Hey, I just wanted to post a big Thank You for this mod!
I was really being plagued by persistant, frequent and seemingly random CTDs that I just could not nail down, even after following the standard procedures for manually deleting the extra files in the Functional Displays mod. After trawling through loads of Buffout4 and Auto Crash Scan logs and toggling FD esps and lots of research that was mostly over my head, I stumbled across this mod and decided I had nothing to lose by trying it.
Still have some testing to do, but after dealing with crashes every 10-20 minutes, after installing this mod I've had three sessions several hours long with zero crashes.
allright i apreciate you making this but it makes my displays go wonky. i put a gun on it and when i press r on the container of the weapon board theres nothing in its inventory. i can still take the gun from the board directly. i tried installing both version in all different kind of ways and the same problems keep popping up.
can you please help me dude ? this is supposed to fix the legendaries and mods dissapearing from weapons on the weapon boards from functional displays. but this way i cant even test for that.
edit: i hope this doesnt come off as too demanding or disrespectfull. you deserve all the respect.
To fix legendarys and uniques weapons must be droped and put in place. Therefore the weapon is not in the container anymore. Currently i'm working on a refined version where accessing (not hover over) puts the weapon back into the inventory and is displayed again when exiting the container. In the code its a big rework and because of that i hesitated to release and now forgot about it :) ill fix fusion cores and will ship it today if i can
Edit: ill report as a further bug that take all (R) doesnt empty displayed droped items
Have you tried to put one int the bobblehead display? if its restricted to an item list it would need patching but i think it works over item keywords which should be set by the modder if he used the existing bobbleheads as a reference
The solution to that is in a thread below. u need to delete the meshfolder in the original mod. sadly this is only fixed by override of the modded files in the original which im not able to.
The CTD's are indeed with the original mod, and this is merely a loose script file/patch enabling more items to be stored. It took me years to find out the reason behind duplication of items placed in the world, and certain displays always leading to CTD's, but in a forum I found a thread that's been posted on the original mod-page and apparently here since.
You need to delete all the extra meshes that comes with the original Func.Disp-mod, or install it manually and skip those meshes folders and it won't misbehave in those manners again.
Pretty sure this is a bug, but when you put the You're SPECIAL book on a shelf then activate it to pick it up again you get the prompt to add a permanent special stat. Not game breaking but a little bit of cheese for free stats.
Is there any way you could adapt what you did with your script to apply to the regular bobblehead stand so that it can also hold more then 20? It would open up a lot of modding possibilities to create bigger displays using the bobblehead keyword but we're limited to only 20 at the moment.
I dont know your intentions. The script modification handles how items are placed on referencenodes. theoretically this supports any objects wich have reference nodes and are a container.
I second this - a replacement of the original nif files and working towards patching the other bugs would be a god-send for both the original mod and this.
No sry not currently. Ive never had those problems though or crashes related to the mod. Do you have information on how to reproduce the issue/issues, log snippets?
Had to stop using it as it gets seriously messed up if you simply remove an item directly from the shelf by using E while focused on it (rather than select the shelf/rack and get the transfer window). On a Shelf the item gets stuck there and you can then 'remove it' repeatedly forever (great cheat). Also doing the above on a Weapon Rack would reset the weapon back to default (loose all mods and any 'legendary' status). That was a game breaker for me...
Ive noticed the bug with the Weapon Racks too but i havent covered yet. My modding skills are limited this is still my first mod. but ill see what i can do. v2.0 should fix "On a Shelf the item gets stuck there and you can then 'remove it' repeatedly forever (great cheat). Also doing the above on a Weapon Rack would reset the weapon back to default (loose all mods and any 'legendary' status). That was a game breaker for me..." in v0.3 i will directly link displayed items to stored items for more stability
OMG This! Functional Displays was one of my favorite mods, but I crashed every single time I left a zone that had an item that had a replaced nif (like a typewriter or a teddy bear) the game would crash. You could tell which models had been replaced by the fact that they were backwards in the environment. Like, the teddy bears would be facing 180 degrees away from where they should have been oriented (e.g., the teddy in Olivia Station that had the army helmet and the cigar. The teddy was facing the wall and the cigar was coming out of the back of his head). I crashed every time I exited Olivia Station. I read somewhere about removing all of the nifs from the file fixing the issue, but that was very recently and I haven't looked further into it.
Anyway, thank you very much for taking the time to look at this mod. It really is a fantastic mod for those of us who like to set up a museum of our exploits.
Here is the snippet I read a few days ago. It was in the link that KamSolastor posted above. "- Functional Displays? | Commonly causes object model (nif) related crashes. You have to open its Meshes folder and delete everything inside it except for the Functional Displays folder. When using any of FD's weapon displays, DO NOT grab directly from them, use their actual inventory screen instead. This is due to a custom script that doesn't take weapon mods into account correctly."
"You have to open its Meshes folder and delete everything inside it except for the Functional Displays folder."
Open who's Meshes folder? Fallout 4/Data/Meshes? Why would I delete the meshes for every other mod in there? Fallout 4/Data/Meshes/Functional Displays? Why would I delete the meshes for Functional Displays items?
Can someone please clarify this? It would be much appreciated.
Inside the Functional Displays file, there is a folder called Data. Open FunctionalDisplays > Data > Meshes and delete everything there but the folder called "Functional Displays".
Download Functional Displays manually from Nexus. Unzip it and remove the unwanted files. Zip it again and install normally using your mod manager.
@NomadsReach... Just download the original Functional Displays. Not sure if it's all meshes in vanilla paths like props and setdressing and my problems solved by the same solution (to delete the .nif's) worked. I never experienced cell or containter related crashes afaik, but rather that some junk (props) items would duplicate in the game world, and picking one up was a sure trigger to CTD.
if anyone wonders what this person (lynna) means (as I tested what they did and it worked thought load times are a bit longer now as well) download the mod manly then check the meshes folder delete all folders in the meshes folder for the mod not for fallout itself (I suggest you put it in an empty folder) make sure to delete all meshes but not the one named after the mod, the others are junk ones for the displays and they seem to cause bugs. all they do is make stuff in the aid and misalanies displays face the right way.
A long time a go i made a fusion core display that charged the cores(used a charging script from another mod)
I got the fusion cores to display and the charging worked but there was a major issue, the displayed cores were the original uncharged cores where as the new fully charged cores was in the inventory of the display. This basically was a duplication bug as i can grab the displayed uncharged cores and also the charged ones in the inventory. What was happening was the display(and i assume all displays are like this) wasnt picking up updates to the container outside a players direct input. so because i didnt open the container and put the charged cores and remove the uncharged cores my self it dosnt pick up the change
I would have to walk up open the container in order for the display to wake up and rest
Just thought id ask you if you had any ideas about this sort of issues, if there could be some 'silent update' script to force update displays in a radius around the player
Other things this fix would make possible
Trade chests could be function displays where goods actually appear around the store, things you sell them could also appear(would need a custom trader counter thats a display for objects) Imagen the bat seller in diamond city actually showing the weapons on the wall behind him
Magazine racks(vanilla atleast) the magazines often fall out the the rack you can walk up open the container and it will fix, this script would fix it automatically
Dynamic in world loot, we have this in container form but we could replace some static objects/furniture to containers with lvl lists to randomly display its content out in the world. Like the shelf in red rockets that already is a container it could display its content making the visuals on the shelf random every game or return to the location ect. Many instances where visible look could be done, one example is rubble making them containers and displays so random things appear lying on rubble piles(would try and hack the selection collision so you cant actually see/select the rubble as a container) Now looking around in rubble piles could turn up some profit
None of these can be done currently as displays only work if the player sets them up, we would need a script or something to silently 'nudge' them
35 comments
I was really being plagued by persistant, frequent and seemingly random CTDs that I just could not nail down, even after following the standard procedures for manually deleting the extra files in the Functional Displays mod. After trawling through loads of Buffout4 and Auto Crash Scan logs and toggling FD esps and lots of research that was mostly over my head, I stumbled across this mod and decided I had nothing to lose by trying it.
Still have some testing to do, but after dealing with crashes every 10-20 minutes, after installing this mod I've had three sessions several hours long with zero crashes.
My sanity has been restored.
i put a gun on it and when i press r on the container of the weapon board theres nothing in its inventory. i can still take the gun from the board directly.
i tried installing both version in all different kind of ways and the same problems keep popping up.
can you please help me dude ? this is supposed to fix the legendaries and mods dissapearing from weapons on the weapon boards from functional displays.
but this way i cant even test for that.
edit: i hope this doesnt come off as too demanding or disrespectfull. you deserve all the respect.
Edit: ill report as a further bug that take all (R) doesnt empty displayed droped items
It took me years to find out the reason behind duplication of items placed in the world, and certain displays always leading to CTD's, but in a forum I found a thread that's been posted on the original mod-page and apparently here since.
You need to delete all the extra meshes that comes with the original Func.Disp-mod, or install it manually and skip those meshes folders and it won't misbehave in those manners again.
https://www.nexusmods.com/fallout4/articles/3115
Had to stop using it as it gets seriously messed up if you simply remove an item directly from the shelf by using E while focused on it (rather than select the shelf/rack and get the transfer window).
On a Shelf the item gets stuck there and you can then 'remove it' repeatedly forever (great cheat).
Also doing the above on a Weapon Rack would reset the weapon back to default (loose all mods and any 'legendary' status).
That was a game breaker for me...
v2.0 should fix
"On a Shelf the item gets stuck there and you can then 'remove it' repeatedly forever (great cheat).
Also doing the above on a Weapon Rack would reset the weapon back to default (loose all mods and any 'legendary' status).
That was a game breaker for me..."
in v0.3 i will directly link displayed items to stored items for more stability
Anyway, thank you very much for taking the time to look at this mod. It really is a fantastic mod for those of us who like to set up a museum of our exploits.
Here is the snippet I read a few days ago. It was in the link that KamSolastor posted above.
"- Functional Displays? | Commonly causes object model (nif) related crashes. You have to open its Meshes folder and delete everything inside it except for the Functional Displays folder. When using any of FD's weapon displays, DO NOT grab directly from them, use their actual inventory screen instead. This is due to a custom script that doesn't take weapon mods into account correctly."
"You have to open its Meshes folder and delete everything inside it except for the Functional Displays folder."
Open who's Meshes folder?
Fallout 4/Data/Meshes? Why would I delete the meshes for every other mod in there?
Fallout 4/Data/Meshes/Functional Displays? Why would I delete the meshes for Functional Displays items?
Can someone please clarify this? It would be much appreciated.
Download Functional Displays manually from Nexus. Unzip it and remove the unwanted files. Zip it again and install normally using your mod manager.
I got the fusion cores to display and the charging worked but there was a major issue, the displayed cores were the original uncharged cores where as the new fully charged cores was in the inventory of the display. This basically was a duplication bug as i can grab the displayed uncharged cores and also the charged ones in the inventory. What was happening was the display(and i assume all displays are like this) wasnt picking up updates to the container outside a players direct input. so because i didnt open the container and put the charged cores and remove the uncharged cores my self it dosnt pick up the change
I would have to walk up open the container in order for the display to wake up and rest
Just thought id ask you if you had any ideas about this sort of issues, if there could be some 'silent update' script to force update displays in a radius around the player
Other things this fix would make possible
Trade chests could be function displays where goods actually appear around the store, things you sell them could also appear(would need a custom trader counter thats a display for objects) Imagen the bat seller in diamond city actually showing the weapons on the wall behind him
Magazine racks(vanilla atleast) the magazines often fall out the the rack you can walk up open the container and it will fix, this script would fix it automatically
Dynamic in world loot, we have this in container form but we could replace some static objects/furniture to containers with lvl lists to randomly display its content out in the world. Like the shelf in red rockets that already is a container it could display its content making the visuals on the shelf random every game or return to the location ect. Many instances where visible look could be done, one example is rubble making them containers and displays so random things appear lying on rubble piles(would try and hack the selection collision so you cant actually see/select the rubble as a container) Now looking around in rubble piles could turn up some profit
None of these can be done currently as displays only work if the player sets them up, we would need a script or something to silently 'nudge' them