Difficult to place, the snap points are almost impossible to find. Fiddled with it for a while before I decided it was not worth the aggravation. Ended up un-installing the mod.
Adding basic snap points is a very easy process. Best practice for mod authors is to use a standard type of snap point so your items integrate with other pieces. Most items in the game, and in mods, use "Balcony Snap" for floors and items that will snap to floors, that is, ConnectPoints > Name: P-Balcony01. I'd recommend for maximum usefulness to the community, double check the ConnectPoint name used by G2M's "Pier" floor sections, and standardize on that. Likely it will also be P-Balcony01, as they snap to standard shack floors, etc.
Kinggath, the primary author for Sim Settlements and Sim Settlements 2, has a Bethesda Mod School series which includes the following tutorial on how to correctly do snap points. Very easy to follow. You should be able to get this sorted out in about 15 minutes, I'd say. He has an advanced snap point tutorial for things like offsets, and other advanced techniques, but for what is essentially a standard floor snap, this tutorial below should explain how to do it. Great mod otherwise, thank you and good luck!
No, you don't use vanilla snap nodes. You build and code an add-on for the 3D software to add them to custom assets
If I had time, I'd go through every mod that uses snap nodes and re-build them myself from scratch. But as the workshop settlement building side of the game has a plugin to help with that, users should use it if they struggle with asset placement
cVc has two videos 37 seconds long on YouTube showing the fishery net in action in Sanctuary but damned if I can figure out how to replicate it at Taffington Boathouse. Mod definitely needs an update to either not be so picky on how things should be laid out or documentation on where it will and will not work.
I realise that I'm replying to a necropost, but you never know when somebody else will be wondering the same thing.
If you can't find the relevant esp/esl, then the simplest way to find it is to go back to the downloads page and look at the file "preview". That will give you a sneak-peek of the files that make up the mod, and in this case you'll see that the relevant one is "cVc Fishery". You can find it in your own list just underneath Settlement Menu Manager.
Please also note that, if you're asking for help, the best etiquette is to utilise a 'spoiler' command so that other Nexus members don't have to scroll through all of your load order. It's a small thing, but if you're asking for help the little things count.
Great Mod. It compliments G2M's fish farming nicely. One miner bug I've come across though is with the fish weighing table. For some reason it can't be placed anywhere, it just sinks into the floor. That aside, Endorsed. Thank you!
Yeah, that asset has strange vanilla collision forcing it to look like it just drops inside the ground. To be honest, I should have added custom collision to it but never got around to doing it.
A work around:
When you go to place the asset, get it in place and then start moving your head towards the floor. It will pop back to the surface so you can place it. Not ideal but it does work. After you've placed it the first time, you should be able ot move it around to exactly where you want it. Good luck!
Hello, I love idea of this mod how ever I have small feature request or just idea that could be nice feature if you wanted to implement it. As this currently adds another way of food production to settlement I was thinking why not to include one or few fishes as item that would be added to workshop over time from fishing rod or fish net workshop objects and you could cook / roast different fishes to get additional food items like roasted fish or fish soup etc. Also I love how you can assign one settler to multiple stations it feels much more immersive as you can assign settler to fish nets and table which will led into him doing different stuff during his work hours.
I'd love to see this added, but if you're looking for fishing in the meantime, there are a couple of mods for it! I use one by Zorkaz and also one called Gone Fishin.
Yeah I know I used them some time ago till I switched to this one as I like this more. The thing I wrote was just small suggestion that I don't really need but it would be nice addition to have it that would not hurt if author of this mod would willing to add it.
I don't know if it's a problem on my end but I can't make a settler sandbox between more than 3 produce stations. Also those 3 need to be far away from each other and almost alone with no decorations around, otherwise the settler will be stuck between 1 or 2 stations. Maybe a navmesh problem? I don't know honestly. I've been testing for at least 4 hours.
I am struggling a bit using it. (even with the video sad to say.) Connecting shack external pieces to the small walkway piece is tricky. But the real issue is the long walkway to mid supports. When I build out the long walkway, the mid tier support will connect to the end but when I remove the walkway to attach the net to the support, the net won't attach.
What is worse, when I place the mid tier support out on its own, connect the net with a bit of luck, I find the walkways will not connect properly to the mid tier upon removing the net.
Height seems to be part of the issue with the net liking to be lower than the walkway will tolerate. So low that the long walkway will glow red because the path would be underwater.
I really need some help, please. Thanks again for the mod.
With a bit of ingenuity I created a small fishery at Sanctuary. Not as pretty as yours and I didn't use the support pole method but it is functional and awesome. Thanks for making the mod. Endorsed!
I did notice some issues with the shack snap points. I could place the north and south walls with no problem but the east and west were no joy.(or if I placed west and east first the n and s became problematic) I gather it is because of FO4's weird way of placing the wall just on the edge of foundation block rather than directly on it. Because the shack walls go directly on, there is not enough room for the perpendicular walls to set up. Also the external walls need a few pieces to match up with the sloped roofs. You have wonderful interior doors that do just that but not exterior.
A wonderful mod! I never understood why aquaculture wasn't a bigger thing in FO4. Probably the safest place to eat from actually. Nice job and thanks again.
36 comments
Too bad, since the concept is really cool.
Kinggath, the primary author for Sim Settlements and Sim Settlements 2, has a Bethesda Mod School series which includes the following tutorial on how to correctly do snap points. Very easy to follow. You should be able to get this sorted out in about 15 minutes, I'd say. He has an advanced snap point tutorial for things like offsets, and other advanced techniques, but for what is essentially a standard floor snap, this tutorial below should explain how to do it. Great mod otherwise, thank you and good luck!
If I had time, I'd go through every mod that uses snap nodes and re-build them myself from scratch. But as the workshop settlement building side of the game has a plugin to help with that, users should use it if they struggle with asset placement
The concept is a great idea.
Load order:
# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
SpringCleaning.esm
JonsMod.esm
BetterCoastalWaves.esl
FOVSlider.esl
AORobcoReconScope.esl
Homemaker.esm
K198Recruit.esl
RadiationProtectorESL.esl
Snap'n Build.esm
TrueStormsFO4.esm
Unlimited CarryWeight.esl
NPSShopping.esl
SettlementMenuManager.esp
cVc Fishery.esp
Flicker Fixer.esp
ColterFix.esp
No Aggro Impact Landing.esp
Fortune Finder 4 Fix.esp
RAW INPUT.esp
Immersive HUD.esp
SurvivalSaving_Holotapes.esp
AllSetsExtended.esp
LunarFalloutOverhaul.esp
InstitWeapPosit.esp
Lunar Overhaul - Laser Reposition Patch.esp
Some_Assembly_Required_Repair_Kits.esp
TrueInvisibility.esp
200-Far-Harbor-Customs.esp
3dscopes.esp
3dscopes-robcorecon.esp
Complex Vendors.esp
CliffsEdgeCity.esp
Keep Radiants In Commonwealth.esp
PrestonNoRadiant.esp
Keep Radiants in Commonwealth - UF4P Patch.esp
No Preston Radiants - UF4P Patch.esp
Boston_Police_Department.esp
NukaWorldPlus.esp
Clarity.esp
TrueStormsFO4-FarHarbor.esp
Commonwealth Climate.esp
nvvault1080.esp
RW9 LZ Commonwealth.esp
HAIA With Crafting.esp
Allow Companions Into The Institute.esp
Better Vertibird.esp
BetterJunkFences.esp
CGuard.esp
EFF.esp
Companion Infinite Ammo and Unbreakable Power Armour.esp
EferasSandbagsDefenceWall.esp
KSHairdos.esp
The Eyes Of Beauty.esp
Guards.esp
SCAR-L.esp
Housekeeping.esp
ICS Router.esp
IncreasedSettlerPopulation999.esp
Invisible_Guard_Marker-SKE.esp
LongerPowerLinesInf.esp
M2216.esp
More Where That Came From Diamond City.esp
move that workbench!.esp
NL_NatWrightSettler_Update.esp
Northland Diggers New.esp
PlantMe.esp
RepairSanctuary.esp
SC_ExpandedScrapList.esp
The LoveMe Pills.esp
TinaDeLucaSettlerVoiced.esp
WaterAnywhere.esp
IcebreakerCDO-Settlements.esp
CBBE.esp
EasyHacking.esp
EasyLockpicking.esp
Locksmith.esp
ImmersiveVendors.esp
RustDevilRedux.esp
Nuka World Bottle Fix.esp
ASmallAdditionStandaloneDrivablesBoat2.esp
Snappy_HouseK.esp
rebuild Taffington Boathouse Extended and fix up yourself.esp
Raider Gang Extended NPC (Fixed & Cleaned).esp
WRVR.esp
BostonLibraryInteriorSettlement.esp
MaxwellsWorl.esp
BuildingGroundFix.esp
WinchesterAmmoCo.esp
F4NVServiceRifleRedux.esp
FPVertibird.esp
BunkerHillMinPatrol.esp
MK18.esp
ASmallAdditionStandaloneDrivablesAPC4.esp
ellen.esp
VaultTecStory.esp
M1Garand.esp
FO4 NPCs Travel.esp
SettlementTeleporters.esp
AK74M.esp
Driveable Motorcycle Mod.esp
llamaCompanionHeather.esp
RU556.esp
SettlementTidyBot.esp
AtomicRadio.esp
AkaWaterWorld.esp
IMG_Castle_Wall_Patches.esp
FilledBrahminFeedTroughs.esp
FPVTrackingModule.esp
FPVPilotCommands.esp
SalvageBeacons.esp
Simple Sorter.esp
Lunar Overhaul - PARK Patch.esp
Lunar Overhaul - Complex Vendors.esp
HK_MP5.esp
M1Garand-2xDMG.esp
OWR_AOC.esp
SKKVertibirdWorldTravel.esp
SMH.esp
SSEX.esp
Unlocked Trade Caravan Post.esp
VertiBirdRetextureProject.esp
Journal.esp
BrighterSettlementLights_ExtraBrightv1.1.esp
cartman1975_warehouse.esp
DD_Khassar_De_Templari_Increased_build.esp
EvilViking13_WastelandWalls.esp
Lunar Overhaul - True Invisibility Patch.esp
Lunar Overhaul - UF4P Patch.esp
GeneratorStation.esp
GrafsSecurityFences.esp
ManufacturingExtended.esp
MYLadyKillerBed.esp
PrefabHouses.esp
PreWar Location Unlocked v2.00.esp
PWR.esp
Settlement_Markers.esp
SettlementPrivacy.esp
SolarPower.esp
Visible Idle Markers.esp
Workshop_Planters.esp
SKKCovid77.esp
STARCORES.esp
PlayerMarriage.esp
CarryWeight99999.esp
CALENDAR 2022.esp
SR_Settlement_Signs.esp
ASmallAdditionStandaloneDrivablesJeepS.esp
PRP.esp
InteriorsEnhanced-All-In-One.esp
Scrap Everything - Ultimate Edition.esp
WorkshopMenuFixer.esp
If you can't find the relevant esp/esl, then the simplest way to find it is to go back to the downloads page and look at the file "preview". That will give you a sneak-peek of the files that make up the mod, and in this case you'll see that the relevant one is "cVc Fishery". You can find it in your own list just underneath Settlement Menu Manager.
Please also note that, if you're asking for help, the best etiquette is to utilise a 'spoiler' command so that other Nexus members don't have to scroll through all of your load order. It's a small thing, but if you're asking for help the little things count.
A work around:
When you go to place the asset, get it in place and then start moving your head towards the floor. It will pop back to the surface so you can place it. Not ideal but it does work. After you've placed it the first time, you should be able ot move it around to exactly where you want it. Good luck!
I love idea of this mod how ever I have small feature request or just idea that could be nice feature if you wanted to implement it. As this currently adds another way of food production to settlement I was thinking why not to include one or few fishes as item that would be added to workshop over time from fishing rod or fish net workshop objects and you could cook / roast different fishes to get additional food items like roasted fish or fish soup etc.
Also I love how you can assign one settler to multiple stations it feels much more immersive as you can assign settler to fish nets and table which will led into him doing different stuff during his work hours.
https://www.nexusmods.com/fallout4/mods/17715?
BONUS! this clean clear lake above is STOCKED WITH FISH!!
I am struggling a bit using it. (even with the video sad to say.) Connecting shack external pieces to the small walkway piece is tricky. But the real issue is the long walkway to mid supports. When I build out the long walkway, the mid tier support will connect to the end but when I remove the walkway to attach the net to the support, the net won't attach.
What is worse, when I place the mid tier support out on its own, connect the net with a bit of luck, I find the walkways will not connect properly to the mid tier upon removing the net.
Height seems to be part of the issue with the net liking to be lower than the walkway will tolerate. So low that the long walkway will glow red because the path would be underwater.
I really need some help, please. Thanks again for the mod.
I did notice some issues with the shack snap points. I could place the north and south walls with no problem but the east and west were no joy.(or if I placed west and east first the n and s became problematic) I gather it is because of FO4's weird way of placing the wall just on the edge of foundation block rather than directly on it. Because the shack walls go directly on, there is not enough room for the perpendicular walls to set up. Also the external walls need a few pieces to match up with the sloped roofs. You have wonderful interior doors that do just that but not exterior.
A wonderful mod! I never understood why aquaculture wasn't a bigger thing in FO4. Probably the safest place to eat from actually. Nice job and thanks again.
I was just wondering if SMM is a hard requirement?
If so, must SMM go BEFORE or AFTER in the load order?
xxxxxxxxxx.esp
SettlementMenuManager.esp
fishery.esp
xxxxxxxxxx.esp
Downloaded it, now I can activate it knowing the order
Assuming this one will remain standalone or will it be included in Dead Wasteland?