I think Zebrina's Workshop Devices has a device that when build beneath a switch it let's you trigger that switch/button when it gets powered but I'm not completely sure anymore. You may wanna give it a try. There was a mod called "Electronics" that had a similar device but in those mod which seems to got deleted anyways from the nexus it was at least not working with the original button for the garage door. Never tried it with my buttons though but I guess it wouldn't have worked either as my buttons are just a copy of the original button downscaled and I believe this button is missing a "switch" or whatever keyword so it wouldn't get recognised or this particular button was just missing from the internal list of buttons/switches. I never bothered to find out as it was pretty disappointing in the first place for me the only thing I downloaded that mod for was this device and it didn't even work on the most blatantly obvious button in the game. The device in that mod it had to open doors did work on the red rocket doors though...
Does anyone have an issue where the buttons are just.. Gone? I have the mod installed + enabled, there's no errors in the MM, but there's just no buttons in any RR. It was working before, idk what could've happened..
sorry for the late reply. didn't get notified.. :/ anyway could you fix your problem in the meantime? I seriously have no idea whats going on there? even if you would use something that alters the precombines of the buildings or generates new previs or whatnot. there is imho no logical explanation for such a behaviour. a doors position gets backed into the savegame after usage. i never tried it but when you introduce a door with a plugin and use it and then remove the plugin the (now invisible?) door should still be in the world... maybe the same happened with used shutters and the buttons are gone because you removed the plugin? pure guessing here.
Oddly enough, I've still never found a solution. My game is modded to hell and back though, I'll freely admit it, but that just means it'd be nigh impossible for me to discover if it's a particular mod doing it without testing it on another device entirely [Because the amount of broken my game would get if I disabled each mod trying to solve the one that's gone and borked everything is.. Cyberpunk Release Day levels of broken], which I'm not currently capable of doing. However. Despite the copious amount of mods stuffed into my game like the world's most uncomfortable digital sardine can, the only ones I have that would effect Red Rockets are the following:
Really Red Rocket by Elianora Red Rocket's Glare by Ceaseless
Neither of which have caused any issues in the past with any mods I've downloaded, they're simply retextures. I've combed through my mods trying to see if there could be absolutely anything else causing this issue, but nothing sticks out. You may be right in what you're saying - Might've just glitched out or something, maybe. But one of the other things I tried was making a new save game in the hopes that'd solve my problem but nope, they're still just.. Gone. It's like their data got completely wiped from the game and CAN'T be reintroduced. I should also add that they were gone BEFORE I deleted the mod, I only deleted it in an attempt to do a reinstall. I've removed the mod, I've deleted the archive, made sure the files are ABSOLUTELY nowhere on my PC for a completely clean reinstall, but it's still zilch. Your mod is genuinely really good even though it's not some fancy flashy thingamajig, which is why I'm so adamant on getting it working again, it's all I've ever wanted with the RR windows! I hope I'll be able to fix it or maybe get some help to find a solution. <:]
I looked at your mod in Xedit and there are a bunch of errors in the Physics references for multiple locations. You might want to check this out. Also looking at your Precombines it looks like your removing stuff from vanilla. Possibly cleaning up the trash but you do not mentions changing the Precombines to remove stuff in the description.
Thanks for stopping by but I have absolutely no idea what you are talking about. I downloaded it right now and rechecked it. The only thing this esp does is it adds shutters and buttons and links them together so they are actually working like the original garage shutters on the stations. ( In fact they are the original garage door shutters just downscaled ) I haven't cleaned up anything nor did I touch any precombine at all. Are you sure you are on the right modpage?
I tried downloading again but still get the errors. Not an issue. I fixed them in Xedit not sure why I'm getting the errors. I have the RR settlement mod per the requirements. You are using the RR settlement mod as a master which forces your mod to load after the settlement mod not before and it will be required because of this.
As for the changes I was looking at FO4 ESM because you stated. Obviously works without the Settlement mod. Should be placed above/before the said Settlement mod if used.
Sorry if I didn't explain my question well enough in previous message.
I have the RR settlement mod per the requirements. You are using the RR settlement mod as a master which forces your mod to load after the settlement mod not before and it will be required because of this.
Your statement about the load order is indeed true BUT I don't use it as a master. Once again: The settlement mod is NOT a master AND NEVER WAS exactly because of this and therefore is NOT required!
As for the changes I was looking at FO4 ESM because you stated. Obviously works without the Settlement mod. Should be placed above/before the said Settlement mod if used.
what?
what don't you understand about: "works without the Settlement mod. Should be placed above/before the said Settlement mod if used"? Are you trolling?
Honestly everything you wrote so far doesn't make any sense at all to me and probably anybody else, either your installation is f§cked up beyond fixable or ... I don't know. You can use https://postimg.cc for example to show me EXACTLY what you are talking about because I can't reproduce anything of that on my end and I'm 100% sure you cannot fix anything in my mod because there simple isn't anything you could fix. It just adds a bunch of buttons and those shutters which in fact are downscaled garage doors as already seen on every big red rocket station like the one near Sanctuary, that's CLEARLY visible when taking a look at the mod with xEdit?! So again, what are you talking about dude?
Love this Mod, but I'm getting a message in LOOT: # RRSettlements-Shutters2.esp - CRC: 311D0DE7 - Load Order Index: FE 017 - Attributes: Active, Light Plugin ## Messages - Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.
I haven't noticed a problem with my game saves, but I figured I'd give a heads up.
are you using v0.1.1 of the mod? it should be resolved in this version. this message in LOOT is basically correct but in this case more or less just a cosmetic problem. as far as I am aware of all buttons and shutters are present in the world and working even with the old version.
According to your download history you downloaded v0.1.1 but based on your report you are not using it! "# RRSettlements-Shutters2.esp" is the old version .. the Filename has changed to "Shutters-for-Red-Rocket-Stations.esp" to reflect the fact that this shutters are working without the settlement mod as well which probably was misleading with the name "RRSettlements-Shutters2.esp" in the first place. Make sure to choose overwrite when installing it with MO2 and not merge as merge in this case would leave you with two esps which you don't want.
Yes I am using version 0.1.1. I'm not sure if I overwrote the previous mod. I've been doing a lot of updates and additions lately... I just went through my downloads and it appears that I downloaded the second one, so I didn't overwrite anything. So I'm guessing that the new mod is still kicking back the Loot with the message I posted, but running Loot just now it didn't come up at all. Oh well, great Mod again, and thanks for the quick response.
I don't think so because the shutters won't fit there very well. Take a look. The distance between the pillars differs so much so the shutters on the front would need to be smaller in general than the ones on the side which leads to awkward looks even if you fill the gap on top with whatever.
You know what.. I did it anyways :D Take a look.. what do you think?
Where do you want the buttons to go? on the left or right side of each shutter on the inside and on what height.. maybe on the line between the end of the shutter and the new piece on top of it? choose wisely I will send everybody ranting about the buttons your way :D
That's quite the responsibility. How about on the bottom right of the panels you've added, so it's intuitive from a glance which they are for, instead of having to choose the correct pillar each time?
Edit: comes with a master button that sets each shutter in the opposite position.. all open -> all closed.. you will get it. Warning headphone users... 200 years old shutters squeak quite a lot if activated all at once ;)
Edit 2: this one window had to be shut forever. as the original shutter is probably part of the precombine and was almost closed so i completely closed it with two new pieces (one outside, one inside).. if I would have opened it, it would had broken the precombines which should be avoided at all costs.
26 comments
So I can close them automaticly at night with another mod.
Oddly enough, I've still never found a solution. My game is modded to hell and back though, I'll freely admit it, but that just means it'd be nigh impossible for me to discover if it's a particular mod doing it without testing it on another device entirely [Because the amount of broken my game would get if I disabled each mod trying to solve the one that's gone and borked everything is.. Cyberpunk Release Day levels of broken], which I'm not currently capable of doing. However. Despite the copious amount of mods stuffed into my game like the world's most uncomfortable digital sardine can, the only ones I have that would effect Red Rockets are the following:
Really Red Rocket by Elianora
Red Rocket's Glare by Ceaseless
Neither of which have caused any issues in the past with any mods I've downloaded, they're simply retextures. I've combed through my mods trying to see if there could be absolutely anything else causing this issue, but nothing sticks out.
You may be right in what you're saying - Might've just glitched out or something, maybe. But one of the other things I tried was making a new save game in the hopes that'd solve my problem but nope, they're still just.. Gone. It's like their data got completely wiped from the game and CAN'T be reintroduced.
I should also add that they were gone BEFORE I deleted the mod, I only deleted it in an attempt to do a reinstall. I've removed the mod, I've deleted the archive, made sure the files are ABSOLUTELY nowhere on my PC for a completely clean reinstall, but it's still zilch. Your mod is genuinely really good even though it's not some fancy flashy thingamajig, which is why I'm so adamant on getting it working again, it's all I've ever wanted with the RR windows! I hope I'll be able to fix it or maybe get some help to find a solution. <:]
Never mind. it was an issue with my savefile.
Uninstalling, Saving and ReInstalling fixed it.
Will you add it to the Truck Stop too?
Also looking at your Precombines it looks like your removing stuff from vanilla. Possibly cleaning up the trash but you do not mentions changing the Precombines to remove stuff in the description.
You are using the RR settlement mod as a master which forces your mod to load after the settlement mod not before and it will be required because of this.
As for the changes I was looking at FO4 ESM because you stated.
Obviously works without the Settlement mod. Should be placed above/before the said Settlement mod if used.
Sorry if I didn't explain my question well enough in previous message.
Once again: The settlement mod is NOT a master AND NEVER WAS exactly because of this and therefore is NOT required!
what don't you understand about: "works without the Settlement mod. Should be placed above/before the said Settlement mod if used"? Are you trolling?
Honestly everything you wrote so far doesn't make any sense at all to me and probably anybody else, either your installation is f§cked up beyond fixable or ... I don't know. You can use https://postimg.cc for example to show me EXACTLY what you are talking about because I can't reproduce anything of that on my end and I'm 100% sure you cannot fix anything in my mod because there simple isn't anything you could fix. It just adds a bunch of buttons and those shutters which in fact are downscaled garage doors as already seen on every big red rocket station like the one near Sanctuary, that's CLEARLY visible when taking a look at the mod with xEdit?! So again, what are you talking about dude?
Edit: spelling...
# RRSettlements-Shutters2.esp
- CRC: 311D0DE7
- Load Order Index: FE 017
- Attributes: Active, Light Plugin
## Messages
- Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.
I haven't noticed a problem with my game saves, but I figured I'd give a heads up.
According to your download history you downloaded v0.1.1 but based on your report you are not using it! "# RRSettlements-Shutters2.esp" is the old version .. the Filename has changed to "Shutters-for-Red-Rocket-Stations.esp" to reflect the fact that this shutters are working without the settlement mod as well which probably was misleading with the name "RRSettlements-Shutters2.esp" in the first place. Make sure to choose overwrite when installing it with MO2 and not merge as merge in this case would leave you with two esps which you don't want.
I just went through my downloads and it appears that I downloaded the second one, so I didn't overwrite anything. So I'm guessing that the new mod is still kicking back the Loot with the message I posted, but running Loot just now it didn't come up at all. Oh well, great Mod again, and thanks for the quick response.
Take a look.. what do you think?
Where do you want the buttons to go? on the left or right side of each shutter on the inside and on what height.. maybe on the line between the end of the shutter and the new piece on top of it? choose wisely I will send everybody ranting about the buttons your way :D
How about on the bottom right of the panels you've added, so it's intuitive from a glance which they are for, instead of having to choose the correct pillar each time?
Edit: comes with a master button that sets each shutter in the opposite position.. all open -> all closed.. you will get it. Warning headphone users... 200 years old shutters squeak quite a lot if activated all at once ;)
Edit 2: this one window had to be shut forever. as the original shutter is probably part of the precombine and was almost closed so i completely closed it with two new pieces (one outside, one inside).. if I would have opened it, it would had broken the precombines which should be avoided at all costs.