Ok i'm guessing its something on my end but I can't see any of these items. Just letting you know. The chest and notes show up and the text in my pip-boy as well but some images do not show in pip-boy and if I drop an item it is no where to be seen. Any thoughts? It's me isn't it? I knew it!
And here's version 1.4, which now includes urinal cakes and Slick WIllie's Hand Lotion. These items are soon to be integrated in an update to Vault 201 - Skeleton Crew, so count yourself lucky to see them here first.
Enjoy!
EDIT: And the paste! I forgot about the paste! Gooey's A+ Non-toxic School Paste. Because an INT of 1 is a real capability in this game...
EDIT 20170717 Just ported this to Xbox on bethesda.net: https://bethesda.net/en/mods/fallout4/mod-detail/4027922
Trouble is, while doing that I realized that I'd screwed up pointers to textures for the blinker fluid and emergency ready rations. So I'll fix those (maybe use the fancy new archives) and upload 1.5 soon.
What changed? There were 'default' material swaps on three items, and I finally got the creative bug and made new textures for those. - Foxtrot Tango Whiskey - Herakleophorbia VII - Miruvor
Enjoy.
EDIT 20170705
So the determination has been made, R1 here will contain food/misc items from the entire V201 series and not just M1. So, expect a couple more items in the near future. Also soon, I'll be compiling a second pack (R2) for the custom signage and iconography I'm creating for these mods.
Welcome to resource pack 1.2. What changed over 1.1?
- added the Teleport Retriever, hard-locked to a target point of the top of the trailer outside Vault 111 - included the source for all the Vault 201 scripts, even the 'test' ones. Admire my horrible Papyrus code... - two notes now left with items as reference and warning.
No bugs have yet been identified with any part. The teleport retriever is completely unrestricted; use with care if engaged in a quest or quest dialogue. I should call it 'Calgon', because it takes you away...
20170622 Considering adding a couple things to this; - the teleport retriever. I'd need to figure out how I want to handle the 'landing' though, since there's no Vault 201 Lab. - For those using this as a resource, the interoperability scripts I wrote for M1/M2/M3. Those could come in *very* handy for anyone who wants to tie two or more of their own mods together via doors, but doesn't want to create any interdependencies. No interdependencies means you can play one or the other of the mods without the game complaining at all... or play both, and be able to freely move between them.
There will be more food items coming with M2 and M3 eventually, not nearly this much though. M2 is going to focus on 'the past' a little more in that I'm scouring previous Fallout games for references and content, since M2 is somewhat closely tied with the rest of the nation pre-war.
20170617
Had a few spare minutes so I tweaked the vanilla FH files I'd pointed to for the Preserved Fish and included them in the deployment. This should eliminate any Far Harbor dependencies, so this should work perfectly without any DLC. The DLC are still listed as plugins in CK though, unknown whether that actually makes a difference with the game. Any use reports?
20170615
I made some small changes to the description to unclutter things, and because I changed the name of the source mod to let the follow-on mods in the series index better. Yes, Vault 201 is a series. Or a collection, really... explanation in the coming mods.
I will also be adding a forum post with an explanation of where the ideas for these items came from and attributions to the originals. I may later add the actual effects lists.
Since I'm working on V201 M2 and M3 and waiting for bug reports to fixup and take M1 (Skeleton Crew) to it's final release, it may take a little while to roll in any fixes this mods needs. Honestly though, beyond some possible warnings due to the ESP being created in the presence of all DLC, and the Preserved Fish being invisible if Far Harbor isn't installed, I don't foresee any real problems with R1. It's just a collection of fun stuff, after all.
OH, a big by the way: If you are playing in God Mode for whatever reason, the visual effects for Milk and Ethanol do not play. This is actually normal game behavior since they're marked as damaging effects.
EDIT 20170616: Also just knocked the '1' off the end, I'm going to use this for all the food/misc items across the V201 series.
Hello! Forgive my stupidity, but I'm not sure what this mod is. I know it is food items, but where are they? Are they craftable? Do we find these somewhere? Are they in leveled lists? Again, sorry for the ignorance, but I honestly don't know.
Resource files for other modders who will adopt them into their own mods. Like construction materials for builders. Or raw meat, uncooked eggs, vegetable, etc for chefs.
"There is a wet bar just inside the door of the trailer nearest the Vault 111 entrance. The wet bar has a small thank you below it, a radio above it, and 100 or so of each item inside it. "
Full files are provided as well where applicable... texture, mesh, and material. Everything's programmatically named, references are all R1V201######.
I'm really sorry, I did read the description page and didn't register that line you point out. I guess I was thrown by the word "resource" and was thinking it was a modder's resource thing. Obviously "signalZ" must have thought that too. Anyway, thanks for the response.
13 comments
Version 1.5 repairs some mis-pointed textures on the Emergency Ready Ration and blinker fluid.
It's also the first mod I've assembled using BA2 archives, so 1.4 is going to be available while I wait for any word that I've screwed something up.
The chest and notes show up and the text in my pip-boy as well but some images do not show in pip-boy and if I drop an item it is no where to be seen. Any thoughts?
It's me isn't it? I knew it!
And here's version 1.4, which now includes urinal cakes and Slick WIllie's Hand Lotion. These items are soon to be integrated in an update to Vault 201 - Skeleton Crew, so count yourself lucky to see them here first.
Enjoy!
EDIT: And the paste! I forgot about the paste!
Gooey's A+ Non-toxic School Paste. Because an INT of 1 is a real capability in this game...
EDIT 20170717
Just ported this to Xbox on bethesda.net: https://bethesda.net/en/mods/fallout4/mod-detail/4027922
Trouble is, while doing that I realized that I'd screwed up pointers to textures for the blinker fluid and emergency ready rations. So I'll fix those (maybe use the fancy new archives) and upload 1.5 soon.
Welcome to version 1.3 .
What changed? There were 'default' material swaps on three items, and I finally got the creative bug and made new textures for those.
- Foxtrot Tango Whiskey
- Herakleophorbia VII
- Miruvor
Enjoy.
EDIT 20170705
So the determination has been made, R1 here will contain food/misc items from the entire V201 series and not just M1. So, expect a couple more items in the near future. Also soon, I'll be compiling a second pack (R2) for the custom signage and iconography I'm creating for these mods.
Welcome to resource pack 1.2. What changed over 1.1?
- added the Teleport Retriever, hard-locked to a target point of the top of the trailer outside Vault 111
- included the source for all the Vault 201 scripts, even the 'test' ones. Admire my horrible Papyrus code...
- two notes now left with items as reference and warning.
No bugs have yet been identified with any part. The teleport retriever is completely unrestricted; use with care if engaged in a quest or quest dialogue. I should call it 'Calgon', because it takes you away...
Considering adding a couple things to this;
- the teleport retriever. I'd need to figure out how I want to handle the 'landing' though, since there's no Vault 201 Lab.
- For those using this as a resource, the interoperability scripts I wrote for M1/M2/M3. Those could come in *very* handy for anyone who wants to tie two or more of their own mods together via doors, but doesn't want to create any interdependencies. No interdependencies means you can play one or the other of the mods without the game complaining at all... or play both, and be able to freely move between them.
There will be more food items coming with M2 and M3 eventually, not nearly this much though. M2 is going to focus on 'the past' a little more in that I'm scouring previous Fallout games for references and content, since M2 is somewhat closely tied with the rest of the nation pre-war.
20170617
Had a few spare minutes so I tweaked the vanilla FH files I'd pointed to for the Preserved Fish and included them in the deployment. This should eliminate any Far Harbor dependencies, so this should work perfectly without any DLC. The DLC are still listed as plugins in CK though, unknown whether that actually makes a difference with the game. Any use reports?
20170615
I made some small changes to the description to unclutter things, and because I changed the name of the source mod to let the follow-on mods in the series index better. Yes, Vault 201 is a series. Or a collection, really... explanation in the coming mods.
I will also be adding a forum post with an explanation of where the ideas for these items came from and attributions to the originals. I may later add the actual effects lists.
Since I'm working on V201 M2 and M3 and waiting for bug reports to fixup and take M1 (Skeleton Crew) to it's final release, it may take a little while to roll in any fixes this mods needs. Honestly though, beyond some possible warnings due to the ESP being created in the presence of all DLC, and the Preserved Fish being invisible if Far Harbor isn't installed, I don't foresee any real problems with R1. It's just a collection of fun stuff, after all.
OH, a big by the way: If you are playing in God Mode for whatever reason, the visual effects for Milk and Ethanol do not play. This is actually normal game behavior since they're marked as damaging effects.
EDIT 20170616: Also just knocked the '1' off the end, I'm going to use this for all the food/misc items across the V201 series.
"There is a wet bar just inside the door of the trailer nearest the Vault 111 entrance. The wet bar has a small thank you below it, a radio above it, and 100 or so of each item inside it. "
Full files are provided as well where applicable... texture, mesh, and material.
Everything's programmatically named, references are all R1V201######.
Not sure what happens when you give a bottle to Strong though... it's milk but it's not human, and it's definitely not kind.