Fallout 4

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Whisper

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bionicyardiff

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169 comments

  1. Adrob77
    Adrob77
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    I love this mod, easy to see where actors are going to stand and create collision free settlements! Love it- endorsed.
  2. FoxiShandris
    FoxiShandris
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    IMP was removed yet again.
    1. bionicyardiff
      bionicyardiff
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      That's unfortunate. I was getting a little free time and was thinking of seeing what was up with that and Workshop Framework.
    2. seraphael
      seraphael
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      Archived version still downloadable on Nexus: IMP - Invisible Marker Pack (All-In-One)
    3. bionicyardiff
      bionicyardiff
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      Not cool to grab. It was removed because it had issues.
  3. MikeCDAMMIT1990
    MikeCDAMMIT1990
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    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 ;)
    1. bionicyardiff
      bionicyardiff
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      There's an option in the holotape to disable the hammer-markers.

      Otherwise, console commands are the next bet. You'd need to get the specific ID's of the markers from the game-files.
  4. 2Dimm
    2Dimm
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    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
    1. ravayen
      ravayen
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      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.
    2. bionicyardiff
      bionicyardiff
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      Okay, you guys have made a good case for adding a toggle on/off into the holotape. I'll work on it.

      (Apologies 2Dimm, your comment came out when I was seriously away from Nexus and not doing anything. I missed it.)
    3. bionicyardiff
      bionicyardiff
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      Done!
    4. Kendric
      Kendric
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      Turn off/on markers

      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 :- )
    5. bionicyardiff
      bionicyardiff
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      Sorry, I haven't played the SS2 HQ.

      Unless it's the SS2 markers - those have to be controlled by the SS2 settings.
  5. drevviken
    drevviken
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    Recently hit the ba2 limit. Do you think this would operate as intended with loose files? 
    1. bionicyardiff
      bionicyardiff
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      Sure, or you can merge several BA2's.
    2. drevviken
      drevviken
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      Already have :'D
  6. Wolfar15
    Wolfar15
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    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.
    1. bionicyardiff
      bionicyardiff
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      If the idle marker is there, it will show.

      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.
    2. NeuroticPixels
      NeuroticPixels
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      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.
    3. junglerat70
      junglerat70
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      Yes, you can scrap the idle markers and they will still show up in the workshop mode.  Have not yet found a way to get rid of the markers.
    4. Praetoriax
      Praetoriax
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      Agreed, same issue here. Scrapping the idle marker doesnt remove the ghost.
      For instance moving shauns crib wont move dogmeats ghostly appearance alas.
  7. CrEaToXx
    CrEaToXx
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    I'm using this without Workshop Framework, and the markers are perfectly visual. How is that possible?

    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.
    1. bionicyardiff
      bionicyardiff
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      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.
    2. CrEaToXx
      CrEaToXx
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      Your description says it's required. What exactly do you need it for?
    3. bionicyardiff
      bionicyardiff
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      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).
  8. lee3310
    lee3310
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    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.
    1. bionicyardiff
      bionicyardiff
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      I wasn't aware of any special idle markers in the DLC.

      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.
    2. lee3310
      lee3310
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      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.
    3. lee3310
      lee3310
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      the name of the idle marker in CK is "DLC04PickMeUpStationIdleMarker"
      can it be added to this mod so it becomes visible in game ?
    4. bionicyardiff
      bionicyardiff
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      You'll still be stuck with the idle marker there.
  9. RickyTheOx
    RickyTheOx
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    Hey 

    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 )
    1. bionicyardiff
      bionicyardiff
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      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.
    2. bionicyardiff
      bionicyardiff
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      Accidental double-post.
    3. ComZiz
      ComZiz
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      Hi,

      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?
    4. bionicyardiff
      bionicyardiff
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      Sorry, not placeable and moveable.

      Doing that would possibly require editing the base-game markers. (I have no idea how Invisible Marker Pack does that.)
    5. Excoter
      Excoter
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      This mod makes markers visible in workshop mode, then you can disable them with console command.

      I don't understand why peeps are not able move the markers, I can move them all in workshop mode.
    6. bionicyardiff
      bionicyardiff
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      It places a visible version of the marker.

      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.
    7. Excoter
      Excoter
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      Weird... After I remove or move the marker, npc's do not act with old location.
    8. bionicyardiff
      bionicyardiff
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      You must be running some other mod that allows you to do that then - this mod doesn’t.
    9. Drivinghard
      Drivinghard
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      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 :)
    10. bionicyardiff
      bionicyardiff
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      The console has more power than papyrus scripts do.
    11. unknown14725
      unknown14725
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      There is a quick n dirty way to disable all the markers at The Castle via the console, though...

      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.
  10. Adrob77
    Adrob77
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    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!
    1. bionicyardiff
      bionicyardiff
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      Yah it's a huge pain in the rear innit. :/