By GruffyddAll five of Gruffydd's Signs of the Times mods, together in one place, with categorization!
This mod includes all five of the Signs of the Times mods, gathered together into one mod and categorized.
It's set up as an add-on to Gruffydd's Signs and Posters, so you'll need that too.
So, what does this mod do?
It adds in a huge number of vanilla signs and posters (not all, but all that I could find at my skill level back when I was putting this together) as placeable objects. These are added to Gruffydd's Signs and Posters as a submenu, using the same categorization system used there to keep menus manageable.
When you want to place one of my original signs, posters, or objects, they're in the menus for GS&P. When you want to place a vanilla asset that wasn't included in the vanilla workshop menus, they're in the submenu for this mod.
You don't need this mod to use GS&P, but you do need GS&P to use this mod.
Q: Does this work with Settlement Keywords/Homemaker/Better Stores/Whatever
A: Yes, as long as you are using the required mod "Gruffydd's Signs and Posters" with SMM.
Q: I can't find any of the objects. Where are they?
A: Everything is in the Decorations->Gruffydd->Signs of the Times folder. If the menus are there but no objects show up, and you're using MO2, you'll need to do a manual install. If no menus are showing up, once you're out of the vault use the SMM holotape.
Q: Why are a bunch of the objects purple?
A: That indicates a missing texture. If the object is from a DLC, then it's probably purple because you haven't bought the DLC. Bethesda doesn't allow modders to release DLC content to people who haven't bought the DLC. If it's something not from a DLC, please let me know, so I can troubleshoot it.
Q: It's crashing on startup. Why?
A: The only reason it should do that is if there's a missing master, which in this case would be the Gruffydd's Signs and Posters mod. Download the appropriate version of that mod, and the problem should go away.
Q: It's crashing when I'm moving through the menu to place things. Why?
A: That usually indicates a missing mesh. Check your game files to make sure all of the meshes are in the folders where they should be. If any are missing, you'll need to reinstall the mod or drag the objects in from a manual download.
Q: Why didn't you include Object X?
A: Probably because I didn't know about it when I was putting this mod together (exception: I could not get that accursed "Choice Cuts" sign to work, so that's why it's not there). Or, it may be from a DLC added after I ran out of time to be able to add more stuff to this mod.
Q: Could you make a custom version of Object X?
A: Not here, this mod is for vanilla stuff. If you want custom stuff, head over to Gruffydd's Signs and Posters.
Q: When are you going to add the signs and posters from NukaWorld?
A: At this point, it's probably not going to happen. I've had very limited time for the last couple of years, and have to pick and choose where I can dedicate my time. At this point, when I can do modding at all, it's usually over at Gruffydd's Signs and Posters.
Q: GruffyDD? What does that mean?
A: No, not GruffyDD. Gruffydd. It's a Welsh name, that is basically pronounced "Griffith". It's my SCA persona name.
Q: What is the ultimate answer to the question of Life, the Universe, and Everything?
By GruffyddGot a nice pool table, but your cues, balls, and triangle are just sitting wherever you dropped them? Tired of stuff occasionally falling through the pool table (and then the floor, and then the ground...) when you load your game? Just want to spiffy up your billiard room? Well, now's your chance!
Added here are three variants of a pool table storage rack, holding four cues, all 16 balls, a triangle, and even some chalk.
Variant 1: Lore friendly, with all vanilla meshes and textures.
Variant 2: A nice version crafted by local Commonwealth artisans, with polished dark wood, fancy cues, and a new skin for the balls with bolder colors, using the Brunswick pattern of having the color stripe around the middle, rather than where the number is. The chalk even has a nice wrapper on it. Plus, the glass on the cabinet has been replaced, and a backdrop of luxurious green felt covers the back of the cabinet.
Variant 3: The same as variant 2, except instead of felt is has a nice period pinup (from the public domain) as the backdrop. Great for any man cave you may be putting together.
All three are available as both decorative versions and as containers.
Also, the mod is an .esl, so does not count against your mod limits!
Alas, none of them are actually usable to play billiards, but they sure do make your non-functional billiard room look nice!
By GruffyddGRUFFYDD'S SIGNS AND POSTERS
New Signs and Posters for Your Settlements
Tired of the same old vanilla signs? Want to add some color and variety to your settlements?
Need to spice up that merchant district you made? Now you can!
This mod adds HUNDREDS of new, custom signs and posters, plus a few extra goodies.
These aren't vanilla imports. Each has been hand-crafted to add new and interesting variety and detail to your settlements.
What's that? Too many, your Decorations menu is cluttered enough? Not to worry! This mod works with SMM (Settlement Menu Manger), which adds a separate, structured menu to Decorations.
Big signs! Little signs! Different shapes! 100% custom work!
Your settlement will never be bland again!
Includes Settlement Name Signs
Tired of Covenant being the only place with a big new sign out front?
Signs with the names of almost all of the settlements are available for all three major factions (Brotherhood of Steel, Institute, Minutemen).
Let everyone know your settlement is a step up from the usual shanty town!
As seen in many YouTube videos!
(Usually in the background while something else is being featured)
Attention Mod Organizaer 2 Users:
MO2 does not play well with this mod. You may end up with the menus showing up fine, but all the objects are invisible.
If you have this issue, you will need to manually install the mod.
Credits, Q&A and Links:
A big thanks to those real-life folks who have granted permission to use their likenesses and/or the names of their groups in this mod.
Omnia (World of OMNIA)
The Reduced Shakespeare Company (Home | Reduced Shakespeare Company)
Sabaton (Sabaton | Official Website)
I do not have the legal right to give these permissions to others, so please do not include this mod in any mod packs or otherwise redistribute it.
These folks were all cool enough to kindly give their permissions to me when asked, so please let's not do anything to upset them.
I found some nice graphics available for use on a site called Freepik.com. Their free license requires attribution, so here it is.
Only a few items were used as presented, most were modified, or I only used a portion.
Freepik * macrovector/Freepik * pch.vector/Freepik * macrovector_official/Freepik * dgim-studio/Freepik
Another similar site is Vecteezy.com. Here's the attribution for them: Vecteezy
A number of the fonts used in this mod are licensed to me by their creators for non-commercial use only. Most of these were found on fontspace.com or DaFont.com.
This mod is entirely the work of Steven Sauer aka Gruffydd, with the exception of the "VegaOne" section, in which all textures are the work of VegaOne. This material is not made, guaranteed or supported by Zenimax or its affiliates.
Q: I know this mod, it's from NexusMods. Why has it shown up here? Has it been pirated?
A: No, just moved. For reasons too complex to go into here, I have decided that NexusMods is no longer the best home for my mod. Since I know that this site respects modder's rights to their own work, I have decided that this will be the new home for this mod going forward.
Q: It's not working right, the signs and posters are sinking into the walls. Why is it broken?
A: Well, it's really not. The signs and posters are designed to be flush with the walls (in other words, attached to the walls, not floating in front of them) if you are using vanilla construction assets. Some mods add new construction assets, and not all of them have the collision in the same place. Some of them have it slightly further inside. This means that when it snaps, it snaps to a plane that is actually inside the wall, and that's why it looks like there's a problem. There are a few fixed structures in settlements (such as portions of the exterior house walls in Sanctuary) that also have this issue.
If this is happening to you, there are a couple of ways around it. You can layer the object so that it's on something that sticks out from the wall slightly, but is hidden by the sign or poster. You can use one of the excellent mods out there that let you place objects in spots other than the normal snap points. Or you can choose a different wall, or different location for the poster or sign.
Will this ever get "fixed"? No, because for those using vanilla assets, it's not broken, so there's nothing to fix.
Q: Help! Something went wrong and now a menu is missing!
A: For various reasons, this can sometimes happen. It shouldn't happen with just general use, but if you remove this mod, or add new mods, there's always the possibility of something glitching. If this happens to you, and you're using Settlement Menu Manager (SMM), there's a function on the holotape to recover lost menus. If you're not using SMM, then that's why it's not working. Or at least a reason why.
Rumor is that installing this mod (or any mod that modifies menus) at the start of the game before you leave the vault can sometimes result in the menu being missing. If the SMM holotape does not fix it in these situations, uninstall the mod, save, then once you're outside the vault reinstall, and it should either appear automatically or be recoverable through the SMM holotape at that point.
Q: Is this the same as the version on NexusMods?
A: No. Or at least, it won't be after I post an update. This version will get updated. The old version will not. And this assumes that I don't take the "nuclear option" and remove my mods from the Nexus by August 4th.
Q: Why is the X-Box version on Bethesda.net so much smaller than this one?
A: When Bethesda.net first started hosting mods, I promptly ported mine over. I then got mostly negative feedback, mainly about the file size, with people demanding that I somehow magically reduce the file size without reducing the quality of the images. It quickly became apparent that 1) if I continued to add new stuff, the data cap would become more and more of an issue, and 2) the environment was toxic. The first made it difficult for me to update, the second made it undesirable. So, I have since focused on the PC version, which is the only one (that wasn't pirated) that has all of the assets in it.
Q: Can you split out this list of assets into a separate, smaller mod?
A: No. I barely have time to update this mod, much less spend many hours making subset mods. If for some reason you really don't want some of the assets, learn to use FO4Edit, and remove the static, material replacer, and constructible for the ones you don't want.
Q: What does GruffyDD mean?
A: Well, it's not GruffyDD, it's Gruffydd. It's a Welsh name, basically pronounced "Griffith". It was the first part of the name of my SCA (Society for Creative Anachronism) persona, and I've used it here as well. Why did I choose a Welsh name? It's a small part of my actual heritage, I was really into archery, and to annoy the heralds.
Simply speaking, this mod does for real what the mod "Increased Settler Population" (Nexus modID = 1618) claims to do: it allows all workshops to spawn more settlers, up tp a limit that may range from 20-50, depending on the workshop's size (see the additional features listed below).
The mod "Increased Settler Population" is modifying a game setting that has no effect on the population limit because the workshops are simply not checking it. As has been found out however, that setting is used by workshop mode when it displays the location list that shows up when a settler is activated to send him to another workshop: in that list, any location with a population higher than the value stored in the game setting will be grayed out (i.e. it can't be selected). Increasing the game setting largely removes that limitation and therefore, "Increased Settler Population" does still allow for higher workshop populations - but only indirectly: to realize them, you have to move the settlers manually from workshops that are still recruiting to the workshops of your choice.
This mod does both: increase the population limit on the workshops (so they will eventually reach the higher limit all on their own) and remove the limitation to moving settlers around.
Note however that it will not work on raider workshops (they are using their own versions of the base game workshop scripts and I did simply not conceive this mod to include them).
Since workshops in FO4 have variable sizes, an increase of the population limit is not everywhere preferrable. Take Hangman's Alley and Murkwater Construction Site as examples: they barely can accomodate the vanilla population limit (which may be as high as 26 if you make use of all charisma-boosting equipment available in an unmodded game). To account for this, I have classified the workshops in three categories: small, medium and large. Small ones will keep to the vanilla limit, medium ones will end up around 35 and large ones around 50, according to the new calculation formula: MaxPopulation = 10 + CharismaMultiplier x PlayerCharisma. The charisma multipliers are different for small, medium and large settlements. Vanilla workshops will stop spawning new settlers if there are 5 or more settlers unassigned. With this mod active, that check is overridden. Installation:
The download contains two versions, one for use with all DLCs, the other for use with no DLCs. Open the folder of your choice and drop the esp and the archive into your Fallaout4/Data folder. Note that the No_DLC versionwill also work dine with all DLCs active. You'll only miss the size classification for the DLC-added workshops. Uninstallation:
As a scripted mod, uninstallation will leave permanent traces in yoour save (this is inherent to all scripted mods). Nonetheless, lasting effects on your game due to an uninstallation are not to be expected, because this mod does not modify any vanilla scripts or objects (it only runs a brand new script from a mod-added quest). Compatibility:
There are no conflicts known nor expected, because this mod does not touch any vanilla script nor any vanilla object. Because it gets the workshop refs it's working on by reading the Workshops array from WorkshopParentScript, it will even work with mod-added workshops.
A small mod that makes the remaining shack and the wooden stairs at Hangman's Alley scrappable.
Just that and nothing else.