Fallout 4
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cVc

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cVcNEX

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36 comments

  1. Natzjr2
    Natzjr2
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    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. 

    Too bad, since the concept is really cool.
    1. cVcNEX
      cVcNEX
      • supporter
      • 242 kudos
      Use a settlement assistant if you're not able to use the snap nodes. Try place everywhere 
    2. BSteezy
      BSteezy
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      • 1 kudos
      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!
    3. cVcNEX
      cVcNEX
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      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
  2. mrsnivvel
    mrsnivvel
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    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.

    The concept is a great idea.
  3. jaderiver
    jaderiver
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    • 122 kudos
    While I'm waiting for fo4 to re install, at some point, could we see more images that actually show the mod off better ? please 
  4. Atosmanic
    Atosmanic
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    • 0 kudos
    I have installed the mod, but can't find the mod in the game, the menu is not there either.Can you help me?

    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
    1. BobFnord
      BobFnord
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      • 5 kudos
      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.
    2. newyevon2
      newyevon2
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      • 0 kudos
      While you are a necromancer, the first thing I also thought when I saw the load order was that I wished the poster used a spoiler tag lol
    3. jaderiver
      jaderiver
      • member
      • 122 kudos
      Me too ! perhaps they don't know how tho ? 
  5. MiidnightWolf
    MiidnightWolf
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    • 2 kudos
    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!
    1. cVcNEX
      cVcNEX
      • supporter
      • 242 kudos
      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!
    2. MiidnightWolf
      MiidnightWolf
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      Thank you for taking the time to reply. I will give your work around ago. :)
  6. MrDvojo
    MrDvojo
    • member
    • 3 kudos
    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.
    1. ninalyn
      ninalyn
      • supporter
      • 5 kudos
      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.
    2. MrDvojo
      MrDvojo
      • member
      • 3 kudos
      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. 
    3. cVcNEX
      cVcNEX
      • supporter
      • 242 kudos
      Thanks for your input. I'll look into adding 'fish' types to the food station and that are produced automatically over time.
    4. Drivinghard
      Drivinghard
      • member
      • 7 kudos
      well i just watched my 16 companions RACE all around this beautiful spot...
      https://www.nexusmods.com/fallout4/mods/17715?

      BONUS! this clean clear lake above is STOCKED WITH FISH!!
  7. xTheRage
    xTheRage
    • member
    • 1 kudos
    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.
  8. Paraffinghost
    Paraffinghost
    • member
    • 1 kudos
    Hi and thank you for the mod!

    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.
    1. Paraffinghost
      Paraffinghost
      • member
      • 1 kudos
      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.
  9. LostAcc21
    LostAcc21
    • member
    • 0 kudos
    Hi, Amazing looking mod :)

    I was just wondering if SMM is a hard requirement?
    If so, must SMM go BEFORE or AFTER in the load order?
    1. cVcNEX
      cVcNEX
      • supporter
      • 242 kudos
      any mod that uses smm goes after it in your load order

      xxxxxxxxxx.esp
      SettlementMenuManager.esp
      fishery.esp
      xxxxxxxxxx.esp
    2. LostAcc21
      LostAcc21
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      • 0 kudos
      Thanks :)
      Downloaded it, now I can activate it knowing the order
  10. donatzbb
    donatzbb
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    • 3 kudos
    Love your mods, will get this one too.
    Assuming this one will remain standalone or will it be included in Dead Wasteland?
    1. cVcNEX
      cVcNEX
      • supporter
      • 242 kudos
      this is a stand alone mod. it won't be added to dead wasteland
    2. donatzbb
      donatzbb
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      • 3 kudos
      Roger, thnx