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DrFreako

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drfreako

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Added a few static items to the settlement/deco build menus.

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07/11/2024  Update:
Well CK is here and I have finally gotten around to trying to give a crap about this cursed game again. I fixed the blender, it no longer uses a seperate .nif file, instead it is now a pack-in and will correctly appear in the menu again. 
As far as snap points for outpost items... The new snap point system apparently was designed mostly for the outpost buildings/structures and ship modules. Once you get to an interior cell, things get really wonky and well, lets just say the term "counter-intuitive" is a colossal understatement. First of all, there is no way to add snap points to a furniture item like a chair or couch or bench and have it retain its seating function. Anything you want to add snap points to for interior use, has to be made into a pack-in. Even if its only one item, its the only way. There is a way to add a couch to a pack-in and retain the sitting markers, BUT if you then add snaps to it, it kills the sitting markers. If you add snaps to a seating item directly, it becomes impossible to place the item, it will either think it is always overlapping another item, or that it is floating... So what i ended up doing, is making 1 set of the metal frame couch kit with snaps but no seating, which is in the decoration menu, and if you want the seating version it is still in the  furniture section, but without snaps. I will eventually add snap points to the other 2 couch kits that are included in this mod, it is quite time consuming and I need to pace myself so I don't get burnt out. 

I also found a couple of cut content items and built them out for use -- 2 countertop sets, one is science themed and the other is a retail set, with what i believe is a Hope Tech theme from their showroom, i will need to go visit that location and have a look to be sure. I also found 2 ceiling mounted racks that would have things hanging from them, like in a kitchen possibly, but for now they don't function as such, they are just decoration. I will investigate and see if they can be converted into a display item, that you could add things like pots and pans clutter to. This is way way way out of my wheelhouse so if anyone knows the scripting involved in such a thing I would welcome any advice or help you could offer... Along those same lines, I am wanting to modify the shelves in the bedrooms of the player dream home to add display functionality to them, similar to how the placeable display shelves work. again, could use some help with the scripting portion. 
I cleaned up the menus a little, now all the display screens are listed under a single item, and all the couch parts should have names... 

Im thinking about adding some custom mat swaps for the display screens, with iconic shots from various movies and tv shows... The whole materials situation is another nightmare and my head is still swimming from the snap point deep dive. There are a few ways to do the texture swap, but most are hack-ish and I would like to do it the proper way that follows the design standards, but no one actually knows what that means yet. It seems like they opened up the materials workflow a little with the CK release, but there is still no official materials editing solution and the community tools are buggy and confusing. The fact that they decided to hash every texture id and use a database sounds to me like they were considering locking down the mod ability so you would have to be in their special little cadre of creators or maybe they were thinking about closing off modding altogether. Not sure why they reversed course, maybe they saw how fast the community was able to reverse engineer their scheme, maybe they don't want to release the database tooling they used to the community, or maybe they just decided it was too heavy handed to begin with... Regardless, they included new mat files without the hashed/database gated texture names with the last big update, so  we just need an easy to use editor to build our custom mat files. 

The mod is now a medium master esm. 


I have decided to wait till official tools are released to work on this any further. Pretty much every Item I am interested in adding to this mod is hindered by 1 or more of the issues currently preventing full use of xedit. Those things are not likely to be addressed until we get the CK. 

What's included so far:
All the parts of the "Metal Frame Couch", "Sleek Couch" and "Designer Couch" sets 
23 variations of display screens from around the galaxy 4 of which are Mega sized screens.

Also, I combined the 3 parts of the Blender into a single nif and added it as well. It seemed kind of stupid that they included the blender in 3 parts with no way to reliably assemble it in game for use in your outpost or apartment...

A couple of considerations
- The way the couches are designed in the game includes one of the issues that currently prevent us from copying as overide in xedit, So there are things I am unable to edit about their records == some of the parts don't have full names filled in so they will not have a name in the build menu. and I cannot yet add snap points for this same reason. 

- While all the couches are organized into a single entry for each style, with sub-entries for each separate couch piece, the display screens appear as a separate item for each one, despite using the same exact process to create the formID lists. No idea why, but I will update it once I identify the the cause for this. 

-Any new entry to the build menu will be missing its thumbnail or icon preview of the item, only a "!" shows,  and no one has been able to locate how the thumbnail/icon is included to begin with. Again I will update once a solution is discovered. 

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I plan to add more items in to this in the future and I am aware of another mod adding items to the build menu, so I will be extra careful not to duplicate any of the same items. My next objective is adding walls and doors/doorways into the hab buildings similar to the way they had them partitioned in the Crucible settlement buildings. But i really want to do add them with proper snap points so everything looks nice and tight when built. So I need to do a bunch of testing to learn how this new snap point system works and make sure I can provide as many configuration opportunities as possible. - Looking at the outer barrier walls from the same site as well.