Expectations First, thanks to everyone for trying this mod out and giving feedback. TBH, I did not expect this many people to even notice this mod. There is so much I still need to learn, but if folks are patient with me, I'll continue to work on it and improve it as best as I can. On that note I want to be honest about something: I am still struggling with the 3D model and physics aspect of things. I downloaded and opened Blender for the first time just a few months ago purely for the purpose of making something for my game to solve the wall-gap issue (my gap-fillers). One thing lead to another and here we are. I am a professional developer. If it's code, I'm in my element. If it's 3D art, well not so much. Even now, I've recently learned my walls are missing 'navcut', so new stuff is on hold until I figure out how to add that to the existing parts, sans the high-end $oftware. The only tools I have is Blender and NifSkope. I have new-found respect for professional 3D modelers. It's insane how much there is to it.
My point is, there is a lot of 'needs improvement' in this mod and it will not get fixed quickly. But it will get fixed eventually. While a lot of mods have been abandoned due to the age of the game, I've literally just started playing so it is still new to me and I will continue to improve and support this mod for a while. If you are patient with me, It will only get better. Thanks everyone. :)
I would love to see screenshots of what folks do with this mod. Please do share. But I must ask you keep the images Safe For Work. I don't want my mod triggering any content filters. Thanks for understanding.
To preemptively intercept any requests for images of the actual pieces - I'm working on it. I'm having difficulty in creating what I consider nice uniform pictures of the models. If anyone knows of a good app or process for that, drop a post here or you can post in this thread: https://forums.nexusmods.com/index.php?/topic/13294452-gallery-view-of-nif-files/ TIA
Roadmap (Things/Fixes I am working on): This list will be dynamic. As I complete something and deploy it, I will remove it from this list. It will still be listed on my change log.
1. I've noticed a couple of the "Stone" corner pieces look like the UV map scale is wrong. They do not look consistent with the wall pieces. That was an oversight I need to fix. Not started.
2. I recently learned something new about collision physics, specifically something called 'navcut'. A lot of my wall pieces do not have this, but need it. This will take some time, but I will re-work all relevant pieces and add it. In progress.
3. I need to fix the collision on the wall pieces that have the large steel mesh, and the material attributes on the metal trim on a couple of wall pieces like the ones with doorways. I will most likely take care of those as I re-work models to add the navcut as mentioned above. Not started. 4. Per several comments on this page, I also need to look into methods of adding my menu in the game while avoiding mod conflicts. Not started.
* I will go ahead and add: "Make snappable glass inserts for the metal frames." That was the original plan for the metal frame series, but this will be on the back-burner for now. I need to address the other items on this list first.
I know this mod is fairly "old" by now but I just wanted to circle back and say what an excellent set it has been for my builds. Thank you for sharing. :)
Has this mod been tested for Fallout London? If not, Cheers! I'll start testing. EDIT: The items in this mod do not appear when installed on Fallout London (at least from my test).
First off, let me say I love this mod. But I am wondering if workshop rearranged could maybe cause issues? (or workshop framework?) I have your mod installed, and the plug in is active, but it's not showing up in my workshop menu.
Seeing this post prompted me to add a bit on the description page about mod conflicts. This mod inserts into the "Structures" menu. Any other mod that does the same is most likely going to conflict. If something is not showing up in your menu then it probably is a mod conflict. Its really unfortunate the game is designed like it is, not a very robust design from a modding perspective. I really hate saying it like this, but for mod conflicts users are essentially "on your own". There's not really anything I can do from this end of things. If you confirm it is a conflict, then you can try making a patch if its worth the effort to you. If you do find a specific conflicting mod, post here so others will know. I will add it to the main page. Thanks
I can Confirm that Workshop Rearranged is conflicting. It is only showing up if I load it after Workshop Rearranged. But than I missing the Door Tab and Misc in Structures. Sadly I have no knowledge to make a patch. I love both mods. Hope that someone can make a patch. But keep up the good work. It`s awesome.
Thanks for that info. I'll not have time today, but I'll look into this. I suspect this type of conflict is going to happen a lot, so I do kinda need a either a solution, or at least be able to point folks to the right resource to solve it on their own. Shame you can't just jump right in and have fun though. I feel bad about that. I'll do what I can.
Its a bit of a process and I am not sure which modder uploaded their guide but I do remeber reading through it a while ago, regarding how to make your workshop mod inject its own tab to the main menu like SS2, Creative Clutter, WRK, Dead Wasteland.
Any mods doing this clealy dont need SMM which itself can creat other problems.
And all seem to work fine with things like Workshop Rearranged. I would not be supprised if kinggath actually has video of it in his how to mod videos on YouTube.
If you feel like taking up this path let me know, I'll at least offer to make a custom logo image thing you can use for identify your tab, not much help but its something.
Edit:
WRK is kind of like your mod from I what read of it in the description. It uses a lot of vanilla objects to keep its size small and as it own tab injected. Your mod is just a lot bigger with more stuff by the sounds of it.
Any mods doing this clealy dont need SMM which itself can creat other problems.
I'm curious what problems you ran into when using Settlement Menu Manager? I have been using SMM for a long time and I don't remember having any problems.
I have made 60 SMM patches, and I just did some testing with Retsam's mod and Workshop Rearranged + my 60 SMM patches. The results were:
- With Workshop Rearranged (loading last) + my patches: Retsam's menu did not show up in Structures but all my SMM patches worked just fine. - Without Workshop Rearranged: Retsam's menu showed up just fine in Structures. - With just my 60 SMM patches (7 of these also go into Structures): Retsam's menu showed up just fine in Structures.
Making an SMM scripted menu might solve the compatibility issues that some people are having.
Edit: So I just tried to add the SMM menu install script to Retsam's ESP and I also removed the direct edits to the vanilla menus, the result was that the menu showed up just fine in the Structures tab, even with Workshop Rearranged installed and loading last.
So I would definitely recommend that the author of this mod adds a scripted menu (either SMM or non-SMM like Retr0Nexus suggested) because editing the vanilla menus is going to lead to these compatibility issues that we've seen here. Issues like this is the reason that mods like SMM was created.
A lot of people don't use SMM because of all of the menu problems it can cause, even when following the directions. It's a general-use tool that is actually really good at what it does, but everyone has different systems and different game setups, so many people, though maybe not most people, do end up with issues when using it.
Maybe you could offer to help produce a custom injector for the mod?
It would be great to see another in-depth settlement workshop mod, but too many of these mods are not used by people because it means using and then keeping SMM in your load order.
So I'm playing catch-up here. Some days I don't have time to properly focus on this project... Generally speaking, I avoid editing anything vanilla in any mod. The one exception being whatever formlist I have to insert my menu's entry point. I have never liked doing that. It is 100% going to conflict with some mods. It's important to understand I'm very new on-the-scene. I was not even aware of the concept of script's that could handle this, like the SMM?. I need to do some more learning, but my offhand thought is if there is a way to do this without touching vanilla records then I am all for it. But I do need time to properly understand. Thanks for all the input. I greatly appreciate it and will see what I can do. I'm still learning.
Then I would like to say welcome (and many thanks for making this mod) to Fallout 4 modding. Always good to see more modders here now that some of the people who used to mod this game seems to have moved on to modding Starfield instead.
I could try to upload the modified ESP to my SMM patch mod page to see if it works for people. If it does, maybe you could use it in your own mod? But there is also a tutorial and SMM example plugin that you can download from the SMM page if you'd prefer to do it yourself.
idk if you even still use this mod or play fallout, or maybe you've found a better fix
but i just went into fo4edit and changed the formid to the cages section (00249e4b for me; don't know if that's universal or not) since i don't use cages. i've tried following the tutorial linked in smm, but that assumes a level of knowledge i don't have. i don't even know what i don't know to google where to start so ,,,
it's a clumsy fix, but as of posting this (12.10.24), it works for me
This is the only mod out there with a decent terraforming selection. I removed SS2 and WRK from my Storywealth collection because of lag, and this was the replacement for the terraforming in WRK.
This looks very good and Intelligent. i say intelligent because after 200=+ years of building in the wastes most constructs are crappy shacks. (pure foolery from Bethesda) i mean just look at what we have done with our past 200 years and society and tech has only declined in the game world. Now i haven't tried this yet but have questions. and since you say there a few re-works.... i see a Lot of concrete. the vanilla stuff is too small (especially for SS2 use) does yours or can/will it be larger? such as 'barn or warehouse' size? the grass size 1x1,2x2,3x3? thick and thin. most terra blocks are 1x1x1, small big Blocks. i never plant lawn in blocks just sheets or a thick 'layer'. and i find terra block have a Huge performance impact. (don't know why) that is not seen with a standard concrete foundation block. which is my next big question. what kind of performance hit does this mod have? i am currently at my 'limit' for settlement construction mods but his look really good and i am excited to see what you do with it. 🙂🤑
First of all, great building variety pack here, and I love using it to break outside of the typical aesthetics. Thank you for sharing it!
To add to some of the other reports, and hopefully help out with future versions:
Pieces often move slightly from where I originally placed them, all on their own, after leaving and re-entering cells. I specifically observed this with the driveway concrete foundation blocks and gap filler blocks (since these are all I've tested with)
NPC's seem mysteriously drawn to the foundation blocks especially, and walk into them endlessly.
NPC's also spawn inside of them, as another commenter mentioned.
Snap points are sometimes surprising and inconsistent, eg not working where I would expect them to, but working where I wouldn't.
Love this pack and I'll be using it! Hope this info is somehow helpful.
OK I have to ask. What's up with the grass in this mod? I lay down blocks of grass and everything looks fantastic until I leave the cell and return. When I return some of the grass surfaces, and only some, have gone all blurry and NPCs fall right through them. I can walk on them but NPCs fall through. The blurry blocks are easy to fix by selecting them, moving them out and then back in place, but I have to do this every time I return because they've gone all wonky again. Mod conflict? Load order problem? Sun spots? Any ideas?
64 comments
First, thanks to everyone for trying this mod out and giving feedback. TBH, I did not expect this many people to even notice this mod.
There is so much I still need to learn, but if folks are patient with me, I'll continue to work on it and improve it as best as I can.
On that note I want to be honest about something: I am still struggling with the 3D model and physics aspect of things. I downloaded and opened Blender for the first time just a few months ago purely for the purpose of making something for my game to solve the wall-gap issue (my gap-fillers). One thing lead to another and here we are. I am a professional developer. If it's code, I'm in my element. If it's 3D art, well not so much. Even now, I've recently learned my walls are missing 'navcut', so new stuff is on hold until I figure out how to add that to the existing parts, sans the high-end $oftware. The only tools I have is Blender and NifSkope. I have new-found respect for professional 3D modelers. It's insane how much there is to it.
My point is, there is a lot of 'needs improvement' in this mod and it will not get fixed quickly. But it will get fixed eventually. While a lot of mods have been abandoned due to the age of the game, I've literally just started playing so it is still new to me and I will continue to improve and support this mod for a while. If you are patient with me, It will only get better.
Thanks everyone. :)
But I must ask you keep the images Safe For Work. I don't want my mod triggering any content filters.
Thanks for understanding.
I'm having difficulty in creating what I consider nice uniform pictures of the models.
If anyone knows of a good app or process for that, drop a post here or you can post in this thread:
https://forums.nexusmods.com/index.php?/topic/13294452-gallery-view-of-nif-files/
TIA
This list will be dynamic. As I complete something and deploy it, I will remove it from this list. It will still be listed on my change log.
1. I've noticed a couple of the "Stone" corner pieces look like the UV map scale is wrong. They do not look consistent with the wall pieces. That was an oversight I need to fix. Not started.
2. I recently learned something new about collision physics, specifically something called 'navcut'. A lot of my wall pieces do not have this, but need it. This will take some time, but I will re-work all relevant pieces and add it. In progress.
3. I need to fix the collision on the wall pieces that have the large steel mesh, and the material attributes on the metal trim on a couple of wall pieces like the ones with doorways. I will most likely take care of those as I re-work models to add the navcut as mentioned above. Not started.
4. Per several comments on this page, I also need to look into methods of adding my menu in the game while avoiding mod conflicts. Not started.
* I will go ahead and add: "Make snappable glass inserts for the metal frames." That was the original plan for the metal frame series, but this will be on the back-burner for now. I need to address the other items on this list first.
EDIT: The items in this mod do not appear when installed on Fallout London (at least from my test).
If you do find a specific conflicting mod, post here so others will know. I will add it to the main page.
Thanks
Any mods doing this clealy dont need SMM which itself can creat other problems.
And all seem to work fine with things like Workshop Rearranged.
I would not be supprised if kinggath actually has video of it in his how to mod videos on YouTube.
If you feel like taking up this path let me know, I'll at least offer to make a custom logo image thing you can use for identify your tab, not much help but its something.
Edit:
WRK is kind of like your mod from I what read of it in the description.
It uses a lot of vanilla objects to keep its size small and as it own tab injected.
Your mod is just a lot bigger with more stuff by the sounds of it.
I'm curious what problems you ran into when using Settlement Menu Manager? I have been using SMM for a long time and I don't remember having any problems.
I have made 60 SMM patches, and I just did some testing with Retsam's mod and Workshop Rearranged + my 60 SMM patches. The results were:
- With Workshop Rearranged (loading last) + my patches: Retsam's menu did not show up in Structures but all my SMM patches worked just fine.
- Without Workshop Rearranged: Retsam's menu showed up just fine in Structures.
- With just my 60 SMM patches (7 of these also go into Structures): Retsam's menu showed up just fine in Structures.
Making an SMM scripted menu might solve the compatibility issues that some people are having.
Edit: So I just tried to add the SMM menu install script to Retsam's ESP and I also removed the direct edits to the vanilla menus, the result was that the menu showed up just fine in the Structures tab, even with Workshop Rearranged installed and loading last.
So I would definitely recommend that the author of this mod adds a scripted menu (either SMM or non-SMM like Retr0Nexus suggested) because editing the vanilla menus is going to lead to these compatibility issues that we've seen here. Issues like this is the reason that mods like SMM was created.
It's a general-use tool that is actually really good at what it does, but everyone has different systems and different game setups, so many people, though maybe not most people, do end up with issues when using it.
Maybe you could offer to help produce a custom injector for the mod?
It would be great to see another in-depth settlement workshop mod, but too many of these mods are not used by people because it means using and then keeping SMM in your load order.
Generally speaking, I avoid editing anything vanilla in any mod. The one exception being whatever formlist I have to insert my menu's entry point. I have never liked doing that. It is 100% going to conflict with some mods.
It's important to understand I'm very new on-the-scene. I was not even aware of the concept of script's that could handle this, like the SMM?. I need to do some more learning, but my offhand thought is if there is a way to do this without touching vanilla records then I am all for it. But I do need time to properly understand.
Thanks for all the input. I greatly appreciate it and will see what I can do. I'm still learning.
I could try to upload the modified ESP to my SMM patch mod page to see if it works for people. If it does, maybe you could use it in your own mod? But there is also a tutorial and SMM example plugin that you can download from the SMM page if you'd prefer to do it yourself.
but i just went into fo4edit and changed the formid to the cages section (00249e4b for me; don't know if that's universal or not) since i don't use cages. i've tried following the tutorial linked in smm, but that assumes a level of knowledge i don't have. i don't even know what i don't know to google where to start so ,,,
it's a clumsy fix, but as of posting this (12.10.24), it works for me
Now i haven't tried this yet but have questions. and since you say there a few re-works....
i see a Lot of concrete. the vanilla stuff is too small (especially for SS2 use) does yours or can/will it be larger? such as 'barn or warehouse' size?
the grass size 1x1,2x2,3x3? thick and thin. most terra blocks are 1x1x1, small big Blocks. i never plant lawn in blocks just sheets or a thick 'layer'. and i find terra block have a Huge performance impact. (don't know why) that is not seen with a standard concrete foundation block.
which is my next big question. what kind of performance hit does this mod have?
i am currently at my 'limit' for settlement construction mods but his look really good and i am excited to see what you do with it. 🙂🤑
To add to some of the other reports, and hopefully help out with future versions:
Love this pack and I'll be using it! Hope this info is somehow helpful.
And it seems unable to align between objects?
There are ups and downs.