutely everywhere possible, but that would just be a pain to deal with in my opinion. This is all speculation, considering I haven't actually tested his mod out, I've just looked at it in Nifskope. The differences are too large for me to create a patch as I'd need to pretty much completely redesign it to incorporate his system.

      If you want me to add additional snap nodes so that railings can be snapped to more objects then I'll look into it, but the mod you linked me goes to extremes that I'm not wanting to go to, sorry. Please keep in mind that I got all of this from looking at a couple meshes in Nifskope for a couple of minutes. It's 8 AM and I haven't gone to bed yet, so I may change my mind once I test his work out in-game and have a better look at it in Nifskope.
    4. frogs345
      frogs345
      • premium
      • 159 kudos
      I didn't realize that the other mod was so messy. I hadn't got around to testing it ingame though, so I'm not particularly fussed about using your mod over that one. To be honest, the only thing I can see that I'd want from that mod would be the ability to stack the railings that make sense to stack, but it's no big deal for me if you decide not to go ahead with it.
    5. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      I'll have a look at adding stacking now. The issue with stacking is that you want everything to be a standard height. At least I do, I like to keep everything neat. I've taken the standard height to be 224 units, going by the concrete shack foundations. For instance I made the bridge stack 224 units tall to match it. Obviously the railing wont be 224 units tall, but hopefully 224 is divisible by however many units the railings are tall. I'll check it out and get back to you.
    6. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      Ok, so the only way I've found to do it causes z-fighting. My goal was to fit a whole number of railings into 224 units when stacked. Given that they're approximately 85 units tall I fit 3 railings into 224 units, making them stack 74.67 units high each. This results in z-fighting, given that the texture overlap. I could sacrifice fitting a whole number of railings into 224 units, but that would just reduce the amount of z-fighting, not eliminate it, given that there will still be texture overlap. The only way to fix this would be to displace it along an axis to remove most, if not all z-fighting. The issue then becomes that there's now a slant when you stack these railings, which becomes more noticeable the more you stack. I'll have a look at doing something else, but I'm too tired at the moment.
    7. frogs345
      frogs345
      • premium
      • 159 kudos
      Given what you've said, I can definitely understand not adding stacking for railings. I'd already guessed that it would be difficult to get the railings to stack properly, and I'd rather avoid the z-fighting than have stacking with it. If you can find a different solution for the problem, then great, but don't go out of your way to try to find one.

      Thanks for looking into it, regardless!
  11. Shaun0057
    Shaun0057
    • BANNED
    • 16 kudos
    love it thank you, still waiting some mod'R to make guard towers @@!!!! >http://www.gerzi.ch/gallery/guardtower.jpg < like this
    1. Magicockerel
      Magicockerel
      • premium
      • 484 kudos
      Unfortunately something like that is well beyond the scope of this mod. This mod is just about adding snap nodes to existing constructable objects in the workshop, whereas what you're asking for would require entirely new models, collision meshes, texture work and navmesh. What I'm looking at doing is snapping one thing to another thing, not creating something entirely new, sorry.