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Magicockerel

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Magicockerel

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  1. Magicockerel
    Magicockerel
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    Please leave any questions in the POSTS section, and any bugs in the BUGS section.

    Unfortunately, with how I have changed the highlight feature in version 3.2.0, people updating from pre-version 3.2.0 to version 3.2.0+ in an ongoing playthrough will experience issues with highlighting unpowered and damaged turrets. Damaged turrets will always be highlighted and unpowered turrets will never be highlighted.

    The only way to fix the feature is to perform a clean-save when updating from pre-version 3.2.0 to version 3.2.0+. This can be accomplished with the following steps:
    • Save the game with pre-version 3.2.0 Turret Control Panel installed
    • Uninstall pre-version 3.2.0 and save the game
    • Install version 3.2.0+
    These should be regular saves and not quick saves or auto saves. Please keep in mind that there is no such thing as a truly clean save in Bethesda games. Each time you uninstall a mod in an ongoing playthrough, you risk your save-game being corrupted. However, I performed these steps and encountered no immediate issues. The other issue is that performing a clean-save when updating will cause of the turrets from TCP that you have built to disappear. The choice is yours.

    Alternatively, you can remove the highlighting perk using the console before uninstalling pre-version 3.2.0. To do this, open the console and type in the following command:
    • help TCP_PERK_Highlight 0
    This will give you the form ID of the TCP_PERK_Highlight perk. You can then remove the perk by entering the following command:
    • player.removeperk formID
    Where formID is the form ID that the previous command gave you. The form ID should be XX015687, where XX is the index of TCP in your load order. If you then save and update to version 3.2.0+, damaged and unpowered turrets will never be highlighted.

    If you don't want to follow either of these procedures then I recommend you continue using version 3.1.0 in your current playthrough, and only update to version 3.2.0+ in your next playthrough. Apologies for the inconvenience.
  2. ZeroNullZero
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    For some reason the turrets when spawned revert to a MK1 variant. I looked in xEdit and didn't see any conflicts. The only thing that I think affects the workshop is Workshop Framework, but that shouldn't affect turrets I don't think. I also have Crimsonrider's Convenient Resources but I don't think it touches the control panel type turrets. I've also put it lower in my load order. 
    1. Dradknight
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      Same problem here, have you resolved this?
    2. Agalyon
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      You'll need to go into MCM and change one or both of the settings that limit the turrets by zone or player level. They both default to on.
  3. jz3515
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    Safe to compact form id?? I checked fo4 edit and nothing seems to overwrite it..

    what I’m worried though is that uses mcm, so idk how compacting form id would affect it..

    im also worried about the quest part, since the skyrim guide for esl says that don’t compact form id of quest mods..

    but I noticed in fo4, some mods use quest header not entirely as quests.. and for this mod, it seems that the quest header is used for turret control options?

    common sense tells me not to compact form id due to the quest thingy
    1. Magicockerel
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      You would likely have to at least update the form ID's referenced in the config.json and keybinds.json files. That should be it, but I can't guarantee it. The plan is to update this mod at some stage, which will flag the plugin as an ESL, but that still won't be for some time.
    2. jz3515
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      ok thanks for the info...


      but ugghghh thats likely a long time until an esl version is out lol.... are you going to provide an easy method when someone wants to move from the esp version to esl version???? i recall some mods provides instructions/methods for those who used to be with esp version and changed to esl version...
    3. Magicockerel
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      There are plenty of guides out there show you how to convert ESPs to ESLs if that is something that you insist on. You should only have to make sure that the change in form IDs is reflected in the MCM menu. Of course, this isn't something that I recommend you do in the middle of a play-through because you will lose all of your existing turrets, given that their form IDs will likely change.
  4. GerhardReinke1
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    Cool mod! Any chance of an .esl version?
    Edit: OK thx!
    1. Magicockerel
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      I don't plan on releasing an .ESL version because I may update the mod at some point in the future. That's not to say that you can't convert the .ESP to an .ESL yourself if you really want to, though.
  5. Moksha8088
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    A switch that could make powered turrets self-powered and a switch to give turrets 9999 health (or invulnerable/essential would be great.
    1. Magicockerel
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      That is not something that I am looking to implement for balance reasons. I appreciate the suggestion though.
  6. leonstk
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    I try all the turret in the turret menu (MK1-MK7) but not a single one upgrade to newer turret ,any idea what happen?

    Character LV 62
    1. Magicockerel
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      I need more information to go on. You likely have a mod that adds new turrets that aren't supported by this mod. Are you only trying to upgrade a machine gun turret, because those are the only turrets that can be upgraded. Is the menu perhaps not showing up at all? Is the settlement dependent restrictions described in the description perhaps causing the issue? Screenshots, videos and additional information would be appreciated, without which I can't help you any further.
  7. AndrasZodon
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    Not sure if I have a conflict or if mod is working incorrectly, but there doesn't appear to be any actual player-level limitation for upgrading turrets. It's not determined using the player's number of perk points, is it?
    1. Magicockerel
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      As it says in the description, Mark III, V and VII turrets are only available when the player reaches level 16, 28 and 40. There is an option in the MCM to disable this requirement and for turrets to be available at any level. Do you have this requirement disabled in the MCM?
  8. NexusC
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    Oh man this mod would be so great for me who loves building... Sadly I am a complete turd when it comes to modding (100% reliant upon NMM but I can use F4Edit), so when I see offsite mod requirements I move on :(
    Any help or hope for me, maybe a turorial video that explain such things for noobs?
    Great mod; I'd love to use it!
    1. Magicockerel
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      F4SE is simple to install. Here's a link to Gopher's tutorial.
    2. JoxsTrapp
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      I was skeptical about using non-Nexus mods at first myself. But thanks to Gopher, Elianora, and other YouTube modders of Oldrim, I began to trust sites like F4SE, LOOT, etc. If you want this, or other mods that require F4SE, go to the link KernalsEgg posted for Gopher's tutorial. Or even look at GamerPoets or DirtyWeasel on YouTube as well. They are trustworthy and wouldn't put their reputations on the line by sending gamers (us) to virus infected sites.
  9. Daedragon
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    Do the new (3.1) and old (2.3) versions of this mod conflict in any way? As in, would it be possible to install TCP on top of NMRTMKs and gradually replace all turrets from 2.3 with ones from 3.1, and then uninstall 2.3 later on? I can't see any conflicts between the two versions in FO4Edit to suggest this shouldn't be possible - they appear to be entirely independent mods.
    1. Magicockerel
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      That should be fine, if that's what you want to do. I'm pretty sure the turret variants for each mod have the same names, so make sure you don't get confused.
    2. Daedragon
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      OK thanks for that info. I don't want all of my turrets from 2.3 suddenly disappearing (and more importantly, permanently remaining in my save file), and I can't be bothered going around to every settlement and replacing them in one go. This way, I'll be able to swap them out gradually over time :)
  10. Lancars
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    What does upgrading them even do?
    1. Magicockerel
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      The upgrade & downgrade features allow you to alternate between turret marks (Mk I, III, V and VII) that are available in the base game. The higher the mark, the higher the level. They get more health, armour, damage and use better ammo, etc. You can read about the specifics here.
  11. Magicockerel
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    Update

    A complete overhaul will likely be released within the next week or so. With this, everything else will be overhauled as well (description, images, videos, etc.) including a name change from No More Random Turret Marks to Turret Control Panel (TCP). The transformation process will take a while, so I'd expect the page to be down (hidden) for a day or so. All existing versions will be combined into one, which has been achieved using scripts, and significantly expanded upon, now including an array of new features.

    TCP will require the latest version of F4SE and MCM, which will be hard requirements moving forward. They are essential to several features of the mod, and so this is non-negotiable. Version 2.3.0 will no longer be supported as of the release of (what will be) version 3.0.0, and be removed from the downloads section. If you're for some reason attached to version 2.3.0 I suggest that you download it now while you can. I assure you that version 3.0.0 is superior in every way to previous versions of the mod.

    The current feature set includes:

    - Upgrade & Downgrade
    Choose to either upgrade or downgrade any given machinegun turret or group of machinegun turrets. A turrets maximum mark (level) is dictated by the local encounter zone and player level. These requirements can optionally be disabled.

    - Rotate
    It can be difficult to orientate your turrets just how you want. Simply select a group of turrets that you wish to have a single focal point and use the hotkey to have these turrets face the players current location.

    - Highlight
    The more work you put into a settlement, the more crowded things will get. Highlighting turrets that need your immediate attention will streamline your response time to events as they unfold. You can highlight damaged (red) or unpowered (yellow) turrets, or turrets that you have selected to rotate (blue).

    - Priority
    The newly added turrets can inadvertently crowd the turrets workshop menu. You can assign priority to any and all turrets in the vanilla workshop menu to reorganise it as you see fit.