**BACK FROM THE DEAD UPDATE 1.3.0** EVERYONE! I'm proud to announce that, while working on another mod, I stumbled across the solution to the "floating water" bug that has plagued this mod almost since the beginning! The new version fixes the problems with the script. I am pleased to announce that through my testing, I have been UNABLE to recreate the bug in the new version!
This update will require a clean install of the mod in order to kill any existing "bucket-waters". In other words: -Uninstall the version you have -Open the game. Save. -Install the new version.
That's it! The new water will appear the next time the cell with the water pump is loaded. If your save puts you in a settlement with a water pump, don't fret that there's no water in it. Going in and out of load door/fast travel is a real quick way to force the water to reload.
Technically you don't HAVE to do the clean install, but if you don't, any existing water-planes will still have the bug, so if you ever move the water pump they will remain floating and need to be markfordelete'd via console.
The bug itself was that every time the cell reloaded, a new instance of the water was placed. So if you've visited the settlement a lot...well you'd have to delete one for each visit.
Send thoughts and prayers, I accidentally lost my main save file (survival, so nothing closer than 60 hours prior...) due to the evil demon known as Steam Cloud Sync" while checking a bug...
***A NOTE ON LOAD ORDER*** Though mod conflicts should be minimal (this mod is very lightweight), if you experience water being left behind when scrapping/moving/storing a water pump (with the .esp version), try moving the mod towards the bottom of the load order. I personally have not been able to recreate this issue, but for the 1 reported case in "Bugs," this resolved the problem for the user.
***Need bigger collectin' for bigger pumpin'? Try the Powered Waterpump version! http://www.nexusmods.com/fallout4/mods/16730?
Wow, thanks guys for making this mod reach the top 10 on the "Top 25 Most Endorsed Recently Added" list during its first week (peaked at #8 I believe)!
***Updated to 1.2.1 hyper-deluxe immersion edition -- The bucket is now filled with rad-free (oops! ) water! Unfortunately these features require the .esp version and can not be made for version with just the mesh replacer loose files -- a custom water activator and scripts are required to in order to properly fill objects with water. Also note that if updating, the water triggers on placement. For pre-existing pumps, simply pick them up and put them down for the water to appear.***
***An Optional download with just the Loose mesh replacer files is available for those who asked for a version without the .esp. Note that as such this option does not have the recipe tweak.***
Yeah, this mod has to be placed after scrapping mods. Or at least in my case, after Scrap Everything. Otherwise, it leaves the water behind when you scrap a water pump and you have to use the console to disable it. Weird.
EDIT: Nope, I take that back. I could scrap buckets I placed myself just fine. But buckets that are already in the game world aren't scrapping properly. Leaves the water behind. Shame. Was fun while it lasted!
After seeing my Follower pointlessly wet the ground again when she decided to use the pump, I have decided to try this. Now I can pretend she's actually being useful and collecting water to help the settlement...maybe. Thanks.
Place Everywhere has many issues/conflicts/bugs, and if you're experienced enough to safely navigate all that because it's a must-have mod for you, it still needs handling with a lot of care. Conversely, you can just use the replacement mesh version of this mod.
Well, aren't you a lucky scout! Still, despite you coming here to diss the mod just to toot your own little horn, the obvious fact remains one can simply and effectively use the mesh replacer - and not need any of the extra mods/measures you're unnecessarily advising.
Another obvious fact. Using mod that is essential for normal building and being able to put any object instead of predefined by static mesh replacer makes much more sense. And my horn is not so little, I assure you.
ich kann es eigentlich nicht selbst glauben... ..da spielt man seit 7 Jahren Fallout 4 - und dieses kleine immersive Tool ist mir bisher komplett entgangen ein verspätetes Danke Schön
Hey there, I do not know if anyone else has this problem. After making the pump in world and then deleting it to upgrade, after i scrapped it the water that was in the bucket. So now i have a floating round circle of dirty water,after activating the pump, that i can't seem to get rid of. Is there a away to resolve this? Other than that i like the mod.
Only one other person has reported this, and moving the mod to the bottom of the load order resolved it. Best guess is it's a conflict with some other mod that forces the script to stop before it's done (just as a script has to be used to add the water to the world, so must it be removed from the world as well).
As for any water circles that may be left over before moving the mod in your load order, click it with the console open (make sure you're clicking the water and nothing else) and type Disable, that will make it go away.
I get this also, and have question - Could it be that the script looks for the player activation and when a companion that is sandboxing uses the pump, it messes up the script leaving the yellowish circle in place if you try to move it later... ??
To my knowledge it shouldn't. The script that places and deletes the water plane is only triggered on events that either place, scrap, store, or move the whole object, so I would think unless you're trying to pick it up while it's in use there should be nothing that could interrupt the script. The OnActivate event isn't even called. I actually haven't been able to recreate this bug myself, other than when I was initially writing the script.
Well how about that you pulled off the water in the bucket after-all. Great job! Any chance you will do the water purifiers s well? I guess I could take a crack at doing them myself for my personal game.
Any chance of a Vanilla Extensions compatible version? Obviously I can just load your ESP after Ethreon's but then I lose his tweaks (to both the furniture record and the mesh).
I'll second this request although I'm perfectly happy letting this bucket mod as well as the powered tub mod overwrite VE. His tweaks include snapping and little more freedom of placement.
I'm not seeing the bucket under pump? (v1.2) it asks for a bucket in the recipe but no bucket is there after making it (or when its in highlight either) I use both your other mods without issue (brahmin feeder and the powered waterpump with bathtub) is their something I'm missing?
First, can you please check that if you go to Data/Meshes/SetDressing/Waterpump, the following 2 files are present?: bucketwater.nif WaterpumpWithBucket.nif
Also please check that the following file is NOT present: WaterPump01.nif
78 comments
EVERYONE!
I'm proud to announce that, while working on another mod, I stumbled across the solution to the "floating water" bug that has plagued this mod almost since the beginning!
The new version fixes the problems with the script. I am pleased to announce that through my testing, I have been UNABLE to recreate the bug in the new version!
This update will require a clean install of the mod in order to kill any existing "bucket-waters". In other words:
-Uninstall the version you have
-Open the game. Save.
-Install the new version.
That's it! The new water will appear the next time the cell with the water pump is loaded. If your save puts you in a settlement with a water pump, don't fret that there's no water in it. Going in and out of load door/fast travel is a real quick way to force the water to reload.
Technically you don't HAVE to do the clean install, but if you don't, any existing water-planes will still have the bug, so if you ever move the water pump they will remain floating and need to be markfordelete'd via console.
The bug itself was that every time the cell reloaded, a new instance of the water was placed. So if you've visited the settlement a lot...well you'd have to delete one for each visit.
Just do the clean install lol.
***A NOTE ON LOAD ORDER***
Though mod conflicts should be minimal (this mod is very lightweight), if you experience water being left behind when scrapping/moving/storing a water pump (with the .esp version), try moving the mod towards the bottom of the load order. I personally have not been able to recreate this issue, but for the 1 reported case in "Bugs," this resolved the problem for the user.
***Need bigger collectin' for bigger pumpin'? Try the Powered Waterpump version! http://www.nexusmods.com/fallout4/mods/16730?
Wow, thanks guys for making this mod reach the top 10 on the "Top 25 Most Endorsed Recently Added" list during its first week (peaked at #8 I believe)!
***Updated to 1.2.1 hyper-deluxe immersion edition -- The bucket is now filled with rad-free (oops! ) water! Unfortunately these features require the .esp version and can not be made for version with just the mesh replacer loose files -- a custom water activator and scripts are required to in order to properly fill objects with water. Also note that if updating, the water triggers on placement. For pre-existing pumps, simply pick them up and put them down for the water to appear.***
***An Optional download with just the Loose mesh replacer files is available for those who asked for a version without the .esp. Note that as such this option does not have the recipe tweak.***
http://www.nexusmods.com/fallout4/mods/16730/?
EDIT: Nope, I take that back. I could scrap buckets I placed myself just fine. But buckets that are already in the game world aren't scrapping properly. Leaves the water behind. Shame. Was fun while it lasted!
..da spielt man seit 7 Jahren Fallout 4 - und dieses kleine immersive Tool ist mir bisher komplett entgangen
ein verspätetes Danke Schön
As for any water circles that may be left over before moving the mod in your load order, click it with the console open (make sure you're clicking the water and nothing else) and type Disable, that will make it go away.
(Can't test a fix, that saved game is lost.)
Great work, wish more people appreciated this
I use both your other mods without issue (brahmin feeder and the powered waterpump with bathtub)
is their something I'm missing?
bucketwater.nif
WaterpumpWithBucket.nif
Also please check that the following file is NOT present:
WaterPump01.nif