A big thanks to Squirrel97 who created those patches and sent them to me so as to allow compatibility between my mod and others, and make the mod easier to use along with others settlement improvements !
love the design of this collection : extremely light-weight and directly benefits from all the retextures one might have, so that everyone can tweak the props at leisure.
Thank you for creating and sharing this mod with us. Endorsed!
As a follow-up to my previous message, I'd like to ask you for the explicit permission to add a request on the Settlement Menu Manager Patches (SMM) mod page to have a compatibility patch created between your mod and SMM.
Should mkh97 the author of that mod page accept, the compatibility patch would be distributed as they see fit on the Nexus.
From what I could see at a quick glance in xEDIT, the patch would keep your originalClanggedin's props factory.esp file as requirement. Users of the compatibility patch would therefore still need to download it from your mod page to fully take advantage of the patch.
As I see it, this could get your mod extra exposure, while players could enjoy the content of your mod through a cleaner SMM workshop interface.
This is a fantastic idea ! I was thinking of going back to the mod and try to improve it for a better compatibility with others similar mods, as I lack the skills required to make a script injector.
A compatibility patch to make it more accessible to everyone is a great idea, and I officially give my authorization in that effect !
I'll let mkh97 know about your permission and see where we can go from there. The author seems very experienced to me with creating SMM patches, so if I can get their agreement to look into creating the patch as well, we should have good news soon.
A person was asking permission to make a patch for this mod in Settlement menu management so it has it's own menu in the workshop. Is that something you'd be ok with someone making for their workshop. I love the settlement menu management as it's a great organizer of all the mods and various things in the workshop menu.
I am guessing that none of these are static which makes them rather useless because as soon as someone moves, they go flying around. It is very simple to make an item static in creation kit, there are many guides on youtube for it, so have to say hard pass from me.
- Once crafted, all of the items can be freely moved, they also can be looted and stored in your inventory (Tabs Misc or Junk), you can move them to others settlements if you want, and again, because I like when things are clear, ALL of the items have the mention (Prop) at the end of their name, which allows you to differency between the real items and the plastic props when you are in the middle of a looting frenzy.
Reading the description is NOT optionnal. I don't need a random youtube tutorial to teach me how to do things I already know how to do perfectly.
Thank you for the quick response, i am afraid no luck there. Tried to bump it to highest order and lowest one, same result. Disabled every settlement mod that i had, same result. Disabled every mod except yours, it was still missing that category.
Take a look at 00106DA4 (the Workshop > Decorations category list) in FO4Edit.
The Display Cases entry is conspicuously absent from this mod's version of the list. At the time, this mod was the only thing that changed the list.
And when I added Display Cases back in my manual patch today, they showed back up in the game, with no other apparent side effects.
Yes, this mod is the cause.
EDIT: 2021 Mar 11 1302 UTC If it's any consolation, my experimentation suggests - but does not conclude - that it should be an easy fix for both modder and user. But it does need to be fixed, even if this mod was intended to be used in lieu of stock display cases, because of other mods that add workshop objects to Decorations > Display Cases, and where the absence of the category will confuse those mods' users - and, due to support requests, eventually modders.
I haven't used this mod yet and its been a while since I used OCD, but here what I think might be some differences.
The items are not static (in OCD they are static so they stay in place like furniture), so they will move around (fall over, etc).
I think I remember the stuff in OCD requiring specific items to build them or being expensive, these are 1 plastic each, which you get back if you scrap.
This mod is lot of individual items, so you can get pretty specific with what you want to build, whereas OCD has stuff cobbled into larger pieces. So you get more granularity vs simple prebuilds from OCD.
Some of those OCD items do a big hit on FPS/build limit from what I remember since it's lots of objects pasted together.
35 comments
Je ne prends aucune requête et aucune suggestion.
Read the description, it is NOT optional.
I take no requests and no suggestions.
A big thanks to Squirrel97 who created those patches and sent them to me so as to allow compatibility between my mod and others, and make the mod easier to use along with others settlement improvements !
love the design of this collection : extremely light-weight and directly benefits from all the retextures one might have, so that everyone can tweak the props at leisure.
Thank you for creating and sharing this mod with us. Endorsed!
EDIT: I've requested a SMM patch here.
Should mkh97 the author of that mod page accept, the compatibility patch would be distributed as they see fit on the Nexus.
From what I could see at a quick glance in xEDIT, the patch would keep your original Clanggedin's props factory.esp file as requirement. Users of the compatibility patch would therefore still need to download it from your mod page to fully take advantage of the patch.
As I see it, this could get your mod extra exposure, while players could enjoy the content of your mod through a cleaner SMM workshop interface.
Would that be okay with you ?
A compatibility patch to make it more accessible to everyone is a great idea, and I officially give my authorization in that effect !
I'll let mkh97 know about your permission and see where we can go from there. The author seems very experienced to me with creating SMM patches, so if I can get their agreement to look into creating the patch as well, we should have good news soon.
Please have a nice day/evening.
EDIT: Done here (in the more recent comments).
Does anyone know of a fix?
Just spent the afternoon removing all workshop mods and reinstalling/starting a new game one by one to find it is this one.
Reading the description is NOT optionnal. I don't need a random youtube tutorial to teach me how to do things I already know how to do perfectly.
But thanks, saves me needing to install it to check.
make a new clutter object entry (duplicate any clutter object, for example; BeerBottle01 and rename to say; 'Clutter_CinderBlock01')
copy a static object address (for example; Meshes\....\CinderBlock01.nif)
paste the static object address (Meshes\....\CinderBlock01.nif) into new clutter object address
now, in-game, 'Clutter_CinderBlock01' should fall to the ground once placed
After installing your mod the Decoration->Displays category simply vanished.
Tried to bump it to highest order and lowest one, same result.
Disabled every settlement mod that i had, same result.
Disabled every mod except yours, it was still missing that category.
The Display Cases entry is conspicuously absent from this mod's version of the list. At the time, this mod was the only thing that changed the list.
And when I added Display Cases back in my manual patch today, they showed back up in the game, with no other apparent side effects.
Yes, this mod is the cause.
EDIT: 2021 Mar 11 1302 UTC
If it's any consolation, my experimentation suggests - but does not conclude - that it should be an easy fix for both modder and user. But it does need to be fixed, even if this mod was intended to be used in lieu of stock display cases, because of other mods that add workshop objects to Decorations > Display Cases, and where the absence of the category will confuse those mods' users - and, due to support requests, eventually modders.
ALL DLC Building independent patch https://www.nexusmods.com/fallout4/mods/12275
and it restored the tab in its own category.
The items are not static (in OCD they are static so they stay in place like furniture), so they will move around (fall over, etc).
I think I remember the stuff in OCD requiring specific items to build them or being expensive, these are 1 plastic each, which you get back if you scrap.
This mod is lot of individual items, so you can get pretty specific with what you want to build, whereas OCD has stuff cobbled into larger pieces. So you get more granularity vs simple prebuilds from OCD.
Some of those OCD items do a big hit on FPS/build limit from what I remember since it's lots of objects pasted together.
Nothing shows up in the decorations section, but I know for a fact I did everything right cuz' all my other mods work... big sad