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Retsam

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Guard Post Markers - 1.0.0
A Fallout 4 mod by Retsam (NexusMods).

BRIEF SUMMARY
A vanilla Fallout 4 mod that will add an additional type of Guard Post to the Workshop construction menu. The new items are pre-existing items, like a door mat or piece of plywood, that have a Guard Post Marker with animation attached. Employs 1 Settler, Gives 1 Defense.

REQUIREMENTS
• Fallout 4

FEATURES
• Adds Workshop buildable guard posts in the form of small floor/ground decorations.
• Employs 1 settler, gives 1 Defense.
• Uses "Idle Guard" animations.

DESCRIPTION
Ever wanted to post a guard outside of your bunk house? How about posting a guard beside your workbench, your store, or on a balcony? Want to flank that cool looking defense post with extra guards? With this mod you can.
You have more freedom about where to put your guards, even indoors, while using less real-estate to provide more jobs.

This mod uses a few random pre-existing items like door mats, plywood, sheet metal, coffin lids, etc. and attaches a Guard Post Marker to them. Fully meshed and animated just like the vanilla guard posts. The build cost and scrap return are the same as their regular counterparts, but provides 1 job and 1 defense.

The objects are keyworded just like vanilla guard posts, meaning anything that involves vanilla guard posts, like guard rotation or attacks, will include these also. The game will see these the same as any other guard posts.

NOTES
In the interest of keeping things simple, I set items to use basic materials rather than making complicated recipe requirements. For example painted logos and posters use cloth; asphalt and stone use concrete; etc.

Again, trying to keep things simple I used pre-existing materials from the base FO4 for some material swaps. I did not edit those materials, but if any other mod ever does it will effect this mod. Keep that in mind.

I tried to not get too carried away with the variety of buildable objects I've added. Of course there are many more in-game objects that would be cool to use a marker, but I figured I already had enough to give players some options. There is also the fact that a lot of the 'cool' items belong to some DLC and I wanted to avoid having DLCs as a requirement.

SOME USAGE DETAILS
The created items are directional, just like a regular guard post. This means they have a 'front' and a 'back'. The animation will have the guard enter from the back and face the front. When you select the item from the build menu it will initiate facing the same direction you are facing. So if you dropped it as-is, the guard will be looking away from you. This means if you want to put one in front of a wall, you will have to rotate the item or the guard will be facing the wall. I was not able to come up with a good way to indicate what is the front while in the build menu, so you will just have to use trial-and-error to get things facing the way you want.
Speaking of walls, as I said the animation has the guard enter from the back. So if the back is blocked by a wall the guard can not properly 'walk' onto the mat. It will still work, the guards will find a way to get where they need to be. Most of the time they will just stand there a few seconds and then simply turn and face the correct way. A couple of times I saw one 'slide' into position.
Also, like any other type of furniture, if the AI does not have a valid path it will not work correctly. Make sure they can get to the mat.
One of the cool uses for this mod is to put guards on rooftops. That is totally possible, but there is one catch. Many roofs are not meshed for the AI to walk on. To get around that, if you simply place any type of floor piece on top of the roof the AI can walk on it, assuming you give them access. I have guards on top of Red Rocket by placing plywood floor pieces on the roof and a stairway to get up there. BTW- I also have a guard 'check-point' by placing a mat in the middle of the road at Red Rocket, since the workshop zone includes some of the road out front. Even if nothing ever actually happens there, it looks immersive.

INSTALLATION
This mod installs like a regular mod, no special actions required. If you use a mod manager, it should automatically put everything in the correct place. If you want to do it manually (I strongly recommend you don't) the sag_GuardPostMarkers.esp, sag_GuardPostMarkers - Main.ba2, and the sag_GuardPostMarkers - Read Me.txt will go in your game's Data folder, same place as any other mod you may have.

REMOVAL
Keep in mind this mod adds new world items that will be in your Save game.
As with any mod, you should create a safe Save Point BEFORE installing this mod.
If you want to remove the mod, FIRST remove ALL the new items from this mod you have built, including any you may have stored in a Workbench, then Save and Exit the game, and then remove the mod.
Failure to do that will most likely corrupt your Save game.
You have been warned.

A FINAL NOTE
I have been using my mod files in my own game with no issues, but this is the first time I have packaged a mod for sharing. I made effort to follow tutorials to provide you with a proper clean mod, but there is still a chance I missed something. Please safeguard you game and don't hesitate to provide me with any constructive feedback on corrections I should make for a shared mod.

GENERAL OTHER STUFF
• Cleaned with FO4Edit.

KNOWN ISSUES
• No known issues.
• I am not aware of any issues in regards to load order.

CREDITS
♦ I used Bethesda's FO4 vanilla files combined in new ways to create my mod. I did not use anybody else's work.