As info, I've completed everything I wanted to do in the game, and have uninstalled. It's unlikely there will ever be any further updates, but over the years, nothing has broken either.
I love this mod. I have spent so many hours trying to figure out why certain beds were unsheltered right next to ones that were sheltered. Now I can concentrate on other things. THANK YOU!
Old mod, but for anyone that is looking at this in 2020 and is also using sim settlements, this mod’s functionality is incorporated into it. Saves you an .esp slot.
Sim Settlements does fix the unhappiness issue but not the Pip-Boy telling you there is not enough beds. If the Pip-Boy showing an "!" all the time bugs you like it bugs me, this mod seems to fix this issue (at least so far, hopefully I didn't just jinx myself).
Visiting the workshop reporting that issue and opening the workshop and closing it *should* clear it. But I seem to recall (this is so so many years ago now) that the Pipboy stats were often just flat wrong and sometimes wouldn't match a settlement you were actively inside.
@ferret99gt Sorry if I am rude, can I ask the source, I mean if we can do this for other resources like water, food, and defense, all of the settlement micromanagement is gone!!
I just wanted to drop a line and say THANK YOU for creating this mod - all the work I did to build shelters and Bethesda's buggy system wasn't recognizing my sheltered beds. Appreciate your work!
Thank you so much. This was driving me up the wall. I'm absolutely scrupulous about all beds being under cover in my builds and the stupid randomness of the engine on this was doing my head in.
Hi ferret, would you consider making a esl version of your mod? i really miss your mod in my load order, but as it's a minor patch i would say, sadly it's priority kicked it out of the plugin limit. (and yes, there a people out there with smoothly running 255 plugins :D)
Its really easy to convert an .esp to .esl by yourself. Just get the creation kit from beth launcher and install this mod. -Once the ck is open go to File> Data. -A window with all your mods should appear, search for the mod you want to convert (sheltered beds.esp in this case) -Check the box next to this mod and click "Set as Active File". -Once loaded go to File > Compact Active File Form ids -Finally go to File again but this time click on "Convert Active File to Light Master" And thats it, all thats left to do is delete the old .esp and activate the new .esl with your mod manager sorry for bad english tho
What a great mod for such an annoying feature of the game. Hunting down "sheltered beds" was so frustrating since I tend to put all beds in houses with doors and roofs and only in logical places. This is a brilliant fix and happy that 4 years later, it is still working just fine. Thanks for your work Ferret!
Great! I was mystified by why a bed in a shack that I could see the sky through the roof was 'sheltered' but the beds I put in a stack of solid metal containers weren't.
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December 8, 2023: I stand corrected :(
can I ask the source,
I mean if we can do this for other resources like water, food, and defense,
all of the settlement micromanagement is gone!!
Just get the creation kit from beth launcher and install this mod.
-Once the ck is open go to File> Data.
-A window with all your mods should appear, search for the mod you want to convert (sheltered beds.esp in this case)
-Check the box next to this mod and click "Set as Active File".
-Once loaded go to File > Compact Active File Form ids
-Finally go to File again but this time click on "Convert Active File to Light Master"
And thats it, all thats left to do is delete the old .esp and activate the new .esl with your mod manager
sorry for bad english tho
Also, in xedit you flag it as an esl in the header, leave it with extension esp so you can still reorder it easily in plugins.txt.
Cheers and have a good one
Merry Christmas