First off, I love this mod and your other mods. But I am wondering if there is some kind of tutorial for castle building? I cannot for the life of me figure the pieces out. I am using a flat land settlement mod and I still cannot figure it out. Which piece do i start with? Thanks
I absolutely love this mod and use the hell out of it! Kudos (were given some time ago)!
And yet, something has always frustrated me with these building mods in general .... like your wall blocks - the ones that end in 2 distinct angles: 45 degree, which of course both sides used twice will snap into a square, and the 30 degree pcs., which will form a hexagon. However, half lengths and 1/4 length sections of these and the other large block walls, would have been useful ... in fact, quite needed! Be great to form the hexagon shaped fortress walls AND be able to snap an entryway into it cleanly, hence the need for the shorter length pcs. Also, open corners, when your stone railings don't meet and leave gapped corners as an example .... there's nothing available that will snap into place to fill these in. That would have been helpful. Forgive me - I am OCD with this stuff as an actual RL building contractor/master carpenter - old habits and all that. IF you happen to have interest in adding pcs to this mod, let me know - I will place several various pcs in question in a line and screenshoot them, and link 'em for ya, with descriptions for each in what would be useful to have..
the name of the mod tricked me lol, i was thinking this was going to be some kind of bioshock city in the literal sky, damn man, that would be so cool, bethesda would never attempt that, they tried to make a vault under the sea and stopped on that project, but that would have been so badass.
but yeah i would love a bioshock city in the literal sky kind of city, it would be great for a quest too.
lol yeah that's right. i guess that's all the fallout universe had with technology right? i mean the Mr. handy model could last for generations without fuel so why not a floating city?
i say without fuel because somehow all of these Mr. Handy's are still working suddenly all around the map and supposedly it's the same for your personal Handy codsworth, i mean i know the game suggests they run off of a gas that looks like a propane tank, but they never have to refuel in all the 200 years, so something is up, maybe they have built in tech that absorbs nuclear waste vaper from the air and it collects in the condensers or something and suddenly that's how they are all powered lol.
What's funny is I just finished a visual overhaul of KATE companion mod (which I am going to try to get permission from the author to publish.). But the reason I am bringing this up is because she actually has a voice line about that. She says something to the effect of "I see all this Mr. Handy fuel everywhere but I never see one using it. I think it's a hoax."
but it's like anything in this game that doesn't exactly make any sense, from the gas powered generators that have endless fuel no matter what you do in your settlements to fusion cores going from 100% to 0 in 30 minutes in your power armor but will last ages running the lights and other functions in any building facility in the game to the institute complaining about not getting enough power for their various systems they use when there are hundreds of these fusion cores everywhere you look not to mention fat man shells with nuclear power inside of them, they send their gen 1 synths to the surface to collect these resources to save on personnel, because according to the lore they used to send teams of institute people to the surface to collect these things, but that just ended in to many deaths due to the conditions on the surface.
to be honest it would be kind of cool to have a story mod during those time periods, it would have to of been during the time when the sky was producing the nuclear winter so the sky was mostly dark and producing ash everywhere you went and the inside of the institute would have been in it's infancy of building their under ground location so it wouldn't be quite as large of a location, to be honest i feel like it should have been much bigger in the lore of the modern day, because it doesn't exactly make a whole lot of sense in how small it is, but yeah it would be cool to be one of the groups of people having to go up to the surface to extract resources while some of the scientists in the institute were working on their synth ideas.
Dommage. Super mod, mais rien n'est navigable. Les colons ne passent pas sur les ponts en pierres. Quel dommage. Je ne trouve plus ce mod ou l'on plaçait des plaques sur le sol pour que les colons puissent naviguer là ou on le désirait. C'était une super idée et un mod très utile.
Je l'ai celui ci. Mais ce n'est pas celui dont je parlais, car celui ci est pour les activités, alors que celui d'ont je parlais, avais des flèches directionnelles pour faire naviguer les colons. Par exemple, on plaçait les flèches sur un pont qui n'était pas navigable et les colons pouvaient le traverser. Mais je vous remercie pour votre aide.
Installed, sorted with LOOT. No menu items appeared in build menu. Tried rebuilding menus with settlement menu manager. Nothing. Tried loading after other mods. Nothing. Tried loading before other mods. Nothing. Tried changing load order for Master Plan. Nothing.
Using Settlement Menu Manager, Settlement Keywords Expanded, SOE. Couple other mods that add their own menus at the end, but not to "Wood."
I can't tell what, if anything is conflicting, but nothing I've done seems to make any new buildables appear under wood or anywhere else.
Has anyone gotten this mod to work in recent memory? Anyone have any idea what the problem could be?
Make sure to put this mod after Masterplan in LO,and also maybe you forgot to enable your ini ? https://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation
Read the description; love the concept. Read the requirements, comments, bugs, and forum; hate the execution. So... this is probably futile given that it seems the mod author has abandoned it but... do you think that maybe the problem is it's dependence on the flawed Master Plan mod? I'd love to use this mod but the issues reported and lack of response from the mod author make this a 'stay away from' mod.
I am in shambles, I've spent all day building a huge (but awful looking) castle and none of my settlers know how to actually get inside the f*#@ing thing even after I added an archway in the outer wall
510 comments
And yet, something has always frustrated me with these building mods in general .... like your wall blocks - the ones that end in 2 distinct angles: 45 degree, which of course both sides used twice will snap into a square, and the 30 degree pcs., which will form a hexagon. However, half lengths and 1/4 length sections of these and the other large block walls, would have been useful ... in fact, quite needed! Be great to form the hexagon shaped fortress walls AND be able to snap an entryway into it cleanly, hence the need for the shorter length pcs. Also, open corners, when your stone railings don't meet and leave gapped corners as an example .... there's nothing available that will snap into place to fill these in. That would have been helpful. Forgive me - I am OCD with this stuff as an actual RL building contractor/master carpenter - old habits and all that. IF you happen to have interest in adding pcs to this mod, let me know - I will place several various pcs in question in a line and screenshoot them, and link 'em for ya, with descriptions for each in what would be useful to have..
Thanx for "hearing me out"!
but yeah i would love a bioshock city in the literal sky kind of city, it would be great for a quest too.
i say without fuel because somehow all of these Mr. Handy's are still working suddenly all around the map and supposedly it's the same for your personal Handy codsworth, i mean i know the game suggests they run off of a gas that looks like a propane tank, but they never have to refuel in all the 200 years, so something is up, maybe they have built in tech that absorbs nuclear waste vaper from the air and it collects in the condensers or something and suddenly that's how they are all powered lol.
Gave me a good chuckle.
that's truely funny.
but it's like anything in this game that doesn't exactly make any sense, from the gas powered generators that have endless fuel no matter what you do in your settlements to fusion cores going from 100% to 0 in 30 minutes in your power armor but will last ages running the lights and other functions in any building facility in the game to the institute complaining about not getting enough power for their various systems they use when there are hundreds of these fusion cores everywhere you look not to mention fat man shells with nuclear power inside of them, they send their gen 1 synths to the surface to collect these resources to save on personnel, because according to the lore they used to send teams of institute people to the surface to collect these things, but that just ended in to many deaths due to the conditions on the surface.
to be honest it would be kind of cool to have a story mod during those time periods, it would have to of been during the time when the sky was producing the nuclear winter so the sky was mostly dark and producing ash everywhere you went and the inside of the institute would have been in it's infancy of building their under ground location so it wouldn't be quite as large of a location, to be honest i feel like it should have been much bigger in the lore of the modern day, because it doesn't exactly make a whole lot of sense in how small it is, but yeah it would be cool to be one of the groups of people having to go up to the surface to extract resources while some of the scientists in the institute were working on their synth ideas.
the mod with the markers is "settlement activities markers".
I just downloaded it last night. see if it works, there is the link.
Tried rebuilding menus with settlement menu manager. Nothing.
Tried loading after other mods. Nothing.
Tried loading before other mods. Nothing.
Tried changing load order for Master Plan. Nothing.
Using Settlement Menu Manager, Settlement Keywords Expanded, SOE. Couple other mods that add their own menus at the end, but not to "Wood."
I can't tell what, if anything is conflicting, but nothing I've done seems to make any new buildables appear under wood or anywhere else.
Has anyone gotten this mod to work in recent memory? Anyone have any idea what the problem could be?
I'd love to use this mod but the issues reported and lack of response from the mod author make this a 'stay away from' mod.