******************************************************************************************** If you have read the comprehensive solution description and articles but still need support, best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8 ********************************************************************************************
My markers would not disappear/delete, and when i disabled or uninstalled the mod, my game crashed entering/ exiting doors, it would CTD everytime it tried to load the new area. I know it's this mod because when I re-installed it, the CTD problems went away. How do i get rid of it without it ruining my game ?
I use Marker 1 for tough locks (and living that 1 Perception life) I use Marker 2 for doors, sewers, and other stuff I gotta explore Not sure what I'd use Marker 3 for but I guess that means I got all that I need!
I with the markers themselves had physics so they didn't just float there but I adjusted quickly enough, especially because you just throw them down and leave and then just scoop them when you come back. Thanks mod author, you are killing it with the QOL stuff!!
The markers do have physics, but it is disabled at great expense so they can be specifically configued to hover at navmesh + 16 units to not get lost. It RPG mershun vs practical usability (my mods focus on UX).
I am having an issue with this mod and the same issue with "headshots kill any actor" mod where the mods just don't appear to be in my game there's no items given and also nothing in the utility section of the chem bench. I am playing in VR and using V-check patcher and all of your other mods that I use are working fine I was curious if there is anything different about these mods that would cause these specific ones not to work? Everything is installed correctly. I also realize that you don't support the VR version of the game and in most instances the V-check patcher will resolve these types of issues.
Actually I think it’s some kind of form thing, if I go into xedit and duplicate the misc item and duplicate the constructible object they get assigned a new form and both appear in game, I believe I can make the mod work by going into the scripts and making it call the duplicates I started on it for a test and so far it’s working just have to do a few more things. I understand that most people don't take the time to read descriptions and don’t know what they’re doing or how to instal mods I do not claim to know a great deal but I know enough to do those things and install mods correctly and can also make some adjustments and changes with scripts I do not claim to know it all but sometimes get lucky , as previously stated I have installed the mod correctly. Also just saying the obvious that you’re free to be you and reply as you wish but being condescending doesn’t really suit your intelligence and from an intelligence standpoint I can see no purpose or point of what is gained by it. In other regards I am getting the mod to work correctly for my game because I’m aware that there is no VR support on your end but if you are interested in fixing for VR and want to have another look at it , it’s the forms from what I’m experiencing and seeing in the ESP. Thank you for the reply but in the future no reply is necessary unless it is constructive to the issue. I appreciate your work with kindness and respect. As I have previously stated , it is in fact not fact as you indicated that the mod was not installed when to the contrary the mod is absolutely installed correctly and it is an issue with the forms as I’ve previously indicated , otherwise I am not affected in any way by being “blocked” from informing you of your own mods issues and that you do not want hear or correct those issues has no effect on myself personally as you have no interest or offer any help in correcting the errors and issues that I am politely informing you of concerning your own mod, which I am capable of correcting myself regardless. So blocking the information I provide is only blocking the issues that exist with your mod nothing more. Anything otherwise is factually merely a prompted appropriate public response to your public response. That being said, I am unaware of whatever these “consequences” are that you’re referring to as informing you of said issues yields no aid or results regardless in any case and only prompts ineffectual replies that have nothing to do with resolving the issues, so again, I fail to see the “consequence”. Again with respect, I appreciate your work. In addition, I only have interest in constructive and fruitful interactions that being said , will leave this following information for those in need. Just by observation alone, if anyone else is having the same issue the solution is to use Xedit make duplicates of all the assets which will give them a new form ID and then assign the properties of the script in the CK to the new duplicated assets with the new form ID’s , a very simple fix, also just by observation alone it looks possible to use a traffic cone or other nif with physics so the marker drop has gravity and also enables the player to pick up and move the marker by hand if anyone is interested in that feature as opposed to a non movable static. Again this is just based on educated observation alone and should work in theory.
When i type something out it is facts. i am sorry if you perceive it as condescending and made the choice to share that publically. I find that rude by return and have also made a choice. Choices have consequences.
It's simple and perfect, but one small thing. When you interact with a placed map marker, you can't exit the menu, you either remove that marker or remove them all.
Can we edit a file to change the default tag from "Marker type 1" to something we predetermine? ("Check this later...") or ("Level up then return") something we can edit if we find ourselves consistentlylaying markers for one of X reasons.
So this isn't exactly related to this mod but to your style of modding in general. You may be the only one who can help me with something I have been trying to do with mods for some time. A while back I found a mod that allowed you to make Transfer Settlement Blueprints into ESPs. This allows me to have prebuilt settlements at most of the game locations from the very beginning. But they are just empty since I do not know how to make these settlements populated like the vanilla (sparsely populated) farms.
This is where your modding abilities come in. I wanted to try and use some combination of your Workshop Ownership Utilities and Hostile Workshops, along with others, to make these settlements in to functioning, populated cities you can visit and shop at but you do not own. I figured the settlements that had hostiles in it could be hostile settlements while the ones that have settlers already in them could be expanded in to bustling trading posts. A few could be left untouched for quest related reasons.
This is too much for one posts but I was inspired by your Scavver Faction Red Rocket. Anyway, thanks for all you do and thanks in advance if you can help. Until then I will continue trying some inelegant solutions to get this to work. My goal of repopulating the Commonwealth will not be denied. Blessings.
The scripting to populate workshops is straightforward ... BUT the mechanics become complicated as workshop actors and objects are non persistent, so the actual configuration can not be done until the workshop is in the loaded area around the player.
Which is why the WorkshopUtilities.OwnAllWorkshops function has to automatically hop the player from workshop to workshop so the objects can load.
Probably needs to be a standalone mod as there is difficulty is detecting and handling workshops that already have local hostiles (e.g. Castle, Hangman, Croup). If I find time I can knock something up and stick in in the SKK discord.
Note hostile workshops only works on player owned workshops that already have settlers to turn hostile.
Wow thank you so much for getting back to me. I am actually working on a list right now and checking which settlements are involved in which faction/main quests. It may be a bit ambitious to try and redo all of the settlements.
Would probably be best to focus on the 12 populated base game settlements (minus Bunker Hill and Covenant). I would like to make them into functioning towns similar to Covenant. Then there are another 10 that are populated with hostiles that can just be made to look like abandoned towns or raider bases to make them harder to clear. It would be nice if these places could respawn with the bad guys instead of being taken over by the player.
The other 8 (and the DLC locals) either don't make sense or would cause too many issues, I think. These would be the ones I leave for settlement building.
There is a way to make the objects that I placed into persistent objects in the creation kit. And then I could just make NPCs instead of settlers but that would mean programming them to act like settlers when the game mechanic already exists. And I am not entirely sure how this would affect things like navmeshes. If I could find a way to delete these places as settlements entirely without breaking the game it might be worth the effort of the undertaking.
I am a not great at all this but I am trying. And with no new Fallout for years to come I got time to work on this. I appreciate the hell out of modders like you who have made this game so much better, so thanks again.
Sorry, kinda an off topic question but you seem to be well versed regarding scripting. If I were to delete a mod ESM, ESP, or ESL file but not the script, will the script still fire when I load the game, or is it dependent on the ESM, ESP or ESL?
The runing script will be baked into the save but by removing the parent file it will be orphaned and generate a crap tonne of error events as it can't resolve any form or object references. WIll that break your game ? Depends on the specifics but it wont do it any good at all.
What is you opinion of ReSaver in regards to just using it to delete 'orphan scripts' is that the safest option, or there's no guarantees with that option?
Very useful little mod for when you need to mark something randomly. For example I recently found that one of my mods had actually installed a Bunker in the middle of nowhere which I would easily forget where. With this little beauty I can now find it again whenever I want.
Thank you very much SKK50 for sharing it with us, and an extra thank you for making it ESL, very helpful and considerate of you, respect.
52 comments
If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8
********************************************************************************************
SKKmods does not support the removal of any CreationEngine mod from an active savegame.
Even though some may get lucky, those who know, know.
I use Marker 1 for tough locks (and living that 1 Perception life)
I use Marker 2 for doors, sewers, and other stuff I gotta explore
Not sure what I'd use Marker 3 for but I guess that means I got all that I need!
I with the markers themselves had physics so they didn't just float there but I adjusted quickly enough, especially because you just throw them down and leave and then just scoop them when you come back. Thanks mod author, you are killing it with the QOL stuff!!
Also THANK YOU for the quick start mod, as a newer FO4 player it saved me a ton of headache!
Quest SKK_PMMQuestType01 - Objectives NNAM "Placeable map marker type 01"
Quest SKK_PMMQuestType02 - Objectives NNAM "Placeable map marker type 02"
Quest SKK_PMMQuestType03 - Objectives NNAM "Placeable map marker type 03"
Message SKKP_PMMmarkerMenu ITXT Create Marker type 1
Message SKKP_PMMmarkerMenu ITXT Create Marker type 2
Message SKKP_PMMmarkerMenu ITXT Create Marker type 3
("Check this later...") or ("Level up then return") something we can edit if we find ourselves consistentlylaying markers for one of X reasons.
Quest SKK_PMMQuestType01 - Objectives NNAM "Placeable map marker type 01"
Quest SKK_PMMQuestType02 - Objectives NNAM "Placeable map marker type 02"
Quest SKK_PMMQuestType03 - Objectives NNAM "Placeable map marker type 03"
Message SKKP_PMMmarkerMenu ITXT Create Marker type 1
Message SKKP_PMMmarkerMenu ITXT Create Marker type 2
Message SKKP_PMMmarkerMenu ITXT Create Marker type 3
Another well done, small (non - bloated) and useful mod.
thank you again SKK!
This is where your modding abilities come in. I wanted to try and use some combination of your Workshop Ownership Utilities and Hostile Workshops, along with others, to make these settlements in to functioning, populated cities you can visit and shop at but you do not own. I figured the settlements that had hostiles in it could be hostile settlements while the ones that have settlers already in them could be expanded in to bustling trading posts. A few could be left untouched for quest related reasons.
This is too much for one posts but I was inspired by your Scavver Faction Red Rocket. Anyway, thanks for all you do and thanks in advance if you can help. Until then I will continue trying some inelegant solutions to get this to work. My goal of repopulating the Commonwealth will not be denied. Blessings.
Which is why the WorkshopUtilities.OwnAllWorkshops function has to automatically hop the player from workshop to workshop so the objects can load.
Probably needs to be a standalone mod as there is difficulty is detecting and handling workshops that already have local hostiles (e.g. Castle, Hangman, Croup). If I find time I can knock something up and stick in in the SKK discord.
Note hostile workshops only works on player owned workshops that already have settlers to turn hostile.
Would probably be best to focus on the 12 populated base game settlements (minus Bunker Hill and Covenant). I would like to make them into functioning towns similar to Covenant. Then there are another 10 that are populated with hostiles that can just be made to look like abandoned towns or raider bases to make them harder to clear. It would be nice if these places could respawn with the bad guys instead of being taken over by the player.
The other 8 (and the DLC locals) either don't make sense or would cause too many issues, I think. These would be the ones I leave for settlement building.
There is a way to make the objects that I placed into persistent objects in the creation kit. And then I could just make NPCs instead of settlers but that would mean programming them to act like settlers when the game mechanic already exists. And I am not entirely sure how this would affect things like navmeshes. If I could find a way to delete these places as settlements entirely without breaking the game it might be worth the effort of the undertaking.
I am a not great at all this but I am trying. And with no new Fallout for years to come I got time to work on this. I appreciate the hell out of modders like you who have made this game so much better, so thanks again.
Sorry, kinda an off topic question but you seem to be well versed regarding scripting. If I were to delete a mod ESM, ESP, or ESL file but not the script, will the script still fire when I load the game, or is it dependent on the ESM, ESP or ESL?
Thanks
Cheers
Thank you very much SKK50 for sharing it with us, and an extra thank you for making it ESL, very helpful and considerate of you, respect.