I bet this would help with my settlement workshop taking half an hour to open up every time filled with things I'll actually use 1% of the time bogging it down... or does it still go through all the "theoretical entries" every time even if they aren't in the menu form lists?
Also, I think a terminal would be a good alternative option. I'm going to see if I can make a test one in xedit, or maybe a holotape so it can be used in any terminal without needing to clog up menus with duplicate statics just with different uses...
I do like the levers though. Some kind of like big half-circle style console you can stand at (that is slightly angled up, not flat, for easier usability) and has levers or buttons would be cool too.
Oh, I think I can build spark FX with one of my mods; I never have, but that would be cool for these levers. Some metal.. uh... that style with you know, a hallow square with a handle that flips up all... badass when evil scientists use them... is there anything like that in the game already or in a mod, that'd be a cool one for another flavor. I haven't looked at it yet, but your framework could probably be attached in xedit to any "interactable toggle" type static I'm betting. And of course the custom versions still need to then be specialized to the formlist to modify, so I wasn't trying to say it could be done in game to make the base items on the fly without having constructibles for it, since that would be insane. Only a crazy person would say that. A communist.
I mean... unless I made some kind of awesome-ray pistol with different ammo types that can be shot at any "interactable item" and attach a script to it to turn it into the form toggle that ammo I used corresponds to. A communist wouldn't ever come up with that kind of red blooded American ingenuity and can-do attitude. I mean, you could have a big gatling version of the awesome-ray(patent pending) for people who need to compensate for having smaller form lists.
It only works with what's active, but it needs the original mod to be made with this one in mind, or been patched. I haven't done many because I don't have the time, but you can try if you want. There are two ways of hiding things:
Way 1: Create formlists that are added or removed in-game. This ensures that teh workshop only works with the things added. This option is the best one, but is not always possible to do it, that's why there's a second option, not so neat.
Way 2: Booleans on the COBJ. I can't ensure how it works, because it depends on how Bethesda made things, but I assume that it has some procedural cost, since it should work by checking on opening the workshop if the condition is true or false. Despite that, I'd say it will improve the workshop flow, since it doesn't load the meshes, it's just a boolean check.
The reason I didn't did a holotape, or a terminal, is that as far as my knowledge goes, that would mean have many patches any time a mod is added. With this way, any mod goes by its own way, and just connecting everything to one switch, you can ensure that different files with any connection between them will work together, and you can reconnect any of them to work in another way. It has a high cost of space on teh settlements, but it brings a lot of power to make finding the stuff to build really fast.
and yes, this can go to any interactable toggle. I used the default one because my modelling knowledge is 0. I'd like to have smaller ones, and would be cool to have also prefabs made of walls so that you can build easily like a server room, where you have many walls, and the connectors and all already build. But that is a lot of work that I don't really know how to do. Just ideas floating for when free time returns to my life
If you're gonna try to make some patches for your mods, take in mind that the script you'll find is not the one on the video. I made some changes since I recorded it, and hadn't the time to record again. If you know how to script, it shouldn't really be a problem, since the idea is the sime, just polished.
Yeah, there are many mods that would go great with this. I've messaged many mod authors to make them know this exists. Now is up to them to make it work. If not, I may end up doing patches myself. But at this point I'm gonna give'em some time. You can request them if you want to, they may please you
This can't be done as powerful as it is with a holotape. Let me explain. With a holotape you'd be able to turn on/off the menu of 1 mod at a time. But with switchboxes, you're using the power system of Fallout to make all of them interact. So you can literally program your own building menu, fitting your specific needs. It will all depend on how good you are with the poder of Fallout, but the tools are there. And if you own contraptions, with the advance switches, you can do really cool menus. This means that with a couple of normal switchboxes you'll be controlling all your mods
Uuh, wait what? Does this mod make me able to turn of, like the vanilla stuffs? I use 99% modded stuff when I'm building and the vanilla things always clutters up everything. Or does it turn of/on any top menues? *Hold thumbs for a vanilla killer*
this is a modders resource. It will let you show/hide the mod stuff, if the modders want to use this on their mods. I'll make a file for showing/hiding as well Vanilla stuff, if I'm able to. But that will eb pretty conflicting with anything touching those objects, just have that in mind
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Also, I think a terminal would be a good alternative option. I'm going to see if I can make a test one in xedit, or maybe a holotape so it can be used in any terminal without needing to clog up menus with duplicate statics just with different uses...
I do like the levers though. Some kind of like big half-circle style console you can stand at (that is slightly angled up, not flat, for easier usability) and has levers or buttons would be cool too.
Oh, I think I can build spark FX with one of my mods; I never have, but that would be cool for these levers. Some metal.. uh... that style with you know, a hallow square with a handle that flips up all... badass when evil scientists use them... is there anything like that in the game already or in a mod, that'd be a cool one for another flavor. I haven't looked at it yet, but your framework could probably be attached in xedit to any "interactable toggle" type static I'm betting. And of course the custom versions still need to then be specialized to the formlist to modify, so I wasn't trying to say it could be done in game to make the base items on the fly without having constructibles for it, since that would be insane. Only a crazy person would say that. A communist.
I mean... unless I made some kind of awesome-ray pistol with different ammo types that can be shot at any "interactable item" and attach a script to it to turn it into the form toggle that ammo I used corresponds to. A communist wouldn't ever come up with that kind of red blooded American ingenuity and can-do attitude. I mean, you could have a big gatling version of the awesome-ray(patent pending) for people who need to compensate for having smaller form lists.
There are two ways of hiding things:
Way 1: Create formlists that are added or removed in-game. This ensures that teh workshop only works with the things added. This option is the best one, but is not always possible to do it, that's why there's a second option, not so neat.
Way 2: Booleans on the COBJ. I can't ensure how it works, because it depends on how Bethesda made things, but I assume that it has some procedural cost, since it should work by checking on opening the workshop if the condition is true or false. Despite that, I'd say it will improve the workshop flow, since it doesn't load the meshes, it's just a boolean check.
The reason I didn't did a holotape, or a terminal, is that as far as my knowledge goes, that would mean have many patches any time a mod is added. With this way, any mod goes by its own way, and just connecting everything to one switch, you can ensure that different files with any connection between them will work together, and you can reconnect any of them to work in another way.
It has a high cost of space on teh settlements, but it brings a lot of power to make finding the stuff to build really fast.
and yes, this can go to any interactable toggle. I used the default one because my modelling knowledge is 0. I'd like to have smaller ones, and would be cool to have also prefabs made of walls so that you can build easily like a server room, where you have many walls, and the connectors and all already build. But that is a lot of work that I don't really know how to do. Just ideas floating for when free time returns to my life
If you know how to script, it shouldn't really be a problem, since the idea is the sime, just polished.
You can request them if you want to, they may please you
With a holotape you'd be able to turn on/off the menu of 1 mod at a time.
But with switchboxes, you're using the power system of Fallout to make all of them interact. So you can literally program your own building menu, fitting your specific needs.
It will all depend on how good you are with the poder of Fallout, but the tools are there. And if you own contraptions, with the advance switches, you can do really cool menus. This means that with a couple of normal switchboxes you'll be controlling all your mods
I'll make a file for showing/hiding as well Vanilla stuff, if I'm able to. But that will eb pretty conflicting with anything touching those objects, just have that in mind