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FiftyTifty

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  1. FiftyTifty
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    [2.1 Update]

    My initial 2.0 update's script to convert items to/from statics was absolutely broken. No idea how that happened, but I've finally fixed it. Was a pain having to figure out what I was doing six years ago when I made it, but now it ran fine in my testing.

    Let me know if any weirdness pops up.
  2. deestilo
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    hiya, I need to turn off F4SE Key (HOME button) and use custom key.

    However it stays ON everytime I load MCM up. Is there a way to keep it off forever?
  3. Cyrillegod
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    Hi.I understood why objects disappear.If you save after placing static or non-static objects and you exit the save to load it again, what was placed no longer appears but if you exit the save and quit the game, when you restart the game and load the save, everything is saved.
  4. Cyrillegod
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    Hello you.I loaded my save before NextGen and all objects remained static while I have the latest version of PlaceEveryWhere where the static function does not work. How does the game keep this in memory?Thank you
  5. EX070694
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    I have a question and I think I may just be doing something wrong.
    So I have an item on the table and while aiming at it I press the "end" key and convert it to static, wait for it to say "finished", and then shoot it or walk on it and it moves. Am I doing something wrong?  Also does this work with Transfer settlements, or will it need to be a requirement for others during their imports?
    Thanks, sounds like it is a good mod, just trying to get it to work right now.
    1. FiftyTifty
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      It won't work with items added by mods, those would need specific patches. Which items have you tried that didn't work? For transfer settlements yeah this would need to be added as a requirement.

      Reason why is we can't make new static forms at runtime. I used the FO4Edit and the Creation Kit to make static versions of the vanilla items. Then those get swapped when you press the hotkey
    2. EX070694
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      I was trying to make a basic pipe wrench static.
    3. Cyrillegod
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      Hi, with the old version of the place everywhere mod you could make any object static with the fn+end keys. If we use the home key without the fn key then the object becomes mobile again. The mod even works with items created by other mods. Could you do this with your mod?
    4. Cyrillegod
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      I found this : Static objects (uses the display name, not the actual model name).
    5. FiftyTifty
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      All that does is set the havok type for the object. Unfortunately there's a bug in Fallout 4 where items slowly sink through objects and the terrain, and disappear from the game.

      The only way to avoid that bug is by replacing the items with static models, which is why I made this.
    6. Cyrillegod
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      J’ai une sauvegarde avec beaucoup d’objets rendus statiques avec place partout ancienne version et ils n’ont jamais bougé depuis le temps. Mais avec la dernière version, la fonction fn+end ne fonctionne plus.J’aime beaucoup votre mod pour ramasser des pneus, etc., mais pouvoir sélectionner un seul objet pour le rendre statique serait mieux.
      Je suis sûr que vous pouvez faire en sorte que n’importe quel objet mod puisse être rendu statique.
      Le mod QuaPa sur PS4 le fait aussi.
    7. FiftyTifty
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      I'll take a look, I probably forgot some file in the archive.
    8. Cyrillegod
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      Thank you so much. I believe in you because your mod is already a feat.
    9. FiftyTifty
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      That's sweet, thanks. So there definitely is an issue, and I can't get the debug log to print where the script is failing. This will take some time to figure out.

      Hopefully I don't have to rewrite everything, that would be gross
    10. Cyrillegod
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      Yes I understand.I will wait for your return.
      Thank you for your analysis.
    11. FiftyTifty
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      Just as an update, I've been working away at debugging this script I originally made 6 years ago. I've got it more or less fixed, but need to give it another look when I've got fresh eyes.
    12. FiftyTifty
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      There we go, everything should work fine now. Let me know if anything's funky.
    13. Cyrillegod
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      I'm going to test this right away.THANKS
    14. Cyrillegod
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      OK strange. With the latest version the old wooden box becomes the new box and can no longer be picked up.
    15. FiftyTifty
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      Is it a different model? Got screenshots?

      The way this mod works: Find all items, freeze in place, get position, delete item, spawn static version, set position. If you turn statics into items, it does the same but other way round. You're not meant to be able to pick up statics, since they're statics. You can scrap them to get the original item back if you want a specific one.
    16. Cyrillegod
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      No it's not. For example at Sanctuary there are non-static wooden crates. I pick them up with your mod but by installing the latest version the wooden crates look like they did before the war and can no longer be picked up. If I delete the latest version and go back to 1.2 the wooden crates are again the old ones that I can pick up.
    17. FiftyTifty
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      Can you take a screenshot, or click on them in the console so I can see the FormID?
    18. mudus
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      "It won't work with items added by mods, those would need specific patches."

      There is a mod called Place Anywhere (or Place Everywhere? One of the two.) That did this exact thing, and you could make anything static, including items from other mods. I can't imagine the guy went through every mod that added new items and created patches for each mod, but I suppose stranger things have happened. His mod lists this functionality as now "broken until fixed" (paraphrasing), which is super unfortunate. That was at the very least the second best feature of the mod (The main function being placing items anywhere/everywhere...), I want to say outside of the mods main function but I'd even put it up there on par with the mods main function, which would make it tied for first place as "mods best function." Not that there is any competition... just in regards to how useful the function is.
    19. FiftyTifty
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      It didn't make them into statics, it changed their havok type to keyframed. That isn't enough to avoid the bug where items slowly shift downward each time the cell is loaded, eventually disappearing from the game when they go below the terrain far enough.

      What my mod does is directly replace each placed item with a STAT object. Statics don't have that bug, only items and possibly movable statics.
    20. Cyrillegod
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      Good morning,I have not yet reinstalled the latest version of your mod to take a screen print but anyway I stayed on the very first version which works better. As for the PlaceEveryWere mod, in my backup before NextGen the objects are not never fallen or even disappeared except a blue gnome. The mod makes new objects static but also those replaced from the vanilla version. Your mod does not make the original objects which have the modified appearance static.It does something that you haven't picked up on yet but I'm not going to blame you because I'm incapable of making a mod. :)
    21. FiftyTifty
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      It was the Place Everywhere developer that I talked to way back when it first came out, that prompted me to make this mod in the first place. Their mod doesn't do what you said it does. I use the same script function to keep the items in place before they are then swapped out with static objects.

      And I've lost more than just a gnome when using SetHavokMotionType alone. I would often see items clipping through the furniture I placed them on, or even underneath the terrain.
    22. mudus
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      Weirdly enough I never had any issues with items sinking into anything. As I said seemed to work fine for me. And whatever it did, it had the same exact effect as your mod, without crashing to desktop. Not that that's your fault. It's probably my "load order" or some other vague thing people mention constantly.
    23. Cyrillegod
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      The most basic is to place the object you want in the editor and then add to it the scripts DefaultBlockActivationOnLoad and defaultdisablehavokonload. On the scripts tab of that object reference, check the "Don't Havok Settle" checkbox. If you have your own object specific to your mod, you could add these scripts to its base form so that you don't have to add them on every single specific form you place.
      If the object is being placed by a script (or is otherwise available to be an ObjectReference in a script somewhere,) you could call BlockActivation() and SetMotionType() on that object with the appropriate parameters. If you're unsure how or why to do that, get a look at the scripts in the first method and see how they do it. The note on the first method about adding the script(s) involved on a base form applies here as well.
    24. FiftyTifty
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      Yep, that's what I did at first. And it still has the objects sink through the level upon multiple reloads. It's caused whenever the cell is unloaded and reloaded, there is a chance items will sink downwards. Even with the Havok Motion Type set to Keyframed. I've said it before, I tried all that but it still had the bug
    25. Cyrillegod
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      Do you know the QwaPA mod for PS4?It freezes objects. I don't understand why your objects sink into the ground. I've been playing Fallout 4 since 2014 on PS4 and on PC for 2 years and I've never lost any items except the blue gnome that I told you about.
    26. Bellagar
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      Ive found something that might work for you, it's called display markers, it's not as convenient as the hotkeys of this mod/place everywhere but it seems to fill the niche
  6. Testarlive
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    Genuinely super useful for anyone who likes collecting items/trophies and decorate their home without a dumb settler/raider/companion destroying it all.

    I'll add this to the modlist, thanks !
    1. FiftyTifty
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      And it avoids the item sinking bug. Win win.
    2. mudus
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      I had a room before that I had closed off with a door connected to a switch where I kept all of my place-able things. Then I found Place Anywhere and didn't need it anymore.
      Now Place Anywhere's static item function doesn't work, and this one makes me crash every time I try to use it, so I need a locked room again. *sigh*

      Really wanted to enjoy modding Fallout 4 at some point.
  7. mudus
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    Man I wish I could use this mod. It seems like it works fine, until it inevitably crashes to desktop after using the "make items static" or "make statics items" features.
  8. CrunchyBiscuit007
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    Hey again!

    I discovered a rather serious anomaly, not sure if it's been mentioned before. Not certain what the exact cause is either, but I would sure like to know so I can prevent it from happening with other random items in the future.

    So I've been covering up some walkway gaps using wooden boards, as shown below:



    I don't think the wooden boards can be picked up normally; I'm pretty sure it's this mod that enables us to pick them up. I laid down the boards and turned 'em into statics to cover up the gap. Been fine for well over 100 hours of gameplay, but when I returned to the settlement today after several hours of adventuring, two of the boards were suddenly missing (BaseIDs 0F03B1D6 & 0F03B1D7, not sure if these are relevant), as shown below:



    Heart attack. What other items are missing? Could this happen at any time? At random? What triggers this? WHY? I have about 200 items turned into statics by now, and luckily, all other items are still exactly where they should be, just not those two wooden boards. Loaded up an older save to check the boards' RefIDs, then loaded up the most recent save where the boards are gone, and tried to PrID them. I could still select the boards, so they weren't deleted, just moved somewhere. I used the player.moveto command to see where, and I ended up at Graygarden, as shown below:



    There they are! How the heck did those two boards end up there? I only very recently discovered Graygarden while walking past it, so my guess is it happened back then. How and why, though? Maybe it has something to do with persistent parent/child configurations, where the wooden boards and the ripened trees in the garden share the same IDs, or otherwise became linked? No clue.

    The only mods I'm using are F4SE for this one, and DYNAVISION. Some help or insight would truly be appreciated, because I'm completely demotivated to build anything now. I know I could just move the boards back to their proper location of course, that's not an issue, but the nagging feeling that this could potentially happen any and every time I discover a new location is, and it has me devastated.

    Perhaps I should post this over at the bugs section. Anyway, thanks for reading!
    1. FiftyTifty
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      I've seen a similar issue, with items I turned into statics going to a different part of the cell. The problem is, I'm not doing anything to cause the positions to change. The mod doesn't even track the items, it simply gets nearby items, takes their positions, deletes the items, and spawns statics at the same position.

      It will be some game engine level bug, as the statics are (un)loaded by the game itself. And the weird part is that it only happens to a couple objects! Not all of them. Which is just bizarre.

      It'd be cool if an engine modder could take a look, but there's no consistency to the bug as you noticed as well.
    2. CrunchyBiscuit007
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      Thanks for your reply.

      Yeah, I figured it's nothing you did specifically. I'll just have to stay alert and keep an eye out for this issue reoccurring. As long as the items still exist in the game, I can always find out where they are, move them back, clean them up or delete them and convert new ones. I guess you and the people using this mod have lots of combined hours playing with this mod enabled, so I presume this anomaly is quite rare. Man, this sort of stuff truly grinds my gears.

      Anyway, very useful mod otherwise. Can't imagine building/decorating anything without it. I'll let you know when I find out more about this issue, and hope you'll do the same. Enjoy what's left of your weekend!
    3. mudus
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      Not to be insensitive but, that last image along with "and I ended up at Graygarden" made me laugh.
  9. GlennCroft
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    the only mod that gets me hyped when i see updates notifications. thanks man <3
    1. FiftyTifty
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      You're welcome fellow loot fiend
  10. CrunchyBiscuit007
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    Pressing end does nothing. Very frustrating, as this mod is EXACTLY what I need. Supposedly simple and effective. Both Place Everywhere and OCDecorater are a bit too convoluted for my taste.

    I placed the *.ba2 and *.esp files in the correct folder and enabled the mod in Fallout 4. The mod at least does something, because I can pick up wood boxes, skeletons and traffic cones, but when I press end while aiming at an item up close, nothing happens and I'm unable to turn the item into a static (which is the reason I downloaded this mod).

    My Fallout 4 is completely vanilla (aside from this mod) plus all DLC. No *.ini edits, no other mods, just a clean install (Steam version).

    Does this mod depend on F4SE or something? I don't have that.
    1. FiftyTifty
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      Yes, it depends on F4SE. Pretty much every single script mod that does cool stuff needs it.
    2. CrunchyBiscuit007
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      Hey! Thanks for your reply.

      Too bad that it requires F4SE. I must have missed that part while reading the description and requirements.
    3. FiftyTifty
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      Knowing me, I probably forgot to put it in there lmao
    4. FiftyTifty
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      There we go, added it to the requirements.
    5. CrunchyBiscuit007
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      Hey again!

      Cool, thanks. Adequate.

      Hmmm, I might just take the risk of installing F4SE for this thing, because I desperately NEED your mod in my life. Unbelievable that something like this isn't part of the default game.

      Thumbs up!
    6. CrunchyBiscuit007
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      Finally bit the bullet. Works well, no anomalies so far. Excellent.

      I know you're probably not actively working on this anymore, but if you could, there are two items that I feel should really be added: the red gas cylinder and the smaller cardboard box. Would be sweet.

      Anyway, thanks again for this one!
    7. FiftyTifty
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      There are a couple items I missed, one of them being the hat stand or coat rack whatever it's called. For the gas cylinders, I remember there being a reason why I didn't make them into items. Something to do with the exploding part? Can't quite remember.

      I will be taking a look at my Fallout 4 mods once I'm done with another Fallout 4 project I'm working on. So never say never!
    8. CrunchyBiscuit007
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      Ah, I see.

      Good luck with your current project!
    9. Cyrillegod
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      you always want the solution?
  11. deleted9904557
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    The mod seems to be working fine, but for some reason I don't get an on-screen message when I hit the end key. I can pick up traffic cones, etc, however I just find it strange that pressing the end key doesn't give me a prompt.
    1. FiftyTifty
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      You made sure to install the .ba2 archive as well as the .esp, right?
    2. deleted9904557
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      I did. I downloaded the mod again just now, in case something went wrong there as happens sometimes, but the file sizes match. Nevertheless, I've installed this fresh download after removing the old.

      I tried moving the mod all the way to the bottom of my load order before posting here too and that also didn't work. I'll try again with this fresh download and see what happens. I very rarely have a problem I can't sort out myself, so this is quite strange to me.
    3. FiftyTifty
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      Then I have no idea what the problem is. The mod works just fine for me.

      Curiously, are you using Mod Organizer? If you are, try installing the mod directly into your Data folder.
    4. deleted9904557
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      No. I've never used Mod Organizer. I install all my mods manually. Here's a link to my load order in case maybe there's something that stands out to you that could be causing a problem: https://pastebin.com/jt6TAcuJ, because I'm really at a loss to explain what's going on.

      ETA: I just tried extracting the archive and installing the scripts manually and no difference.

    5. FiftyTifty
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      If you try starting a new game with just the mod active, does it work?
    6. nighthawk8412
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      Where can I find the .ba2 archive? You did not mention where to find it on the Description page for this mod.
    7. FiftyTifty
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      It's in the archive along with the .esp file, as is the case for every mod that has a .ba2 file.
    8. mxiimods02
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      I have the same problem except it worked when I first installed it, but after a while the end key would never bring up the menu. The cones and tires and stuff are still items tho. And yes, the esp and the ba2 are both in the data folder. I installed it with vortex and manually with no change. Such a shame. This was the perfect solution to stopping grenades from ruining my item arrangements.

      Also, I doubt you plan on adding any more statics as items, but the hat/coat stands and the 25mph signs in sanctuary are like the only movable statics that aren't items in my settlement. Would be nice to be able to freeze them if the end key ever starts working again...
    9. CrunchyBiscuit007
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      Same problem! Very frustrating, as this mod is EXACTLY what I need. Supposedly simple and effective. Both Place Everywhere and OCDecorater are a bit too convoluted for my taste.

      I placed the *.ba2 and *.esp files in the correct folder and enabled the mod in Fallout 4. The mod at least does something, because I can pick up wood boxes, skeletons and traffic cones, but when I press end while aiming at an item up close, nothing happens and I'm unable to turn the item into a static (which is the reason I downloaded this mod).

      My Fallout 4 is completely vanilla (aside from this mod) plus all DLC. No *.ini edits, no other mods, just a clean install (Steam version).

      Does this mod depend on F4SE or something? I don't have that.