Can i delete these idle markers that are now visble lol, ive fixed the sanctuary houses now, want them to stop banging on the ****ing walls with a hammer lol ;)
is there any way to stop the script and enable it later? on the sim settlements 2 HQ (in the gunners plaza) there are hundreds of these markers and its useless cause you cant really move stuff there, its just obstructs the view, if there was a way to disable the mod only there too would be extra awesome
I second this request, just arrived at hq in this playthrough and seriously regret having this on the save now they even show when not in workshop mode alot coz off ss2 hq performance. Kind of related question, if i disable this mod will the disabled hammering markers come back or do they stay disabled on this save? if so i'll just disable it and be happy the hammering stopped.
I thought this was the answer to my search. Unfortunately, the markers show regardless of whether you have scrapped the idle markers or not. I guess I'll keep using this until I find something better.
I'm having the same issue. I use Scrap Everything to scrap the markers, but this mod is still showing their markers. They aren't there, the NPCs no longer use them, but the visual markers are still there when in workshop mode.
Workshop Framework is optional, though recommended.
The corruption was because I added new items to show and forgot to reorder the mod into the ESL-space. So long as you don't have that version installed your game will be good.
Thanks for catching that, I've amended the description.
This mod has it's own settlement-detection script - if the player also has Workshop Framework then it will use the settlement detection script from that mod, which is more comprehensive than mine (and will be kept more up-to-date as well).
i have a invisible "pick-me-up station" idle animation marker i can't get rid of it even after scrapping the thing and retaken the settlement . Now all the settlers gather around an invisible spot and start taking chems. Any idea how to delete it? this mod didn't include dlcs.
Maybe Bethesda used the same animation marker as the Drug den's one. I've been scouring the internet for information about this strange phenomenon but absolutely nothing related to the pick-me-up station. It's weird giving that the dlc was released six years ago.
Yes, this is only showing - not moving (I can't even move the vanilla markers by papyrus - drat it!). The Invisible Marker Pack should allow you to move things.
If you need the holotape, craft it in a chemistry station. I didn't want to add yet another tape automatically.
You state you mod is superfluous since IMP is back... But that mod hasn't been updated since and many people report it's broken also it's not compatible with WSFW.
We really would love to see THIS mod take it's place. Any chance for a future update to have this mod support placable and movable markers?
YES BUT... I remember using it to zoom close up to the illuminated markers ie,, like the rex X's or the big Cyan rectangles with M;s on them and then if i opened ip CONSOLE and then clicked on the illuminated markers I could obtain their REFID codes :) then (you can employ console while you are inside workshop too by the way at leaast i can) then you can use x,y,z position commands to MOVE THOSE MARKERS :)
Over 2000 hours of Fallout playing and with this mod I now realise I've been putting mama Murphys' chair, 'slap bang' in the middle of 3 floor sitting idle markers, all this time!
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Otherwise, console commands are the next bet. You'd need to get the specific ID's of the markers from the game-files.
Kind of related question, if i disable this mod will the disabled hammering markers come back or do they stay disabled on this save? if so i'll just disable it and be happy the hammering stopped.
(Apologies 2Dimm, your comment came out when I was seriously away from Nexus and not doing anything. I missed it.)
Im doing it using through the holotape but cant seem to turn off the markers in SS2 HQ.
Any advice or tip is most welcome :- )
Unless it's the SS2 markers - those have to be controlled by the SS2 settings.
If you have somehow scrapped the idle marker, it will not show.
If it is still showing even though you think you've scrapped the idle marker - you have not scrapped the idle marker.
For instance moving shauns crib wont move dogmeats ghostly appearance alas.
Also, I hope the "corruption" is gone for good? Could you share some insights what made it happen?
I'm just curious because I don't want to install mid game, only to figure that it will break my game.
The corruption was because I added new items to show and forgot to reorder the mod into the ESL-space. So long as you don't have that version installed your game will be good.
This mod has it's own settlement-detection script - if the player also has Workshop Framework then it will use the settlement detection script from that mod, which is more comprehensive than mine (and will be kept more up-to-date as well).
Now all the settlers gather around an invisible spot and start taking chems. Any idea how to delete it? this mod didn't include dlcs.
I cannot think offhand of any way of getting rid of it. Even if this mod showed it up, deleting the visible marker won't delete the invisible one.
I've been scouring the internet for information about this strange phenomenon but absolutely nothing related to the pick-me-up station. It's weird giving that the dlc was released six years ago.
can it be added to this mod so it becomes visible in game ?
I think I misunderstood this mod, I thought I could remove the markers, especially the ones at castle.
And... where is the holotape, just can't find it ? ( name )
If you need the holotape, craft it in a chemistry station. I didn't want to add yet another tape automatically.
You state you mod is superfluous since IMP is back... But that mod hasn't been updated since and many people report it's broken also it's not compatible with WSFW.
We really would love to see THIS mod take it's place.
Any chance for a future update to have this mod support placable and movable markers?
Doing that would possibly require editing the base-game markers. (I have no idea how Invisible Marker Pack does that.)
I don't understand why peeps are not able move the markers, I can move them all in workshop mode.
The visible version of the marker is not linked to the original, invisible version.
You can move the visible one to your heart's content - it won't move the original, invisible version.
then (you can employ console while you are inside workshop too by the way at leaast i can) then you can use x,y,z position commands to MOVE THOSE MARKERS :)
https://www.reddit.com/r/fo4/comments/7ybqbl/settlements_are_so_buggy_ugh_it_ruins_it_for_me/duf47hc/
Would love to know which of the markers are where exactly, tbh. I don't really want to disable them all. I just want 3 or 4 of them gone.