Can these markers be crafted and placed like other settlement objects? It would be a lovely way to make the settlements more alive without the need to assign them to these specific posts
Just to clarify, those of us remaining on 163, we should stick to version 4? I am learning new things today, that mods can be made for Next Gen even without F4SE scripts? I thought that was the determining factor in Legacy vs. NG. Set me straight here! Thanks ♥
The issue between OldGen and NextGen is that they updated the .ba2 format. There are supposedly ways of tweaking them so that NextGen will work in OldGen, however that's not something that I know about.
Given that console users are forced to NextGen, I switched to that also. Cannot really support OldGen now.
Gah! No Whisper on old gen no mores??!! Tis a sad day indeed... :(
Hehe, I get it from an author's POV, but as a player, I'm still not interested in the updated version. Too many of my little mods I love are staying old gen (for now anyway).
you can only remove the markers via console command. 1. open workshop mode 2. open console 3. click on the marker you want to delete 4. type "disable" and hit enter > marker gone
[edit] some markers are put back by the game no matter how many times I delete them... [edit2] I fast travelled away, did some missions, came back after an ingame day or two and the deleted markers were gone
This mod can stop the Sanctuary hammering, yes. You will need to craft the holotape to do that.
The visible markers are placed in the locations where the invisible markers are. Deleting or moving the visible markers does nothing to the invisible markers.
The disable/enable/hide/show options in the holotape should make sense once you do some testing.
Sorry for all the questions I think I understand, so if I remove farming plots etc markers would disappear? And if I put down new planters would new idles show up? Would it show idle animations for the mode busy settler rugs which adds idle animations?
Hi - Have 2 "stuck" visible markers reading newpaper in front of the bar. Your NG file. Am using NG/no SS2/option to turn off in holotape does not help. No real heavy script mods except IVY. Other markers do not turn on / off either. Disabling mod gets rid of them but not sure if safe.
On a different note oddity in your Institute build kit. I had this issue both in OG couple years ago and same now in new game. If I build a 100% Institute settlement (ceiling/walls/ floors)I can place Institute vendors no problem If I use ceilings from any other mod the vendors will not slide under it. If I place the vendors before the ceiling then the ceiling will not snap. Pretty strange as it does NOT happen all the time only at beginning a settlement build.
I'm having an issue at the Castle where the old visible idle marker statics aren't being deleted when I exit workshop mode but new ones are created every time I enter it, resulting in hundreds of visible statics in the same spot that remain even outside workshop mode. I "solved" the problem by toggling off idle markers via the holotape and creating a patch in fo4edit with a scrap recipe for the idle marker statics and then went around the Castle manually scrapping them, but toggling idle markers back on just starts the cycle of creating multiple copies of the statics over again. As far as I'm aware it's only the Castle that has this issue.
edit: I owe you an apology, I did a bit more poking around and discovered that I'd screwed up with Transfer Settlements and duplicated all the invisible guard posts in the Castle about 10 times each meaning there were -actually- hundreds of real idle markers in the area, which I assume just overwhelmed the script to add/remove the visible idle marker statics. After going through and manually scrapping all the duplicates that I accidentally created your mod is working as expected again and the visible idle marker statics are appearing/disappearing normally.
My bad, I'm sorry. :)
edit 2: I may have spoken too soon about the problem being gone, despite my deleting the duplicated guard markers I'm still having issues with visible idle marker statics remaining visible outside of workshop mode and self-stacking. I assume this has something to do with script lag. Is there some way to attach a script to the statics themselves that cause them to self-delete when the cell is loaded, so fast travelling/entering an interior and returning would cause all excess statics to self-delete?
You must have a massively overloaded system for the idle marker statics to be sticking around like that. I suggest that you try to delete them all and then leave the mod permanently turned off (in the holotape).
(Removing the mod is not supported, thanks to Bethesda etc.)
NG format is a 1-bit change in a flag from 1 to 8. Wouldn't it make more sense to just release updates with V1 BA2? Then both FOOG and FONG can use the same download.
Pre-existing downgraded 1.10.163 versions of Fallout4.exe and steam_api64.dll. All other files (ESP, ESL, ESM, BA2, etc) may be safely upgraded to the latest game version. GOG Galaxy users need Galaxy64.dll in place of steam_api64.dll.
Buffout 4 NG also already has BA2 support built in. At the time I didn't even realize it. I was playing a couple of hours with some new mods I had just installed. After I quit the game, I noticed my mod manager had showed a warning that I did not see prior about incompatible archives loaded with my version of the game!?!... Yet they worked just fine. Then I finally got around to reading the changelog for the newest version of Buffout 4 NG.
I disabled hammering in sancuary through Visible Idle Markers holotape, but I still see settlers doing their animation and hammering markers. Do i have to do it inside the sancuary because i tried to disabled it very early in another place and is it normal to see markers because as i understand the settings is about animation not the markers but I also want to disable hammer npc markers. Can anybody help me with it thank you.
I'm using the older version of the game.Thanks to you settlers stoped hamering animation but I can still see their markers on the building mode, is there any way I can turn this off?
200 comments
Just to clarify, those of us remaining on 163, we should stick to version 4? I am learning new things today, that mods can be made for Next Gen even without F4SE scripts? I thought that was the determining factor in Legacy vs. NG. Set me straight here! Thanks ♥
The issue between OldGen and NextGen is that they updated the .ba2 format. There are supposedly ways of tweaking them so that NextGen will work in OldGen, however that's not something that I know about.
Given that console users are forced to NextGen, I switched to that also. Cannot really support OldGen now.
Hehe, I get it from an author's POV, but as a player, I'm still not interested in the updated version. Too many of my little mods I love are staying old gen (for now anyway).
Thanks, though, for all you do ♥
Though I have been playing around with a broken bottle as a weapon.
1. open workshop mode
2. open console
3. click on the marker you want to delete
4. type "disable" and hit enter > marker gone
[edit] some markers are put back by the game no matter how many times I delete them...
[edit2] I fast travelled away, did some missions, came back after an ingame day or two and the deleted markers were gone
In the description it says you cannot delete or move markers but then it says there is a craft able holotape to disable - enable … hide / show etc.
before I download the mod I want to know if I can use this to stop the sanctuary hammering or do I need another mod to remove them? I am on Xbox
The visible markers are placed in the locations where the invisible markers are. Deleting or moving the visible markers does nothing to the invisible markers.
The disable/enable/hide/show options in the holotape should make sense once you do some testing.
New idles will only appear if you exit workshop mode, wait a few seconds (say, 30), and then reenter workshop mode.
No idea regarding the Busy Settlers mod - you’ll have to test.
On a different note oddity in your Institute build kit. I had this issue both in OG couple years ago and same now in new game. If I build a 100% Institute settlement (ceiling/walls/ floors)I can place Institute vendors no problem If I use ceilings from any other mod the vendors will not slide under it. If I place the vendors before the ceiling then the ceiling will not snap. Pretty strange as it does NOT happen all the time only at beginning a settlement build.
Like the other poster, you must have one heck of a script load for it to get stuck like that.
edit: I owe you an apology, I did a bit more poking around and discovered that I'd screwed up with Transfer Settlements and duplicated all the invisible guard posts in the Castle about 10 times each meaning there were -actually- hundreds of real idle markers in the area, which I assume just overwhelmed the script to add/remove the visible idle marker statics. After going through and manually scrapping all the duplicates that I accidentally created your mod is working as expected again and the visible idle marker statics are appearing/disappearing normally.
My bad, I'm sorry. :)
edit 2: I may have spoken too soon about the problem being gone, despite my deleting the duplicated guard markers I'm still having issues with visible idle marker statics remaining visible outside of workshop mode and self-stacking. I assume this has something to do with script lag. Is there some way to attach a script to the statics themselves that cause them to self-delete when the cell is loaded, so fast travelling/entering an interior and returning would cause all excess statics to self-delete?
(Removing the mod is not supported, thanks to Bethesda etc.)
DoubleYou's BA2 Archive Version Patcher could toggle these BA2 back to V1 in few seconds.
Since a lot of these are uploaded to BethNet for XB and PS, it’s easier for me to stick with going full NextGen.
Requirements
latest game version. GOG Galaxy users need Galaxy64.dll in place of steam_api64.dll.
And yes, you need to be in the Settlement to disable markers reliably.
The process of moving forward to NextGen updated to the NextGen Creation Kit - I cannot go backwards.