"Argh! These darned obstacles are in my way. I just want to get around this building, and build around stuff without this static! Ugh... Why can't I move them?", asked you... Blue.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
*You have my permission to port this over to Xbox or PS.
*You have my permission to use these creations for use in your mods. For Example: Sim Settlements Plans, and such. Just let them know where it came from, and where to download the file under requirements.
File credits
*Thanks to the many tutorial via You Tube from many of the modders here for your support on helping us Creation Kit noobers how to: Navmesh, build, etc etc.
*Thanks to Bethesda, and the Nexus Community for keeping the dream alive.
*Gopher, you are my hero bro!
*Fellow Mod Author's for helping me figure out just what the hell to do with linked references!
*The Creation Kit Guides. Step Guides. Reddit forums. Nexus forums. Steam forums. YouTube video sharers! And, many more resources. ~Love you all.
[edit] *Trosski via Youtube. Helped me figure out preculling: https://youtube/hM3Di75WKj4?list=PLf8FtspS2oo-aQxZ3-puVEDvbwuJZGW4l *Darkfox127 Helped me figure out fomodding: https://youtube/rr79YmimJW0?list=PLf8FtspS2oo-aQxZ3-puVEDvbwuJZGW4l
Donation Points system
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Changelogs
Version 3.5
-Adjusted a small amount of navmesh that kind of bugged me in the fo edit logs. Even though it wasn't a cause for concern it annoyed me.
-Got rid of the fo-mod. Because, well, we don't know how often fallout will be updating. It's more of a hassle.
-I left the older version under old version in case anyone wants to play this on pre-gen.
Version 3.4.3.1
- Added an optional mod for expanding the Starlight-Diner Build Area.. Resized a couple of build area boxes to make scraping and build editing possible when used with other mods like Scrap & Place.
Version 3.4.3
-Critical Update for: [Skeleton Remover]. Fixed skeletons as not appearing to have been removed. For some reason the program didn't save the file on last edit, and reverted the skeletons back to basic status. I have corrected this, and tested in my play-through.
Version 3.4.2
-Added new tab under fomod to implement the feature to build on the diner roof.
-Changes values under Collision via Edit Base values for Parent Static objects:
*DinerCorner01- added value WorkkshopStackableItem
*DinerWallStraight01-added value WorkshopStackableItem
*DriveinBrokenWing01-added value WorshopStackableItem
Version 3.4.1
-Hot fixed fomod to ensure options for people that need to keep it off in a serious playthrough save. This will also be great for people that have other preculling options at their disposal. So the 'none' feature now is there.
-Added fomod Acknowledgements tab. Thank you for your support!
Version 3.4
Everything has now changed. All files are now part of a FOMOD to let users pick and choose what they want, and do not want in their game. The Wing is mandatory, door is options, skeleton removal is optional, and even now has an optional map marker.
-SAFF_SLDL now has PRECOMBINED PREVISE Support! Enjoy the mod without he hassled of disabling combines as it was meant to be with less lag!!
Version 3.3
-Updated all files for Feb 2022, and validated files. Also updated my "gamer/mod" author handle. -Added addon skeleton fix. 1.0.
Version 3.2
Changed the name of the whole file series to Simply A Few Fixes (For Starlight Drive-In), and there will no longer be a quick NMM link. There will be several individual addons that compliment eachother:
1.
Starlight Drive In- Simply A Wing Fix
-Changed the last of the esp file to reflect esp not esp.esp. It was annoying me, lol.
2.
Starlight Drive In-Simply A Door Fix.
-Deleted that annoying board that was in the Drive In.
-Deleted ground floor door.
-Deleted the Trigger/bomb combo that was in there.
-Added Diner Door where Wooden Board was.
-Added Diner Door where Old diner door was. (did this for color matching)
-Added Novice lock-pick skill to both new doors.
-Used FO4edit to clean, and expect no future updates for this main particular main file.
Version 3.1
Cleaned it with FO4Edit, and that's all. : )
Version 3.0
-Resized outer supports on both wings to match, and that way the exterior supports will now hit the ground when removing leaves/clutter.
-Fixed moss not aligning to remade broken wing. Now should look good for those who use heavy moss mods. I know moss looks awesome with a few. :)
-Fixed Workshop Compatibility. Workshop items can now be placed on wing! This was done simply by editing the obstacles variables to match other wing elements via script "as already a standard." If there are any other broken wings over the rest of the Commonwealth this make them workshop friendly if there is a settlement there. I know of none at the moment. I don't think there is another. In other words this edits the main broken wing components. I put this here, so that if someone was using the assets of a broken wing (in their mods), that, they would know this ahead of time. Nothing more.
-Added a few duplicate moss to match up the theme. For more atmosphere. Again via random moss modifications.
-Added extra concrete support on the "fixed" wing with new curb effect. It's really just duplicate resize of concrete and lifted. Nothing fancy. Also, hardly noticable.
Version 2.0
-Fixed a floater issue. It no longer exists.
-Turned around the junk cars to make more sense.
Version 1.0
-Lifted the wing into place. It's a little uneven, but this was on purpose to keep it looking worn.
-Deleted the outer hub on the other wing that didn't need a lift. It was pointless, and needed no tweaking to work for compatibility. It even looks cooler now!
-Remeshed all of the Nav's around, on top, and under the wing. It is perfectly functional, as I had build a ladder and had Piper give it a test drive.
-Moved the cars under the wing onto the "drive about" to make it a little spacious. For those who like to keep some models on their settlement, I found this to be nice looking. You know, instead of annoying clutter pile up.
-The changes are pretty much on the screenshot on the main file page. Enjoy!
Simply a Few Fixes Starlight Drive In
Updated 12/19/2023 Tested 4/23/2025 Nextgen [Good] Should still work pre-gen.
*New optional file for larger build and scrap. *Confirmed Compatibility with Sim Settlements 2.
Main File
Starlight Drive-In Simply A Wing Fix -With this tweak (fully navmeshed) you can now build around Starlight Drive-In without that annoying broken wing. I only edited the wing to stand up, fix the supports, and deleted only one asset. A hub on the unbroken wing. It didn't have any use, so what's the harm? This is my first ever Fo4 mod, as I usually work on Skyrim modification.
Starlight Drive-In Simply A Door Fix -With this tweak (fully tested) you can now have the two matching doors without having to make them yourself. This was upon request by a person wanting the tweak early in this mods' life. It deletes the trigger/bomb mechanism, and replaces both ground floor doors with Novice skill diner doors. They both open outward and to the south of the Drive. In a way I think they compliment Sanctuary, as Sanctuary has blue/yellow buildings. Hence, the yellow doors, lol.
Additional
SAFF Easy Teleport -Now get in the game faster with a "revealed" map marker to get straight to the Drive -In!!
SAFF Previs Option(Not for use with other precombines that alter the area) -For a long time this mod depended with disabling precombines so you wouldn't need to see that arrogant flicker of surrounding graphical error. I did me some self schooling, and behold this has been resolved! Now YOU DO NOT NEED TO disable precombines. Keep them on to ensure ultimate smoothness!! Again, do not use with any other previs or precombines that alter the starlight drive-in area.
SAFF Expander(Not for use with things that alter workshops build areas) -Gives you the ability to scrap and build just a little over the build area. The build area color wall has not been touched for player reference to vanilla assets. I created this because I wanted something simple in my game. To edit some transfer settlements mods that were overlapping the build area. This file is an optional file, and you do not need the main file to utilize it. This is a great addition to other mods like Scrap, and Place..
Old Version
I left the older version under "old versions" in case anyone still playing the old version wants to play. The only difference is a error edit in foedit that didn't cause issues, but it lingers like an undesirable blemish.
Notes: *Navmeshed, and tested with many npc in the game. You will not find a standard incompatibility in my mods, well, unless of course I die, or go to the poor house. *No DLC needed, but DLC friendly. Mods will be updated to let you know if they do need DLC (as they come along). *You have my permission to port this to XboX or PS. :) All's welcome! All's welcome!
I use the latest LOOT to quick check mods for compatibility notes. I use Fo4edit to clean all of my mods.