Fallout 4

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RadioactivatedRed

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RadioactivatedRed

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39 comments

  1. ImmortalAbsol
    ImmortalAbsol
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    Is there a mod like this for walls?
    Would be great for patching Sanctuary for example.
  2. SciGuy911
    SciGuy911
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    This is a brillant mod! Just reading the description and I was like..."yeah! exactly what I needed! And never thought of!" Thank you! Extremely practical. As soon as I can endorse it, I shall!
  3. bcaton
    bcaton
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    I like this mod but it would be nice if the rugs were snappy. I can't seem to snap them at all. I can do that with the rubber mats (my previous method of getting them to walk on non navmeshed surfaces). Is it possible to do this, or to ask someone else? I have no idea how much work it is.
  4. PoppaSmirk
    PoppaSmirk
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    Hello. Love and ENDORSED your Mod weeks ago, just dropping back in to say how helpful it has been; especially since Mods are now coming out that rebuild some settlement locations ( Croup Manor, Kingsport Lighthouse, Coastal Cottage, Egret Marina, etc) seem to cause a problem in the flooring areas of some places...that new furniture cannot lay onto the pre-existing floors. I use your false rug floor tiles to remedy that in many cases.


    I had a strange idea.Could placing one of your floor tiles inside a crafted elevator, allow an NPC to then use that elevator?I tried it but the tiles are too large to fit inside the slightly smaller available floorspace of the elevator interiors. Would it be possible to make a smaller oval or round shape rug approx 75% size of the current rug? That way it might 'entice' my npc companions to get into the elevator Just an idea.
    1. bcaton
      bcaton
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      "Would it be possible to make a smaller oval or round shape rug approx 75% size of the current rug?"

      You can resize the rug with "place everywhere", but i don't think that's the problem. The game engine can't handle a moving surface for npcs.

      It would have been a lot better if they had implemented lifts by a rabbit hole method - you have the settler wait, then use an entering animation, then copy the settler to memory, remove, move lift, spawn settler at lift destination from memory, play exit lift animation.
  5. Venaf
    Venaf
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    I'm loving how these work, but I have a question. The vanilla rugs are textured top and bottom, but these don't seem to be, which makes things look strange when, say, patching the floors in Croup Manor, since you can still look through the hole from below. Would it be possible to get these textured on the bottom as well? No big deal if not, or if it's a big hassle, just wondering, as it would help in a few places I use them. Anyway, even if that's a no, thanks for your time and work on this great mod.
    1. ScenicGaming
      ScenicGaming
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      I think they need to have 'Two Sided' selected in the material files to get this effect.
    2. djomac
      djomac
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      I'd like to see this too!
  6. finnifinn
    finnifinn
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    looks awesome! will try it on an prefab house, if this works...oh my god brilliant
    could u make one which color is only visible with workshop mode on, and invisible with workshop mode off? this would be a dream
    i could easily "navmesh" "broken" places, but without ugly rugs
    1. darthxanxus
      darthxanxus
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      This!
    2. RadioactivatedRed
      RadioactivatedRed
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      Not possible- the texture is the texture regardless of if you're in workshop mode or not. If it's transparent, it'll have no icon on the menu in the workshop, and will utterly vanish once you've placed it and it's no longer high-lit. You would have to go off memory and crossed fingers to line things up right, and just wave your mouse around until you got lucky if you have to adjust anything.
      So an invisible rug is possible, in theory, but it would be 100% invisible all the time, and you'd only see it when it was actively selected. In practice it would really be just an enormous headache and I suspect 100% more time consuming than using modpos console commands to just drop the normal rugs one or two pixels below the surface of the ground to hide them.
    3. darthxanxus
      darthxanxus
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      Only downside to modpos dropping is if the ground your dropping it below isn't navmeshed then the NPCs still cant walk across. (I tried that already with DDProductions castle wall patches)
    4. CrystalFragments
      CrystalFragments
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      Oh really now? you, dear sir, are obviously misinformed. Invisible objects do not necessarily disappear. I have a mod for you to see in which the items are invisible but still editable and intractable. http://www.nexusmods.com/fallout4/mods/10012/?

      I was informed that I was "Mistaken" in the gender identity of the poster I was replying to. For that madam I apologize. However I must inform you that I used nifskope to change the texture parameters of one of the mesh floor rugs here which changed the item to transparent. It works like a dream as long as you have some patience and an autohotkey script like here http://www.nexusmods.com/fallout4/mods/2516/?
    5. RadioactivatedRed
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      You do realize that is exactly what I said could be done, and not at all what I was asked to do, yeah? Like, I SAID transparent could happen. But it would be a pain in the ass. Which I stand by. The request wasn't for all transparent, it was for a single mesh with two linked textures- one of which was only visible in workshop mode, and another while outside workshop mode. So you could place, unselect, but still 100% see the thing until exiting workshop mode.

      All-transparent is entirely doablke and extremely easy. it would just be an insane pain in the ass, both in practice and to support, since it would be about five seconds flat before half a dozen bug reports appeared complaining that the invisible rugs were invisible. Since this is a world where people tell me I'm wrong by sending links that actually confirm what I said... while calling me sir despite me having "girl" in my username.
    6. tjanke42
      tjanke42
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      From 'Busy Settlers - Invisible Rugs' by Layam:

      "This mod makes the rugs used by Busy Settlers see-though to the point of being invisible. They can still be seen as a green highlight when in workshop mode and can be moved / removed."

      Perhaps you could take a look at how he did it?
  7. tjanke42
    tjanke42
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    You, dear Miss, are effing brilliant. Downloaded and endorsed.
  8. Wolfmod
    Wolfmod
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    Is there any chance in some future update to include a small selection of floor textures that don't look like some salvaged 200 year old materials.

    I don't think I am alone in the belief that what is taken as "lore-friendly" is really confused. What is lore to a game world that has struggled for 200 years without skills, education, manufacturing or even basic crafting abilities is well established in the game. The citizens of the Commonwealth aren't really making anything; they are salvaging from ruins what they can use and haven't really understood what brooms are for or the importance of cleanliness on health.

    The Lone Wanderer, on the other hand, has recently emerged from a civilized world where order existed and he/she was educated. He/she would not sleep on a blood-soaked mattress but would rather sleep on a pile of leaves. He/she is not collecting aircraft wings for roofs; metal is being collected and melted down to create new roofs. He/she is not dragging home 200 year-old dressers with broken drawers; wood is being chopped down to create new dressers. And when he/she uses paint to give his/her power armor a new shiny coat, the paint is fresh and new. To stand back and see rust and faded textures is stupidity beyond my ability to accept. This entire fiasco was not because building dressers with broken drawers was lore-friendly but because Bethesda couldn't be bothered creating new craftable items that may have been crudely made but at least were new.

    So I realize that many players have confused game setting with lore-friendliness but the story motivation for the Lone Wanderer character is to use all of his/her skills (was he an engineer in the army or perhaps he is really good at art and crafts) to return the world one settlement at a time to the security, health and civilization that he/she is accustomed to. It is not the game lore of the world he/she finds him/herself in but it is the game lore established by the story and by character motivation.

    In the end, it doesn't matter. This is not a multi-player game and we all choose the reality we want. I have chosen to transform my settlements into beautiful, inspiring, communities without trash, rust, decay, filth or gore. Unfortunately, there is a lack of clean building materials and I would love to see some floor surfaces of polished marble, slate, and clean attractive carpet.
  9. BiancaWerner
    BiancaWerner
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    A version for walls would be amazing too, perhaps using paintings?
  10. darthxanxus
    darthxanxus
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    One of the small ones is missing a texture it comes up purple also I am using Settlement keywords, I am not missing any because of this right?
    1. RadioactivatedRed
      RadioactivatedRed
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      I use SK, too, so it shouldn't be a problem. They should all show up under the small floor covering category. I'd try to manually install the textures in case NMM is having one of those days where it doesn't feel like doing its job, and if that doesn't work, let me know which one(IE first, second, third, etc- I know they have the same names). No one else has reported any issues, and I triple checked the file to make sure they were all present and accounted for, but I can get you whatever texture is missing on your side if that doesn't work.
    2. darthxanxus
      darthxanxus
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      I never use NMM, but it is the very last small one
    3. Psieonic
      Psieonic
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      Having the same problem with one of the small ones too. Using NMM and SKE.