0 of 0

File information

Last updated

Original upload

Created by

Nakugaka

Uploaded by

angellicktrooper

Virus scan

Safe to use

103 comments

  1. JedBurger
    JedBurger
    • supporter
    • 3 kudos
    Perfect. Exactly like the 'No Build Limit' mod for my trusty PS4.
    Thank you
  2. yaouri
    yaouri
    • member
    • 0 kudos
    the author didn't tell how to install the mod and how would you know if it does work though 

    if someone would kindly tell me how to install or where to put the file/mod and how to know if it worked
    1. Voyager23
      Voyager23
      • supporter
      • 21 kudos
      You either use a manager for the whole process, or manually place the .esp (plug-in) inside your Fallout4\Data and activate it.
      It works and for you to know, go to a settlement and build away.
  3. VashTheStampedeX
    VashTheStampedeX
    • member
    • 0 kudos
    absolute god send I have been looking for something like this after wemod's freeze settlement size stopped working I watched to build up settlements to seem like towns with luxuries to make my settlers have a place to relax plus with people saying that people are finally rebuild it helps to have plenty of room to build so thanks.
  4. Hitman136
    Hitman136
    • supporter
    • 20 kudos
    Surprisingly it worked with NG game including Nuka World and Far Harbour, and it's ESL, perfect.

    I use a controller so not sure if it has any side effects on keyboard keys etc as some players reported below.

    Hope this helps and thanks to the author for sharing, endorsed.
  5. bulldozerman185
    bulldozerman185
    • member
    • 0 kudos
    EDIT: I had to download this plugin twice to get it working, but it's operational now. Thank heavens. And I haven't had that "Disables TAB Key" issue that some of the other commenters were complaining about, so that's good.
  6. DaedricBard
    DaedricBard
    • supporter
    • 0 kudos
    I had a most unexpected issue after enabling this mod: the TAB key stopped closing the Pip Boy or cancelling a build item.

    I wouldn't have expected such a simple mod to do any such thing, but sure enough when I disabled the mod my TAB key functionality came back.

    I'm wondering if this might be an unintended consequence of applying the mod at a settlement that was already at the vanilla maximum. Just a wild guess. It doesn't make sense that this mod would cause such an effect on its own.
    1. janedynamite
      janedynamite
      • member
      • 12 kudos
      a lot of mods, for some reason cuck the TAB  key. Many such cases. Sad

      you can use the I key for R key to enter inventory or radio, then use pip boy from there.
    2. Sr546
      Sr546
      • member
      • 0 kudos
      Its propably a bug with steam itself if you have fallout 4 through steam. After entering and exiting the steam overlay the tab key stops working, but entering and exiting again enables it back on in most cases
  7. jman2c
    jman2c
    • supporter
    • 0 kudos
    Haven't tested out the mod, but you already seem to be a much more humble and kinder person than DD
  8. 00VoRoN00
    00VoRoN00
    • premium
    • 0 kudos
    Hi, i'm a ordinary user, with no experience at modding.
    I just want to share my two primitive ways how i solving the trouble with low budget in settlements (usually i use only one of them):
    1) I usually build "budget-expanding tool" right in workshop mode. I build 1 small metal floor panel, then place 2 electric connectors on it, then stretch the wire between this connectors. I often carry this panel with me while constructing something new over limit.
    Every time i reach the budget limit i just remove that wire and recover 1 point of constructing budget. Then i build for example a new peace of wall, then stretch the wire between connectors again, then removing a wire and recovering 1 point of building budget again.
    2) another way: after reaching limit, in settlement i dropping on earth very many scrap items, then entering in workshop mode, then deconstructing each peace of dropped loot from surface, then getting back so many points of constructing as  many loot i have break.
    It takes lot of time and lot of clicking, but it's single safe way to build one more wall or lamp. Once i've built huge 10 staged hotel in Graygarden such way :-)
  9. Wolfmod
    Wolfmod
    • premium
    • 20 kudos
    Can anyone tell me exactly what this mod does? I have parts of my settlements go missing every time I log on. This suggests some sort of conflict regarding maximum item count.

    I found this at https://www.reddit.com/r/fo4/comments/3th4gf/guide_changing_settlement_object_and_population/

    "Current Object Limits

    Many people have been using the following actor values to reset the workshop object limit counts.
    Form IDAVIF
    00000348WorkshopCurrentTriangles
    0000034AWorkshopCurrentDraws
    Maximum Object Limits

    But you can use these actor values instead to change the maximum limits.
    Form IDAVIF
    00000349WorkshopMaxTriangles (default: 3,000,000)
    0000034BWorkshopMaxDraws (default: 3,000)
    Changing the Object Limits

    To change the settlement object maximums, open the console and left click the Workshop container. Then type:

    setav 349 6000000

    setav 34b 6000

    Permanence

    I don't yet see a way to permanently change these maximums through a plugin. These actor values are associated with each Workshop activator that lets you build settlements, and that activator is actually a container.

    In past games, I don't think containers had actor values, but they do in Fallout 4. The CONT record structure, as decoded by Zilav and Sharlikran, doesn't appear to hold actor values, but once we can determine where the above maximums are stored in association with each Workshop container, we can devise a permanent solution."



    Here is what I think is happening and I would welcome input and debate on this. I looked at the esp for this mod in F4Edit and it increases the maximum triangles and draws. The way we think of mod overwriting is that the game loads its defaults and then a mod overwrites this information with a new condition. And, normally, this is fine. However, since many of my settlements exceed the build limit Fallout4.esm loads the defaults and these remove items to match the game's maximums. Then this mod overwrites this maximum but my items are gone. The new maximums allow me to rebuild and repair my settlements and so go over the limits but the next time I log on the damage will be there again.

    I could be wrong. I'm no expert. But it seems to me that the only solution is to use F4Edit to move the changes this mod makes to Fallout4.esm itself so that the default maximums are never loaded. The problem is that F4Edit does not allow that. I realize that this is a "NO NO" but I'm not prepared to play this game without it so if anyone knows how I can make changes to Fallout.esm I would be really appreciative.
    1. Wolfmod
      Wolfmod
      • premium
      • 20 kudos
      EDIT: Really important. This mod allows players to build huge settlements but Bethesda has two different build limits. The first is the one that stops you from doing anything beyond a couple of turrets on a small raider settlement.This mod fixes that one beautifully. The second barrier is the one I am discussing. That is the barrier set by 3,000 Draws and 3,000,000 triangles. On very large settlements with lots of foundation stones and clutter your "city" fill fall foul of this limit.

      Update: Here is what I did. I repaired the damage replacing missing floors, walls and stores. I saved my game and logged off. I loaded my game and the same floors, walls and stores were missing. To make sure, I repeated this once more. Then I used the command, "TCL," to go into the foundations of my buildings and scrapped hidden foundation stones and anything else that was not visible. I scrapped double the number of items that went missing in the log in. I saved, logged out and logged back in again and lo and behold there was no damage and my settlement was intact.

      This requires further investigation by people more knowledgeable than myself. We need to exceed the default budget but apparently we just aren't there yet.
    2. deleted52776001
      deleted52776001
      • account closed
      • 2 kudos
      On one of my playthroughs, I was using another mod that increases the build limit (to 3x IIRC), and when I reached that limit and wanted to build even more, I switched to this mod and so far haven't had a problem as you describe. However, I'm not very far into this save-game right now, so it could very well be a thing. I just had a look at this mod's entries in FO4Edit also. It appears to be one of the safest options to use on Nexus that accomplishes this feat without setting a -1 limit for setav.
      How did things turn out for you since this post? And did anyone else have the same issue?
  10. capt_w
    capt_w
    • premium
    • 14 kudos
    doesn't look like this mod works with the new Virtual Build Spaces :\, still works fine for the rest of the game.