Fallout 4

File information

Last updated

Original upload

Created by

zed140

Uploaded by

zed140

Virus scan

Safe to use

Tags for this mod

72 comments

  1. kakinotane2000
    kakinotane2000
    • premium
    • 64 kudos
    Locked
    Sticky
    V2.0
    To fix the four main menu categories in previous versions, the plug-in of the same name was difficult to change under the control of the Settlement Menu Manager. So I had to change the plugin name. I am uploading the file on behalf of zed140
  2. kakinotane2000
    kakinotane2000
    • premium
    • 64 kudos
    Locked
    Sticky
    About 2.0fix.
    It will update the option file. Fixed a bug with old options. The options file is a remedy for users who have already created legacy animated markers in their settlements. The old markers will work as is, or you can replace the markers with new ones one by one. Once you've replaced all the old markers, you can remove this options file.
  3. SigmaRulez
    SigmaRulez
    • premium
    • 12 kudos
    Could you make a version of this where you have to assign settlers, like their jobs?
  4. CyberGhost101
    CyberGhost101
    • member
    • 0 kudos
    Is this mod considered a replacement for Invisible Furniture? This mod has 60+ idles while that mod has 46. The reason I'm still using that mod is because I also use your mod Daily Life Of Hookers - Rugs. Will you update it to use to use this mod as a requirement instead?
  5. M205090
    M205090
    • member
    • 9 kudos
    dose it conflict with Sim Settlement 2 
    1. zed140
      zed140
      • premium
      • 302 kudos
      I think if you're not an xedit expert it is not recommended to use any mod with ss2 except the ones related to system like console, menu, ...Any other mod that change commonwealth, game style, map, weather, ect will create bugs on ss2. ss2 is a very huge overhaul of the game.
  6. PixelHead24
    PixelHead24
    • premium
    • 20 kudos
    is there any way to manually remove the idles?
    1. zed140
      zed140
      • premium
      • 302 kudos
      In workshop mode you can move or remove them like any other objects. For the pre existing vanilla idles, no.. It's possible but that not fit well in this mod. For the pre existing it exist other mods for that, to remove all of them by example I used one to remove hammer  time in sanctuary for my game.
  7. NiennaClawtooth
    NiennaClawtooth
    • premium
    • 7 kudos
    Hope, someone can help me out here: I use these markers, they work fine. I wasn´t sure about Transfer Settlements, so I made a blueprint with some markers in Sanctuary. Made a quick start on a new game, and imported the same blueprint. I have used the option Import/Export Marker-Based Items both on export and import. But after the import none of the markers showed up. 
    Any ideas?

    Edit: Ok, I have no idea why: in Sanctuary it still doesn´t work (the markers from B.Y.O.P. are not working too), but it seems in other settlements it DOES work. 
    1. junglerat70
      junglerat70
      • premium
      • 1 kudos
      I do not have this mod installed, but I do use BYOP and have done so for many years. I also use Transfer Settlements. I have no problem with the markers for the water behaving as they should. Just a line to let you know that your problems are originating from your mod in connection with BYOP, or there is another mod conflicting with both.
  8. Gwanuneg
    Gwanuneg
    • member
    • 97 kudos
    First, let me thank you for your mod, it is very necessary for the revitalization of our settlements. All categories are installed, all markers are visible in the workshop menu. But I have a question. After leaving the workshop, these markers remain visible. Is that how you intended it or is it a problem in my game? Maybe with some mod, I have a lot of them.
    1. zed140
      zed140
      • premium
      • 302 kudos
      No normally they become invisible on close workshop. You encounter that with all markers or just one? It's like a missing/script error.
    2. Gwanuneg
      Gwanuneg
      • member
      • 97 kudos
      Thanks for the answer. Yes, all the markers that I set remained visible after exiting the workshop. One marker per animal and 4 rest markers.I have the Visible Idle Markers mod installed. Maybe it somehow conflict with your mod?
    3. zed140
      zed140
      • premium
      • 302 kudos
      Theory, It's possible scripts do not have enough execution time or memory if you use a lot of mod on a medium/low rig, you can test this ini setting recommendation for sim settlements https://simsettlements.com/web/wiki/index.php?title=Performance#INI_settings

      Also I experienced that yesterday, for first time. I investigate. First that seem dependent from position or distance. Not clear. I will test that by returning to file system instead ba2 later today. Sorry for convenience.
    4. zed140
      zed140
      • premium
      • 302 kudos
      I tested by replacing ba2 with file system that change nothing. I tested the same thing with two another marker mod that hide markers out of workshop Invisible Furniture and Settlements Activity Markers, they have the same bug. Currently I can't reply you what exactly to do. In first instance that seem an engine limitation. I have to investigate more to find a decent turn around.

      Edit: Ok I think I understand why now, working on a solution. The bug is a bit technique to explain. The simplest way is to create your markers in another place.

      Edit2:

      To be simple, it's because for performance reason the script check if you are in the workshop area before show the markers instead of showing directly all markers in all you colonies. The problem come from the workshop area itself, in fact the area called Location is not the same size as the constructible workshop area. In my video test, when I place a marker on the bridge, I'm not anymore in Sanctuary Hill for the script, it is in the commonwealth. Consequently it stop showing/hiding this marker.

      The other solution is to show all markers from all colonies, but that can have a high cost in performance. This solution seem not the best for the moment and require more investigation. For the moment just change you markers positions and that must work correctly.
    5. Gwanuneg
      Gwanuneg
      • member
      • 97 kudos
      Thank you very much for your work and consideration of this problem. I will try to apply your recommendations when I am in the game.
    6. MgSolidus
      MgSolidus
      • member
      • 5 kudos
      I have this happen with any (only workshop visible) objects. So i think its something common.
    7. Olivier8768
      Olivier8768
      • member
      • 4 kudos
      Pour ceux qui restent visibles hors atelier, je l'ai ai changé de place et problème réglé.
    8. ajinxpatil
      ajinxpatil
      • member
      • 1 kudos
      I noticed this behavior as well and I was disappointed that this is buggy, but on stumbling on this post after a while, I was happy to see that the bug is limited to certain boundary areas of workshop. I suggest making this post sticky or mentioning it in the mod description.
    9. anthony8659
      anthony8659
      • member
      • 10 kudos
      @zed140  This might be the same issue when using BYOP water markers on cells in a settlement which are marked Commonwealth and not the actual settlement like parts of Abernathy and Zimonja for example where the water marker remains visible - blue even when exiting workshop.  These same areas where the Restaurant store doesn't work also.  A workaround is making a patch to tag that particular cell as part of the settlement.
    10. FiftyTifty
      FiftyTifty
      • premium
      • 158 kudos
      Just chiming in, I've found the same issue. Specifically at Oberland Station, close to the railroad tracks:

      Hand Warm Kneeling
      Hand Warm Standing
      Hand Rail C
      Hand Rail D
      Wall Lean

      Wall Lean also rotates to the player's camera, even when not selected in the Workshop menu.

      Screenshot:
      Spoiler:  
      Show


  9. Ohpus
    Ohpus
    • supporter
    • 3 kudos
    Ah, much needed settlement tool.

    How difficult would it be to also display existing vanilla idles in a settlement so they can be moved, deleted, or at least not accidentally overlapped?
    1. zed140
      zed140
      • premium
      • 302 kudos
      I think a mod already exist for that but I not remember name
  10. Roguer
    Roguer
    • premium
    • 8 kudos
    Would you please consider consolidating the current 4 workshop menus into one category with those 4 as sub? It makes workshop build menu a bit too cluttered. Thanks!
    1. Ohpus
      Ohpus
      • supporter
      • 3 kudos
      It's condensed fine into 4 catageories at the end. Are you using something like Settlement Menu Manager to keep things sorted?
  11. notarandomcombine
    notarandomcombine
    • member
    • 2 kudos
    Will you add assignable ones?
    1. zed140
      zed140
      • premium
      • 302 kudos
      No, because that require to use complex script. You can't assign a settler to a preview. The preview itself is not an assignable thing. To do that we need a script to capture and transfer the assignment from the preview to the underlying object and eventually need to create an associated work. And finally double the total number of previews if we have 2 versions one assignable and one not assignable. It's absolutely not in my quest list.
    2. diskoh
      diskoh
      • member
      • 5 kudos
      If you want assignable ones try Busy Settlers. I personally prefer this unassignable one, because having somebody doing push-ups 24/7 breaks immersion for me.

      https://www.nexusmods.com/fallout4/mods/7010
  12. Ijile
    Ijile
    • premium
    • 10 kudos
    With this mod, Codsworth will faithfully do the dishes for you. It's glorious.

    Just a heads up, if you have edited Codsworth (or any other Mr.Handy) with the Automatron workbench, the game will no longer recognizes the modified Mr.Handy as a Mr.Handy. It's weird. In order to fix this, you simply need to do the following AFTER Codsworth (or any other Mr.Handy) has been edited by the Robot Workbench:

    1.) Open up the console using the "~" (tilde) key.

    2.) Left click on the Mr.Handy robot while the console is open. (You should see their ID pop up on the screen - be mindful of where you click to be sure you are selecting the Mr.Handy and not a piece of the worldspace! I recommend doing this in an open area with zero clutter.)

    3.) With the Mr.Handy selected, type "GetIsRace HandyRace"  (without the quotes) and hit enter. (This command is going to tell you if the Mr. Handy you've targeted is flagged with the HandyRace racial ID. If the command returns a value of "1.00", then the Mr. Handy you have selected is flagged properly, and your issue is likely an installation issue and/or mod conflict. If the command returns a value of "0.00", then the Mr. Handy is not properly flagged with the HandyRace racial ID and - as such - this mod does not recognize it as a Mr. Handy.)

    4.) If the Mr.Handy returns a value of "0.00", type in "SetRace HandyRace" and hit enter. (You should see a few lines of text appear in the console, and the Codsworth will briefly enter their default "powered down" animation/stance until you close the console and resume the game.)

    5.)  Codsworth/Any automatron Handy will now be able to use the "Handy Sink" idle point. 

    Note: This method also applies to any and all Mr.handy robots you create at the robot workbench. One should also note that this comes with it's fair share of drawbacks, as Codsworth MIGHT have a tendency to remain passive while in combat. In order to fix this, you'll have to edit his legs while in the automatron menu. This will however remove Codsworth from the Mr.Handy race and you'll have to repeat steps 1-5 in order for him to use the idle point. I suppose you can't have your cake and eat it too.
    1. FiftyTifty
      FiftyTifty
      • premium
      • 158 kudos
      A better solution would be for the idles to check for keywords, rather than a race record.
    2. zed140
      zed140
      • premium
      • 302 kudos
      The engine want animations by race for the actor + keyword for the furniture + gender and others options for linking the two
    3. FiftyTifty
      FiftyTifty
      • premium
      • 158 kudos
      Ahh that's why. I made an assumption, and it turns out Bethesda has other ideas.