(Any future work will be for Sim Settlements 2 addon content)
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The next update will take more time. I am going to look into additions that take more time to create, since it would be boring to just endlessly add color options. There will be more of that too but I'd like more varied foundations and there are some issues to resolve that will take considerable time so that needs to come first. Probably in the coming weeks (assuming IRL doesn't get in the way), unless issues are found that need to be resolved. Slopes are long term plan but as a 3DS Max task, there are complex elements and I would like to do it properly
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As this was made from the beginning as an ESL and I do all work for it in xEdit, formIDs will not change so can be used in City Plans & Transfer Settlements Blueprints. I felt it important to have this be a light plugin so that it wouldn't be adding to the total plugin count alongside required ESPs used for City Plan/Blueprints. A second ESL is included so as to allow this to continue to not use a plugin slot.
Also includes an experimental foundation with custom collision. The experimental foundation was done to learn basic workflow in 3DS Max for making custom collision & exporting a Nif, the edit in terms of geometry was simple but required new collision to be made. This was to open up the possibility of a sort of "double foundation" that might often require new collision, that is to say a supported platform that also allows for placement of Interior Plots although creating custom snap points for these(that also would not interfere with standard plot placement) will be more difficult, for now it's a maybe and manual placement is needed for Interior Plots though Place Anywhere's hotkeys can help make this easier.
I have optional dependency support via script for build menu. Currently 1 of the Terraformers is a test case using this script, #49 in each size is using a Creation Club material referenced from Coffee & Donuts and if not present this specific option will be hidden from each Terraformer subcategory. No Creation Club content is directly included, it's only referenced for players who have it. This means that Sim Settlements is the only added master file on the main file, though Settlement Menu Manager is also required for the main file.
First update is up! All of the new ones are DLC types from Automatron/Far Harbor/Nuka World, added through a second light plugin
i have No complaints on you work, i live it all. thank you. however i would really like this one with OUT the ss req. every now and then i play without the Sims (it's amazingly hard to do now) and i find a great need for foundations and terrain blocks. would it be practical to make this with a non-SS/SS2 req? Please
Added request, the natural foundation and terrain blocks, and the cornering is chief kiss, would be fun to play around on their own without requiring SS1 or 2.
Nevermind, I got it working! Right, this is how I did it:
First, I installed SMM, went in-game created the holotape (Chem Station in Utility), and then ran the Settlement Menu Rescue from the holotape. Saved the game and exited.
Second, I then installed VFX. Went back in-game and activated Sim Settlements from its holotape. And, voila: VFX was there in the Structures build menu!
If SS is already running, VFX won't be there even if you run the Settlement Menu Rescue -- I had to revert my save prior to activating SS. Hope it helps for anyone else with the same issue.
I adore these foundations, they have been hugely helpful in my building
but I noticed a weird inconsistency... the 1x1 asphalt appears to have a different texture from the 2x2 asphalt. It uses the same 'slope' pieces as the 2x2 asphalt, but its texture doesn't match
I was really hoping to easily make use of the 1x1 bits for some road work.
I had basically left FO4 modding but now continuing again because of Sim Settlements 2. Have found and fixed this, now it's uploaded. If there are others, let me know and I'll check them out.
I can see a lot of errors in the papyrus log - not sure how significant they are? Here's a sample.
[01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra2x2_62_Offset on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property [01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra2x2_52_Offset on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property [01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra1x1_67 on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property [01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra1x1_57 on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property
Hi. Quick question, will this be ported to Xbox in the future? Because it looks absolutely amazing. The kind of thing that would help give different vibes to settlements despite our own limitations of mods (I never realized how fast I could get through two Gb until I started downloading mods). And since I’ve found what add-on types I use and like the most (and what I barely use) I’m thinking of starting a new game soon-ish so if you tell me that this could get ported, I might just wait for it!
Yes. The reason for this is the ESL ~2000 records limit. Since it will reach 2000 records total soon I have split them into 2 ESL Flagged ESPs.
I'd asked for opinions about this between going to multiple ESLs or dropping ESL to become a standard ESP and everyone had preferred the multiple ESL route. ESLs have a max installed limit but it's much higher than for ESPs. Currently I have the no dependency options in the main one and DLC/CC based types on the 2nd plugin. A script will show or hide them on an individual basis, based on if the relevant DLC/CC plugin is present.
No. That needs to be fixed, it's only set that way to be able to load both in CK. I will try for a bugfix update tonight or tomorrow. Have found some snap point issues, trying to resolve those quick then reupload.
"Error registering this mod: VFX Foundations Sim Settlements Addon Pack - VFX Foundations Main File 1.01a Error: An error occurred while parsing EntityName. Line 6, position 78. "
Should be resolved, I reuploaded and got it to work for me on NMM install. To avoid this I will probably stop changing the FOMOD's information aside from version number
thx for this mod , but i have a question . where is the clay ? i need clay for the foundations but no clay in the game absolutly nothing , can u help me with this problem? or uninstall:( this mod is a great work but i can t use it
While I'm looking at this, will you have longer slopes for certain foundations, like we see on JtBryant's Foundations as I tend to use it (though it's really really old) because of the ramp, especially on my Castle APC parking area.
Though, I'm tempted to jump to yours, even if I can't find a good solid concrete foundation from the images.
Also, not sure if it's just me, but is that Discord link broken, as I haven't hit my 100 limit and keep getting invalid whenever I try using it.
Thanks, somehow the invite had gotten deleted. I've fixed the links on all my pages, changed to (https://discord.gg/bAKjrxm)!
Since I know that Sim Settlements players will have many plugin slots used by plot addon packs/such plus we need to conserve our slots for whatever comes next, I try to have my stuff be flagged as Light Plugins where possible so as to not count against the ESP limit. Though this mod is already going to be at 2000 records soon.
Slopes are possible and I'd love to do them. Right now I'm doing the easier additions that can be added quickly to give this a solid amount of content. There's quite a bit of possibility for additions still. Wow that mod is quite old, I'll try to find a way so I can add in slopes. I think I might have to decide between a "Vol 2" second light plugin or going ESP maybe, what do you think would be more reasonable? Maybe I'll split DLC based ones onto their own ESL flagged ESP?
I'd been testing more last night and turns out floor types can be applied to them too in some cases(everything depends on stuff like how the UV map will work with a texture):
This is in the next batch. I've tested and found about 20 additions so far. I'll probably finalize these and update. I'm going over DLC types right now, later will go over vanilla again in different categories.
Sounds good to me. I'll split it by no dependencies and has dependencies(will of course use the script).
I'm a little nervous to remake the slope since while it'd be easy, it's a basic slope so hard to not be similar to the existing ones. Maybe I'd have to wait for my next PC to arrive which is better set up for recording, and just record the whole time in 3DS Max
28 comments
https://www.nexusmods.com/fallout4/mods/47848
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Previews:
(Any future work will be for Sim Settlements 2 addon content)
Also includes an experimental foundation with custom collision. The experimental foundation was done to learn basic workflow in 3DS Max for making custom collision & exporting a Nif, the edit in terms of geometry was simple but required new collision to be made. This was to open up the possibility of a sort of "double foundation" that might often require new collision, that is to say a supported platform that also allows for placement of Interior Plots although creating custom snap points for these(that also would not interfere with standard plot placement) will be more difficult, for now it's a maybe and manual placement is needed for Interior Plots though Place Anywhere's hotkeys can help make this easier.
I have optional dependency support via script for build menu. Currently 1 of the Terraformers is a test case using this script, #49 in each size is using a Creation Club material referenced from Coffee & Donuts and if not present this specific option will be hidden from each Terraformer subcategory. No Creation Club content is directly included, it's only referenced for players who have it. This means that Sim Settlements is the only added master file on the main file, though Settlement Menu Manager is also required for the main file.
First update is up! All of the new ones are DLC types from Automatron/Far Harbor/Nuka World, added through a second light plugin
(it's amazingly hard to do now) and i find a great need for foundations and terrain blocks. would it be practical to make this with a non-SS/SS2 req? Please
The fundations dont show up in the building menu.
Installed by MO2
Congratulations for your work man.
Same. Also using Vortex.
Nevermind, I got it working! Right, this is how I did it:
- Second, I then installed VFX. Went back in-game and activated Sim Settlements from its holotape. And, voila: VFX was there in the Structures build menu!
If SS is already running, VFX won't be there even if you run the Settlement Menu Rescue -- I had to revert my save prior to activating SS. Hope it helps for anyone else with the same issue.but I noticed a weird inconsistency... the 1x1 asphalt appears to have a different texture from the 2x2 asphalt. It uses the same 'slope' pieces as the 2x2 asphalt, but its texture doesn't match
I was really hoping to easily make use of the 1x1 bits for some road work.
[01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra2x2_62_Offset on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property
[01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra2x2_52_Offset on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property
[01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra1x1_67 on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property
[01/17/2020 - 09:53:38PM] warning: Property _VFXVF_MISC_TerraformExtra1x1_57 on script _VFX_DLC_Check attached to VFXF_Check (FE040C83) cannot be initialized because the script no longer contains that property
https://bethesda.net/en/mods/fallout4/mod-detail/4123916
I'd asked for opinions about this between going to multiple ESLs or dropping ESL to become a standard ESP and everyone had preferred the multiple ESL route. ESLs have a max installed limit but it's much higher than for ESPs. Currently I have the no dependency options in the main one and DLC/CC based types on the 2nd plugin. A script will show or hide them on an individual basis, based on if the relevant DLC/CC plugin is present.
Update done!
"Error registering this mod: VFX Foundations Sim Settlements Addon Pack - VFX Foundations Main File 1.01a
Error: An error occurred while parsing EntityName. Line 6, position 78. "
Though, I'm tempted to jump to yours, even if I can't find a good solid concrete foundation from the images.
Also, not sure if it's just me, but is that Discord link broken, as I haven't hit my 100 limit and keep getting invalid whenever I try using it.
Since I know that Sim Settlements players will have many plugin slots used by plot addon packs/such plus we need to conserve our slots for whatever comes next, I try to have my stuff be flagged as Light Plugins where possible so as to not count against the ESP limit. Though this mod is already going to be at 2000 records soon.
Slopes are possible and I'd love to do them. Right now I'm doing the easier additions that can be added quickly to give this a solid amount of content. There's quite a bit of possibility for additions still. Wow that mod is quite old, I'll try to find a way so I can add in slopes. I think I might have to decide between a "Vol 2" second light plugin or going ESP maybe, what do you think would be more reasonable? Maybe I'll split DLC based ones onto their own ESL flagged ESP?
I'd been testing more last night and turns out floor types can be applied to them too in some cases(everything depends on stuff like how the UV map will work with a texture):
This is in the next batch. I've tested and found about 20 additions so far. I'll probably finalize these and update. I'm going over DLC types right now, later will go over vanilla again in different categories.
I'm a little nervous to remake the slope since while it'd be easy, it's a basic slope so hard to not be similar to the existing ones. Maybe I'd have to wait for my next PC to arrive which is better set up for recording, and just record the whole time in 3DS Max