Fallout 4

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corianin

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corianin

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  1. corianin
    corianin
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    First off, I wanted to thank everyone who wished me well for my recovery. My surgery date got moved back by two weeks so my whole time table got thrown off, but all's good with the world. Or at least with my world, medically speaking. For the moment. Anyway. 

    Now for the good news - the new file is uploaded! Thank you so much to those that have left helpful hints - I did, in fact, neglect to add the scripts files, because for some reason the dumbass half of my brain was all 'nah, those aren't necessary,' and the other half of my brain (too busy making plans and appointments and working and, y'know, keeping up with the breathing and the walking and stuff) just threw up its hands and said 'yeah, okay, whatever.' However, the upside of this is that in the mod there are new items, new organization, and it's generally (I feel) much easier to navigate.

    Now for the downside - a power surge in my neighborhood caused my computer to bork itself three days after I got home from my surgery, so guess who had to build herself a new one while still recovering and not-supposed-to-be-doing-the-things? Yup. So I lost the original files I'd been working on (because I have three hard drives but of course THAT was the one that got affected) and ended up having to download the mod from here just to get my assets back - which meant a full redo of the menu scripting and other things as well. For some reason my navmesh went belly-up, so I had to recreate all of that, but it seems to be working now, I think. If anyone notices any issues with that, let me know. I'll try and address it at a later date, though I refuse to give a time frame because it seems Murphy's Law has been in full effect where this particular mod is concerned. LOL

    At any rate, thanks again for your patience; you are all awesome beans! Now it's time for me to take a break from looking at diner assets and start poking around in the Rocket. I'm sure Sturges won't mind me dismantling his vacation home to make it cleaner and sturdier. :)
  2. HellFreezer
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    @corianin When you get a chance, would you please update the mod page version number at the top to match the latest version posted (at this time 3.1). Thanks. I hope you are doing well.
  3. Frostbite2020
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    Outstanding mod. Love the choice of color schemes, etc. Everything snaps together beautifully. Trying to figure out what those huge odd-shaped roof thingies are and how to utilize them. Is it a A&W/Sonic drive-in type feature? I wish you'd posted a photo of them being used to give me a hint. Question, since every diner has a some type of kitchen, are there any plans for a generic fridge (to keep the fries & burgers in) and a cooking station (grill & fryer)? They don't even need to be functional. This would take the diner to the next level. Also noticed the wall panels have lights along the edge but none of them work. A separate roof tile that lights would be fantastic. I only mention this because the choice of mod lighting I have would detract from the diners ambience. You deserve an award for this masterpiece. Kudos!
    1. vvk78
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      Check out:
      Filled Diner Counters and Buffet Counters OR Xnjguy Filled Mods All-In-One plus New Mod
      CrimsonRider's Unique Furniture also has some of those assets you may want and like. Make sure to get its SKE or SMM patch too (depending on whether you use SKE or SMM or both; I prefer SMM).
    2. Drivinghard
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      those recommends look nice thanks..
      here is another one that is 'Interactive' .. I forgot all about it and have yet to try it out :)
      Immersive Decor ..
  4. Drivinghard
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    well I'm using the older version that still HAS that scripts directory .. and this playthrough is almost HALF way through ..
    is it possible i might just REMOVE the scripts directory files and just REINSTALL >> ?

    Happy you are recovering :) .. 
    if you have spare time + headphones I would like to recommend experimenting with some of these sound frequencies for:
    Universal Health
    :)
    1. corianin
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      I don't see why it would break anything to delete the scripts folder, but as always make a separate save before trying. If you give it a shot, mind letting me know if that works? My old save I had my old version on was lost when I swapped hard drives and this build I just started yesterday has the new version or I would test it myself. :)
    2. Drivinghard
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      Roger .. I don't think i will RE install without the Scripts directory .. I have a few mods which have proven to be quite 'load-order-sensitive' .. However, on a militantly Segregated line of save files I will MOVE those scripts you put OUT of my Data folder .. then in Vortex i will click the DEPLOY mods button .. and see how she goes... je suis shall report :)

      Some mods are sensitive to their NUMERICAL order in a load order .. while i think most are just sensitive to whether they are loading before or after other mods.. (and some dont't like to be touched at all - haha)
  5. SnippetyAnt287
    SnippetyAnt287
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    This mod isn't working right for me. The column is showing up, but it's all blank and I can't place anything from that column. 
  6. sdu2018
    sdu2018
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    I posted it in the wrong place and only now did I realize it.This mod of yours is good but Classic gave me a warning, I wanted to know if this could cause problems in the game.

    
  7. BasedBuilders
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    Hrrrrrrrrrm. You know, when you're done with Red Rocket, I've got some ideas for Sanctuary-style houses that I've been ITCHING to work on, but I've had too many medical emergencies myself lately to get around to it.... *giant cartoon puppy dog eyes* *bats eyelashes*
  8. wysiwyg
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    It looks like this overwrites the standard Form.pex, ObjectReference.pex, and ScriptObject.pex files which conflicts with f4se. Does anyone know if the standard scripts were modified for some reason? These weren't included until the 3.0 release.

    I saw comments about missing menu injection scripts but I wouldn't expect those scripts to be used for that.
    1. corianin
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      I'm not sure what purpose those actually serve for the mod, but as the menus didn't work for anyone without those files present, and it does work with them there, I assume they are necessary. As I'm still lost as far as scripting goes, I took the advice of those more knowledgeable than myself and when it worked I cheered and added it to my list of 'things to research further as time permits'. :)
    2. niston
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      You can remove those 3 PEXes from the mod. In fact, you should. =)
      They are part of the game and need not be distributed. Doing so will cause compatibility problems with F4SE, as mentioned.
  9. AlstarV
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    This is an amazing mod! But for some reason it adds location markers that didn't show up before. This creates chaos on the map. 
    I also wish it was compatible with https://www.nexusmods.com/fallout4/mods/10089.
    Hope all is well with your health. I've seen reports of surgery.
    Sorry for my English, it's not my native language.
    1. corianin
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      I didn't add anything that would even remotely create a menu marker. I don't actually know how to make a menu marker, to be honest, LOL What markers does it add? I'm really curious now. 

      As far as compatibility with other mods, I have no idea how to go about doing that, though it is something I've been wanting to learn. If anyone knows how to make a patch for it or something, I would love to find out how all that works. Sadly, I had to drop modding for a bit due to things going batshit crazy at work in the last few months. Grr. But I hope to get back to it in a bit when things (supposedly) calm down. 

      Thank you for your kindness - yes, I had surgery, but it went well and I recovered fantastically. :)
    2. AlstarV
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      As far as I understood from FO4edit, the mod edits the aaaMarkers cell and puts hidden markers on the map.
      https://ibb.co/hDdTB6B
      https://ibb.co/Drk9mGm
      https://ibb.co/PNJqsfB
      https://ibb.co/BtkSJ6w

      Unfortunately, I can't tell you anything about compatibility, because I'm just starting to learn about modding myself 😢

      It's great to hear that you're doing well! Hope things get better with work too!
    3. corianin
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      Okay. Going back into my mod and checking, and I see nothing on my end in the aaaMarkers cell at all that even remotely resembles a map marker. I think there's a brick floor and a static collection pivot marker or something like that, and three items that have quest references to MQ206 - which I left because I didn't want to delete something that might potentially be needed. Anyway, I did some digging on the names of those markers in your screenshot and the only mod I found that even mentions them is Unused Map Markers (https://www.nexusmods.com/fallout4/mods/64009?tab=description). I don't know why or how my mod has new markers, and they don't show up in my game that I've been able to find, but if anyone else happens to see these things let me know and I'll keep poking at it when I get a chance.

      Also, re: the compatibility thing...one of my future hopes is to add neon effects of my own to coordinate with the color schemes I have for this mod. Eventually. /sigh
    4. AlstarV
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      Perhaps this is due to the interaction of mods. I have from 120+, but it is very strange. LOL Screenshots from FO4edit in case anyone encounters the same thing. There's also the Brotherhood of Steel quest entries duplicated there for some reason.

      Anyway, I'm very grateful for your time and attention. Looking forward to the updates!

      https://ibb.co/1Ls5Z0D
      https://ibb.co/Fg3sF8j
      https://ibb.co/SncGvvn
  10. Magickingdom
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    I wish the widows were more convincing. As is, I can poke my head and arms in/out through the glass windows.
    I sympathies with your hospital time, spent to much time there myself.
    1. corianin
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      Hmmm. Will need to mess with that. I didn't even realize that was a thing, LOL Then again, I've never tried to poke my anything through the glass. 
    2. Magickingdom
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      Thanks, I really appreciate your work.
  11. vamp663
    vamp663
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    Hello friend, i downloaded this mod but cant find it in the build menu ?
    1. mysoulhasdied
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      need SMM
    2. corianin
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      Yeah, apparently I couldn't get the self-contained menu working, so it does need SMM. If you have SMM and still can't find the menu, try to run the SMM menu repair thing. And if that doesn't work, let me know and I'll...do something? Poke at it some more? Still learning.