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Mattell

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mattell

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48 comments

  1. Sonosusto
    Sonosusto
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    Have the patch for your "lets work" brig (its great by the way) but I still am unable to send a prisoner to the brig. I have the brig, useful brigs, nonlethal framework, simple immersive looting....zap the enemies on the ship, have the options to send to brig after restraining them but I get the "I dont have enough room" for a prisoner. I have no prisoners on my ship. Curious, any fix for this issue besides reinstalling useful brigs, NLF, your patch? etc?
    1. mattell
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      First thing to check is to place (if you don’t have one already) a brig control terminal and check to see if it registered the beds. If it does not or doesn’t load the screen try making a quicksave and then load it. If it does and said they’re full either release all from the terminal or talk to a security guard to turn them in.   
  2. fashkam
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    hi! love both of these mods, but it seems like doors delete portions of the brigs they’re next to. the beds stay but the rest disappears. any idea how to fix this/when this will be fixed?
    1. mattell
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      the beds should dissapear as well, might have missed some links or used the wrong keywords. not something i usually check too much due to the issues that arise when using useful brigs and deleting the brigs by placing doors through them but i can take a look when i get the chance
  3. Veyin
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    When I use this mod the beds disappear completely and the floor is filled with holes. These holes in the floor as well as the beds lead to the outside and I just fall into the cockpit every time. I've tried removing various mods and the only one that fixed it was removing this one. Any ideas?

    Edit: It appears Useful Briigs had an update just a few days ago. I assume it has to do with this?
    1. mattell
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      I haven't had a chance to check, but that's what happened when he compacted the forms for 5.0, if the forms changed again, it would be the cause. did you do a clean re-install with 5.0?
    2. mattell
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      Just checked and everything still works with ub 5.01. Most likely you need to uninstall ub and its patches, make a save, then re-install. The 5.0 update changed every object id and it basically needs to be purged from your save to get it working again.
    3. Veyin
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      I'm sorry man. When I edited my post, I had just updated and it was working. I thought that's what my message said, but after reading it, I was wrong. I hope I didn't waste your time. 
    4. mattell
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      no worries man, added all of 2 seconds the next time I was in game checking the cockpit I was working on lol
  4. mattell
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    updated for ub 5.0 with new modded version that also removes top and bottom snap poins. I recommend use of my ladderless bays and lander hatches,I don't recommend connecting habs to top or bottom unless using a passthrough hole from pdy (except for the 2x2) or they will block your path.
    1. sgtowl
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      Are you saying the cells don't remove when the top and bottom ports are used? 
    2. mattell
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      If that option is installed, did it for personal use and figured I’d share, posted a pic of it using ladderless hatches
    3. mattell
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      If you're wondering why I'd want that option, picture one of my all-in-one cockpits with one of your brigs attached to the rear, landing bay on bottom, and docker on top (or bottom with bay on rear) ... full blown solo bounty hunter ship with everything you could want on a ship and prisoners locked down. With my arrowhead cockpit (and its recommended mods) and your brig, that means (add appropriate units if landing bay is rear) 2-unit long ship for 4 prisoners, 3 units for 12, and 4 for 20 with every workbench, enhance access, bed, mission board access, bounty clearance, all prisoners behind locked doors, 0 ladders, and full access front to back. What can I say, I like my ships tiny, ladder less, and prisoners locked up lol.
  5. Juiciestcaeser
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    What are the chances of this coming to creations because it looks like the mod author for OwlTech is considering the brig situation as handled even tho we don’t have access to anything patch wise on Xbox. 
    1. mattell
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      not great unless you know someone willing to convert and host it, there are multiple reasons for why I have no plans to port to console, but I have no issues if someone else wants to
    2. sgtowl
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      It is on creations, at least just the part that works with Usefull brig I posed it myself, and I see I need to update it with this update.
    3. mattell
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      You’ll start being bugged again soon since ub was updated, of course you have my permission to port it over again, each option is in its own folder in the fomod. Ub is just basic compatibility ability, modded is the fore aft modification, and modded aftb is the full modded. 
  6. spykerhond
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    Version 2 , installs version 1.1 confusing mo2.
    1. mattell
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      Probably just forgot to update the version in the installer, I’ll take a look when I get the chance 
    2. mattell
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      Versioning should be fixed now. Try re-downloading 
  7. wysiwyg
    wysiwyg
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    What did you have to do to patch the original medium master plugins? Convert the original to an esm first and create a new patch in the CK?
    1. mattell
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      Do you mean owltech or another older mod?
    2. wysiwyg
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      Owl Tech, they seem to all be medium masters.
    3. mattell
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      don,t remember having to do anything special to make patches for it in ck, if its giving you issues you can use a hex editor to convert it to esp (this is really easy, just change 1 or 2 entries from "01" to "00" and save as esp), load it in ck and convert to full master, but again I don't remember having to do that for owltech, just load it in ck and start editing, save file, convert to esm of your choice
    4. wysiwyg
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      Ah ok, thanks. I'm probably overcomplicating it if I just want to make a patch and not edit the original. xEdit won't allow medium or light masters to be masters but CK doesn't have that issue.
    5. mattell
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      that makes sense, xedit has some weird new rules i still havent figured out
  8. spykerhond
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    Hi , does both UB patches work together or are we to choose one or the other, , i use PDY , any considderations I should take?
    1. mattell
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      if you mean both patches from this page they will over-write each other, the last one installed and/or loaded will be what you get (they both do the same thing except the modded patch does more). if you mean my patches for different mods (owltech, gtech, grafs, Va'ruun tech) they work fine side by side. i use pdy myself, if the original mod has a pdy patch you should use it, any changes should carry over to my patches as the things it edits are not changed in mine.
    2. spykerhond
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      thanks for all the great fun , im on it now. so pdy mandatory and incrimentally with yours after.
    3. mattell
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      sounds about right :)
  9. spykerhond
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    is a zap that keyhole looking door point you see on habs fore and aft ?
    1. mattell
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      if you look at the first 2 pictures in the images tab youll see the same cell, one with walls missing. those missing walls are "zapped" when you attatch a door. that is how sgtowl made his hab and is how the ub_patch will leave it, the ub_patch_modded version removes keywords linking those walls so they stay even with the doors attatched.
  10. VirtualChrisM
    VirtualChrisM
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    Hi, what's a forward and aft zap?
    1. mattell
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      parts of the hab that vanish when a doorway is attached (in this case walls, cell doors, cell bathroom components, etc. when a door is attached to the forward or aft connection points). check in the image section for an example, sgtowl was maybe a little overzealous (or maybe just cautious) when setting up the habs so my modified versions remove the keywords that make some of the things vanish at the cost of some minor clipping with the door unless using optional doors (passway, shutter, jalousie, or aft opening) from place doors yourself. the aft snap points should be fine unless using the "aft" door option from pdy. without my modified patch these sections will leave the prisoner markers and beds intact but all containment for them at the location of the door will be gone.
    2. sgtowl
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      mattell when it came to door placement, i wanted to give people the option to place it anyway they wanted
    3. mattell
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      I understand that, was just being a bit facetious lol. The brig design you used so far is the best I've seen for compact yet high capacity for prisoners ( I mean holy hell, the 1x3 holds 20), but I don't think the aft snaps requires nearly as much linkage as you provided, and I honestly thought the forward was because of the door clipping annoying people.