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  1. niston
    niston
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    Latest version 1.3.1 fixes a bug in position validation function of version 1.3. Upgrade highly recommended!
    See changelog for details.
  2. killermouse1974
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    for those us [me] that just have no idea how to do the patch thing for mod turrets, would you [someone] please elaborate.

    i use "Whisper's Enhanced Turrets" [https://www.nexusmods.com/fallout4/mods/41865].  i think they are great, except for falling through raised platforms [floors/roofs].

    i just don't know anything about adding script etc to make a patch.  would really appreciate some help please.  don't expect someone to do it, just want some step by step instructions to point me in the right direction so i can do it, please.  i'm happy to try to learn, but i'm an absolute beginner and have no idea where to even start.
  3. designdyno
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    Thank you Niston!
  4. zer0flame55
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    THANK YOU SO f*#@ing MUCH! i have been looking for a fix for this for so long
    1. niston
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      You're welcome :)
  5. Aljosa3000
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    Hmmm... doesn't seem to work for me, just found a bunch of missile turrets hanging out under the map :/
    I've also noticed that a lot of powered turrets are frozen in place (they aren't turned off and look straight ahead, but don't move).
    What could be the cause of this? I'm sure I installed the mod correctly and I'm pretty sure I don't have any mods that would alter vanilla turrets. Could it possibly be some mods that alter NPC behaviour though? I'm using PANPC, could it be causing issues?
    1. niston
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      I never used that PANPC mod, so I don't know anything about it.
      You could however fire up xEdit with your entire load order and check WorkshopTurret* records for overrides:

      Spoiler:  
      Show


      If there are mods listed where it says "No other mods must be listed here in this area", then those mods overwrite the changes made by this mod. Solution then is to move this mod lower in the load order.
    2. Aljosa3000
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      Thx for the fast reply! I opened it up in xEdit and while there are two other mods listed at the top, both are overwritten by your mod. However there are some other scripts added underneath your script, but I assume those are there by default? I also found some red entries, but don't know what that means (sorry, I'm new to xEdit, so those might be irrelevant).

      Spoiler:  
      Show
    3. niston
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      Looks OK to me.
      Did you install the mod before or after you found turrets under the map?
    4. Aljosa3000
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      I installed the mod after finding turrets under map. I removed all the turrets in the settlement, installed the mod and after placed all turrets back in place.

      I also noticed that only the turrets I've placed with surface snapping enabled are prone to bugging out. Could it be that when placing with surface snapping, the game for some reason registres wrong coordinates? I'm gonna do some further testing of this...
    5. niston
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      Na, world coordinates are world coordinates no matter how something was snapped or not.
      I'm afraid I wouldn't know why it doesn't work for you tho.

      I assume you tried leaving the settlement and then come back?
    6. Aljosa3000
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      Yes, I tried that, still didn't work. But I tested my theory a bit further and (for now) it seems to be working??  Could also just be that the mod started working. In any case, I'm just glad that turrets finally stay where I placed them.

      Anyways, ty for making this mod and taking your time to respond to me, really appreciate it! :D
  6. NaliSeed
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    That's odd, I've never once had a problem with turrets clipping through the floor or anything like it. Had a lot of that on my plate with weapon racks and mannequins in Skyrim, though. 
  7. StefanCP
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    Kudos and endorsed. I wondered wtf happened with the turrets :D

    Quick question. How does this work with SS2 city plans? Will it allow the city plans to work their magic? Thanks
    1. niston
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      It depends on the city plan, I guess.
      If the city plan spawns and moves workshop turrets, it'll interfere. If the plan spawns/despawns them instead, it'll not.
      If the plan spawns custom turrets, it won't interfere either.
      You'll have to try and see.
    2. StefanCP
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      Thank you.
  8. 54yeggan
    54yeggan
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    tysm
  9. mayoko
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    Hi there,

    I've noticed I am unable to use place anywhere to adjust the location of the turret with numpad, it moves back
    to the position it was originally placed. Is there a workaround for this while in workshop mode?

    Thanks
    1. niston
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      Works as expected: Any change to the turret position -other than through the workshop interface- is classified as unauthorized tampering and gets rectified by this mod immediately on turret load.

      Solution: Pick up the turret and drop it again, after you moved it with numpad keys. That will register the new position as authorized.
      Disable object snapping and surface snapping while you do this, or it might not work as intended.
  10. Magickingdom
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    Now that I think about it, I've seen one of the turrets at Gunner plaza sunk into the concrete. One will be right, the other sunk to the ground. It happens pretty often. ( I raid them often) I wonder if this is the same issue?  My settlements are very small, many times just a personal residence. I have not had the problem in my settlements. I only have the vanilla settlements. No conquest, or expanded settlements. I use very few turrets.
    1. niston
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      Could very well be the same problem, yes.
    2. niston
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      It appears to me that all "stationary" Actors may be randomly affected.
      For example, I've noticed the armor display racks (equippable mannequins) sink into the ground.
  11. Demandred1957
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    Thats cool. Any chance of making one that effects all objects?
    Like I place a coffee pot or pan on the counter of the sole survivors house, and when I come back later, it's either sunk 1/2 into the counter, or has fallen through.
    Think that glitch has been around forever.
    1. niston
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      Thats something different. Or rather, an additional issue: The havok implementation in the game is slightly buggy. Have you ever placed a carton of cigarettes and watched in amazement as it proceeded to sink into the counter you just put it on?

      Do you use place anywhere? If so, there is an easy fix:
      Point at the coffee pot in workshop mode but without grabbing it/picking it up. Then hit the END key. That will disable havok on the hilighted object. You can then place the coffepot in workshop mode and it'll stay put in place. HOME key can be used to re-enable havok in the same way, should you want to drop the coffee pot and find that it stays floating in the air. If it doesn't work, check your keybindings.

      I like this method very much, because it is super light weight and I couldn't live without using place anywhere anyways.
    2. Magickingdom
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      The best solution for decorating is OCDecorator - Static Loot
      https://www.nexusmods.com/fallout4/mods/4270
      Placed items stay put, and can't be knocked down. Just send the item to the work shop to return it to its original state.