Fallout 4

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CrEaToXx

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CrEaToXx

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21 comments

  1. CrEaToXx
    CrEaToXx
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    New version added:

    - added total snappy support for all stair/ step, and ladder variants(see new screenshots)
  2. Olivier8768
    Olivier8768
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    Vous avez empêché le suicide de beaucoup de constructeurs. 👍Par contre je ne trouve aucun mod avec point d'accrochage aux cultures. Quelqu'un sait si ce genre de mod existe svp ?
  3. Wyrnox
    Wyrnox
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    Amazing combination... Must have for any LO. This should've been in the game from the very beginning.
  4. BlazeStryker
    BlazeStryker
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    A-hem; oh, snap!

    Great job.
  5. Jokroast
    Jokroast
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    Why might one install a BA2 over an ESL? I read something just now about how if you pack replacer mods you have into one BA2 you get some lost loading time back but that wasn't relevant to the difference.
    1. KaptainCnucklz
      KaptainCnucklz
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      You need both the BA2 and a plugin (either the normal ESP or the ESL version of it). A BA2 is just the archive containing assets, like textures and/or meshes.
  6. GeneralProcrastination
    GeneralProcrastination
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    Does this allow you to stack foundations? I remember being able to do that in the past but I can't seem to find the mod that enabled it, so I'm looking for a replacement.
    1. STR4NGERxD4NGER
      STR4NGERxD4NGER
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      One way to do this is to build two walls on a foundation, scrap the bottom one, add foundation and now you have stack foundations.
  7. agnaaiu
    agnaaiu
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    Oh snap!
    1. RhaevynHart
      RhaevynHart
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      LOL I see what you did there
  8. DanEBLIND
    DanEBLIND
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    what categories do these items get added under? (specifically the useful posts) 
  9. ColonelDuckyMods
    ColonelDuckyMods
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    I'm not generally the guy that makes mod requests, and I really did try to achieve what I wanted for myself for several hours before coming here to ask the person that seems to be an expert on adding snap points.

    After several hours in Nifskope, I can't figure it out how to add snap points to the armor display rack on my own.  I've followed tutorials from Kinggath and Zorkaz and have been able to successfully add snap points to other existing workshop items, but there's something about the armor display rack that just doesn't work the same way.

    There seems to be seven potentially relevant nif files.  The universal skeleton, and male/female variations of the body, hands, and head.  The skeleton is the only nif with a workshop rotation point or connection points already present, so I tried that one first, and then moved on to the others when that didn't work.

    The nifs I tried are located in "DLCworkshop02 - Main.ba2" at "\Meshes\Actors\DLC05\Mannequin\CharacterAssets"

    If somebody would add some snap points to the armor rack or if somebody can tell me what the special deal is with this one workshop item that makes it different in regard to snap points so I can do it myself, I would be forever grateful.
    1. CrEaToXx
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      Welp. I tried and failed as well. I guess there's either a hardcode to not allow snapping actor form types, or we are missing something inside the meshes that other form types have, but the mannequins don't.

    2. ColonelDuckyMods
      ColonelDuckyMods
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      Well shit.  Too bad it didn't work out, but at least I know I'm not alone lolol.
    3. CrEaToXx
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      You could try putting the Mannequin on an activator or moveable static form type, and then script it to act like the vanilla Mannequins aka dressing clothes etc. The script engine would actually allow for that. In order to have the inventory opened when activating the Mannequin, you would just need to link a container form type, and have it opened when you activate the custom Mannequin, then tell it to equip the item when you hit space(OnControlDown()).

      Edit: Or even better. Script a static invisible dummy item wrapping around the Mannequin actor, and put snappys on that dummy...;)

      Something in logic like this:

      If Mannequin.GetsPlaced()
      ?Mannequin.PlaceAtMe(StaticDummyObject)
      ?StaticDummyObject.ConnectAndStayWithMannequinAllTheTimeSoWeCanUseSnappysOnYouWhenTheMannequinIsMoved()
      EndIf
  10. chuckdm
    chuckdm
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    Downloading this now, many thanks.

    FYI the bit in your description about the base building feature being patched into the game later is wrong.  It's literally a required part of the main quest (building the Signal Interceptor) and it was there from day one.  I was there, heh.

    That said it does seem like a buggy alpha feature sometimes so I can see why you'd believe that.  Welcome to Bethesda video games! :D
    1. UlfricsRevenge
      UlfricsRevenge
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      It's also possible that they had the story finished, then later added the base-building, and at one point later in development asked themselves, "What can we do to include some base-building into the main story?" And hence the signal interceptor was born. Then again you might be right, I'm just tossing this out there.
  11. haljit00
    haljit00
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    Love this mod