Recently I released a new version of the mod that solves the issue with marked items on displays in player's camps. Please use that one instead if you want markers to disappear after a short while, effectively de-cluttering your screen.
hey, first of all love the mod! second, is there a way to disable the markers when placed in a display? it makes camps with lots of displays hard to navigate and ugly.
For now it's impossible unfortunately. But I got a workaround in mind that I'm planning to test and release in the forseeable future.
Honestly, I only used the mod when I needed to find an item in question, once I was done with that, I just turned the mod off to avoid situations like you described.
Hi, Thanks for this awesome mod. It works perfectly on my Steam install. I wonder if you can help with getting it working on a Windows Store version? I've got the .ba2 in the same location as all my other mods (E:\XboxGames\Fallout 76\Content\Data) and I've added "sResourceIndexFileList =AiO_Marker.ba2" to the Project76Custom.ini file (there is no Fallout76Custom.ini for these installs but it works the same for all my other mods). I also tried adding it to the "sResourceArchive2List" entry but that didn't work either. I even tried making a copy of the file called Fallout76Custom.ini out of desperation but nothing. Same with putting the .ba2 in the \Content folder. Any ideas?
Interesting! I've never had any interactions with windows store versions of the game, so I can't really help you here more than google will, unfortunately.
I have the Microsoft Store version of the game and I use the quick config application to install the mods: https://www.nexusmods.com/fallout76/mods/546 and this mod works fine with it.
Amazing mod! Out of curiosity, how did you animate the letters? I've tried something similar before and couldn't seem to get a .kf file to import into nifscope. The only Fallout 76 nif plugin for Blender doesn't save animations either sadly. Did you take the animation from another file in the game?
These are just simple transform controllers which can be set up right within the nifskope, nothing needs to be imported really. I think I took it from one of the other meshes at some point, but I experimented a lot with these animations after that, so I can't say now which one was that. Feel free to dissect nifs from this mod to check out how it works. They can be easily copied to any other static mesh and work right away. (just don't forget to set BSX flags to the same values as in my meshes after you'll copy the controller node)
Thank you! My friends been praising it for the same thing, some of them finally managed to collect all the magazines already and I'm glad the mod presented the opportunity :D
Thank you! For now I got swamped with some RL business and also Winter in Appalachia update, which I plan to finish by Christmas. I'll get to that lower vis version eventually :D
Awesome mod thank you (this will help drastically with finishing the magazine atom challenges).
Just a general Fallout 76 modding question if you don't mind answering. What is the rule for load order in 76? i.e. should I put gameplay altering mods (perk loadout manager, icon tags, etc) or texture or audio mods (music, weapon, silence, etc) first in load order. I haven't ran into any problems thus far, but wondering which would give me the best performance.
I don't think there's any difference performance-wise, just make sure to not install conflicting mods (like the ones altering the same models/textures) and always put the one you think fits best at the end of the load order so it will override all others altering same assets.
uma coisa ta acontecendo o meu mod não esta funcionando, ja fiz de tudo bloco de nota coloquei na pasta data e nada veja a imagem https://imgur.com/a/Ulg5YRS, veja ai não aparece nada tem um plano bem na minha frente
I believe you when you say the mod isn't working,.so the screen proofing that won't be of much help :D What would be actually is you sending me a screenshot of your fallout76custom.ini contents, and you also gotta doublecheck if the proper ba2 file is within the data folder.
P.S.: Unfortunately, I don't know portugese and I'd really appreciate if you'd use english as a universally approved option of communication like we all do here. (Or anywhere by that matter)
https://imgur.com/a/j0uwyT4 all mod folders are in the data folder if you see me repeating the same thing several times in different ways to see if it would work
Ok, so here's what's wrong: you only need to have one sresoursearchive2list line and only one sresourceindexfilelist line. You then append filenames to the end of them separated by a comma. And because comma is a separator, it shouldn't be at the start of the line. I explicitly stated that you need to add ", mag_marker.ba2" to the end of the line, and not to create the new one. I wonder why you did it this way though, as you got first few mods installed correctly within the first sresourcearchive2list string.
Almost like that. As I already said, you need to remove comma from the beginning of the sresourceindexfilelist (after the "="). Also, there shouldn't be any spaces between the filename and its extension (you have it like this: "mag_marker .ba2" and it needs to be "mag_marker.ba2". You can't just alter filenames like that and expect the game to interpret them properly, from a computer's "perspective" it's basically different files with and without the space in the filename)
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The author has locked this comment topic for the time beingPlease use that one instead if you want markers to disappear after a short while, effectively de-cluttering your screen.
Honestly, I only used the mod when I needed to find an item in question, once I was done with that, I just turned the mod off to avoid situations like you described.
Thanks for this awesome mod. It works perfectly on my Steam install.
I wonder if you can help with getting it working on a Windows Store version?
I've got the .ba2 in the same location as all my other mods (E:\XboxGames\Fallout 76\Content\Data) and I've added "sResourceIndexFileList =AiO_Marker.ba2" to the Project76Custom.ini file (there is no Fallout76Custom.ini for these installs but it works the same for all my other mods).
I also tried adding it to the "sResourceArchive2List" entry but that didn't work either. I even tried making a copy of the file called Fallout76Custom.ini out of desperation but nothing. Same with putting the .ba2 in the \Content folder.
Any ideas?
Interesting! I've never had any interactions with windows store versions of the game, so I can't really help you here more than google will, unfortunately.
If not a big trouble, is it possible to make for caps stashes?
I think someone already made a mod for that here at nexus, if the author haven't decided to take it down of course.
These are just simple transform controllers which can be set up right within the nifskope, nothing needs to be imported really. I think I took it from one of the other meshes at some point, but I experimented a lot with these animations after that, so I can't say now which one was that. Feel free to dissect nifs from this mod to check out how it works. They can be easily copied to any other static mesh and work right away. (just don't forget to set BSX flags to the same values as in my meshes after you'll copy the controller node)
Any chance for a giant pitcher plant-thing marker ? Havent seen any mods made for 'em
I'll see if I can fit it in my busy schedule.
For now I got swamped with some RL business and also Winter in Appalachia update, which I plan to finish by Christmas. I'll get to that lower vis version eventually :D
Just a general Fallout 76 modding question if you don't mind answering. What is the rule for load order in 76? i.e. should I put gameplay altering mods (perk loadout manager, icon tags, etc) or texture or audio mods (music, weapon, silence, etc) first in load order. I haven't ran into any problems thus far, but wondering which would give me the best performance.
I don't think there's any difference performance-wise, just make sure to not install conflicting mods (like the ones altering the same models/textures) and always put the one you think fits best at the end of the load order so it will override all others altering same assets.
https://imgur.com/a/Ulg5YRS, veja ai não aparece nada tem um plano bem na minha frente
I believe you when you say the mod isn't working,.so the screen proofing that won't be of much help :D
What would be actually is you sending me a screenshot of your fallout76custom.ini contents, and you also gotta doublecheck if the proper ba2 file is within the data folder.
P.S.: Unfortunately, I don't know portugese and I'd really appreciate if you'd use english as a universally approved option of communication like we all do here. (Or anywhere by that matter)
https://imgur.com/a/j0uwyT4
all mod folders are in the data folder
if you see me repeating the same thing several times in different ways to see if it would work
I explicitly stated that you need to add ", mag_marker.ba2" to the end of the line, and not to create the new one. I wonder why you did it this way though, as you got first few mods installed correctly within the first sresourcearchive2list string.
https://imgur.com/a/rl7tWzr
As I already said, you need to remove comma from the beginning of the sresourceindexfilelist (after the "="). Also, there shouldn't be any spaces between the filename and its extension (you have it like this: "mag_marker .ba2" and it needs to be "mag_marker.ba2". You can't just alter filenames like that and expect the game to interpret them properly, from a computer's "perspective" it's basically different files with and without the space in the filename)