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Gruffydd's Signs and Posters 4.02


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ATTENTION: THIS IS THE OLD VERSION. PLEASE TRY THE NEW ONE. THANKS!

 

GRUFFYDD'S SIGNS AND POSTERS
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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:

Credits/Attributions:
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&A:
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.


What's New in Version 4.02

Released

Going back a version, because I accidentally uploaded my WIP (not working yet) ba2 version instead of the working loose files version.

Sorry about that!


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Apologies, all, I accidentally uploaded my WIP ba2 version (that I don't have working yet) instead of the working version.

I'm fixing that now. Please junk the prior copy (4.03) and download this one (4.02).

In the relatively near future I'll have an entirely new version with a bunch of new signs and posters up, but for now, please use 4.02.

Thanks!

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On 8/3/2021 at 1:21 PM, Gruffydd said:

Apologies, all, I accidentally uploaded my WIP ba2 version (that I don't have working yet) instead of the working version.

I'm fixing that now. Please junk the prior copy (4.03) and download this one (4.02).

In the relatively near future I'll have an entirely new version with a bunch of new signs and posters up, but for now, please use 4.02.

Thanks!

Just checking, because I followed you here after the Nexodus. I'm still running the version I downloaded from there. That one is current, right, and then when this one is updated I'll just need to download this one to install?

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Correct. The one that was on Nexus is the current one, you do not need to switch.

But there will be a large update in a few weeks, so keep an eye out here...

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I have a question, if you have a mod that is dependent on another mod not directly available on Nexus and that mod gets updated are you obligated to update the mod on nexus to make it compatible with the second mod. If that is not the case I can see abandoned mods from authors who have missed the delete date but refuse to update their old mods on nexus but do make them available elsewhere. Leaving nexus with useless mods eating storage space.

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True. One of a number of negatives about the whole situation over there.

Reality is that nobody is obligated to do anything anywhere. Modding is an unpaid hobby.

Personally, I'm aware that there are mods on Nexus that use my mod in them (mainly settlement templates and player homes and suchlike), which is why I've done my best there to leave a trail for them to follow to find it here, if they choose to keep using my mod in theirs.

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I do have a number of settlement blueprints on nexus, and most of if not all use your mod but I will be leaving them as is. The only conciquence will be they will be missing some decoration. I will haw ever ad a link to your mods here on this forum should they want to get any updates you make.

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On 8/6/2021 at 1:13 AM, Gruffydd said:

Correct. The one that was on Nexus is the current one, you do not need to switch.

But there will be a large update in a few weeks, so keep an eye out here...

Oh, I can't wait! This is one of those mods where you go "Bethesda could never have gotten the rights to half this stuff and that's what makes it so brilliant." It breathes such life into settlements to not have the same six signs at every single one.

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I was wondering why this mod didn't show up on Nexus (I'm making the transition from Vortex to MO2). I'm glad you at least chose to upload it here! I'm excited for the future update!

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Hello, I created an account in this place just to download your mod since it's out of Nexus but it doesn't seem to work for me :cry:
I used to have the old version via Nexus so I am not very good at manually installing mods but I am pretty sure I did everything right and still the mod doesn't show up on my workshop. I extracted the files to the Data folder and enabled the esp file.

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hello first sorry for my bad english, i really like your mod since you publish it on Nexus, until finally i decided to install your mod again, it seems work because i can craft "uninstall gruffydd's sign" in chem lab, but the problem is, gruffydd's sign menu didn't show up in workshop, i go to "decoration" categories still gruffydd's sign menu not showing up, maybe you can help me? i thought the problem is your mod needs settlement menu manager, i try download that mod, it's still same nothing happens.

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The chem is a relic of a prior version, it no longer does anything (and is removed in the upcoming version).

The one that's there now should work if you're using SMM (and won't if you're not). Just install from file, if using a manager that supports that, or drop the individual folders and the .esp into the appropriate spots in the Data folder and enable otherwise.

Be sure you're out of the vault first if installing on a new game.

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Alternately, new version coming in a couple of weeks with big changes and lots of new content, if you can wait that long. :)

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i installed manually using vortex, and when I tried to load in a save it crashed. I tried several times , then disabled the mod, and then the save loaded. I did have the old bethesda.net version installed before, but I had used the uninstall chem and went back to an older save before downloading this version. Not sure what I am doing wrong.

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The old chem version is ancient.

For me, all I did was drop the Meshes, Materials and Textures folders into Data (merged with existing), put the mod file itself in Data, then activated it from my mod manager. There's no script or anything, just a quest that links to SMM, so I can't think of why it should cause a crash, as long as you have SMM loading first.

I can't check it until Thursday, but I'll review the upload then to make sure it's intact.

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I feel bad now, I went into the game and saved to a new area, reinstalled, and now it works. Sorry to worry you. It must have been my save or something. Thankyou for the wonderful mod <3

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ok first off love the mod but i am going crazy here trying to find this sign.  I found it before i'm 99% sure its from this mod but i swear i have looked through every menu and sub menu trying to find it.   Any idea on where it would be under? 

20211206174546_1.jpg
 

edit: Found it under Grounds and Roof businesses goods and its the third one. 

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Hello, I have tried to use your mod on every playthrough I have started with no luck. My issue is that the signs appear in the workshop menu but they are all invisible and do not load in. I did originally install with MO2, so I tried installing it manually as I noticed MO2 was incompatible. I still had the same issues and was unable to use the mod at all. If you had any advice, I really would love to use your mod. Thank you!

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This doesn't seem to work. Installed after I got the Pip-boy in game. No options on the workshop menu.

I have tried installing manually and using Vortex (from file). It's a shame, because it looks like it would be really good.

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Oof. What a month December was.

It started good, with a long-anticipated nearly two-week trip to Disneyland. Lots of fun, the Star Wars and Marvel areas are quite cool.

Unfortunately, shortly after returning home, I spilled scalding water on my chest. Half of a just-poured-in-the-cup-from-boiling Cup-o-Noodles. Onto my shirt, which then being wet stuck to my chest ensuring it got cooked. Nasty blisters and a mild infection once those popped followed. With that going on, I just wasn't in the right headspace to work on modding, or much of anything else.

The good news is that I'm almost healed, and ready to jump back into things. So, this brings me to where I was right before I left for my trip.

I've got a new version of the mod ready to go... I think. It works great on my computer (installed using the community version of NMM, with the install from file function). But I had a friend try to install it using MO2 and it just didn't want to work for her. I learned that this is in part because MO2 apparently doesn't like certain characters in file paths, characters that NMM (which is what I've used for years) has no problems with. It renames things when it comes across those characters, and that breaks the paths, so the objects don't show up in the game. I tried to get her to do a manual install, but that was a bit too technical I think, and it didn't work out.

So, what I need are some volunteer testers. Preferably someone who uses NMM, someone who uses Vortex, and someone who uses MO2, so that we can try installs from file in the first two and a manual install with the third.

I'm going to be posting a couple of files in the near future. These are for testing only, and are not the complete mod. If you are interested in testing it, please download them, see if they work, then let me know the results. If it doesn't work, please let me know in what way it doesn't work, so I can try to troubleshoot it. Just telling me "it didn't work" doesn't help.

Once I've been able to successfully test it, I'll upload the full mod.

Here's how it works in the new version:

There's a core mod, which contains some universal assets (used by multiple plugins) and the menu structure. It's relatively small, because there's not a lot in it.

There are then a series of plugins. Each plugin is an ESP and the associated files. They all use the core mod as a master, plugging right in so that if all goes well you'll never realize it's more than one piece. This plugin format allows you to pick and choose what parts you want to include in your game. If you're doing an Institute playthrough, for example, you probably don't need all of the Minutemen and BOS signage. If you want it all, just add in all of the plugins. It also makes it so that I don't have to worry about exceeding file size caps, as the individual plugins are all well under established limits.

Plugins at this time are: Businesses, Churches/Graveyards/Holidays, Community, Entertainment, Factions: Brotherhood, Factions: Institute, Factions: Minutemen, Factions: Other, Factions: Railroad, Food and Drink, Generic and Miscellaneous, Generic Settlements, Law and Safety, Lodging, and Vintage. In addition, there's a plugin for Signs of the Times, which is my old vanilla assets mod now fully merged in, and a plugin for each of the works I did with the art provided by Vega1 and the assets created for the guy who wanted Murkwater Oil stuff, creatively titled VegaOne and MurkwaterOil.

Testing will be the core mod, plus maybe two or three of plugins, as a test of concept.

My goal, once I make sure it's all working, is to pack the mods properly, which is something that I've never done because I thought it didn't make a lot of difference, and there was a point where it was requested that I use loose files so that some people could more easily pick and choose what they wanted to use (I guess they had storage space issues or something - I didn't ask). I have since learned that it does, in fact, make a difference in some specific cases. So, I want to pack them. But as I've never done that before, I want to first make sure the mod itself is working, so that if I pack it and it doesn't work, I know it's because I botched the packing and not that there's a problem with the mod. So for the time being, it's still loose files.

Anyway, the point of all of this is that if you want to be one of those testing the new version, keep an eye out here, because as soon as I have the time, I'll be uploading the test files.

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On 12/6/2021 at 3:50 PM, bobdole23 said:

ok first off love the mod but i am going crazy here trying to find this sign.  I found it before i'm 99% sure its from this mod but i swear i have looked through every menu and sub menu trying to find it.   Any idea on where it would be under? 

20211206174546_1.jpg
 

edit: Found it under Grounds and Roof businesses goods and its the third one. 

Cool, someone used that one! I made it for a location in my own game, but figured what the heck, maybe someone else would want to use it to, so I added it in, but this is the first proof I have that someone else actually used it. :) 

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just out of left field, any chance of you making a sign that reads "Sturges Second hand power armour and Robot Emporium" just sounds like that's what he would do at the Red Rocket.

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18 minutes ago, Gruffydd said:

[things I cut for space because you already know what you said and I can't figure out how to do a reply otherwise]

I can't promise I'll be able to make it work for reasons entirely unrelated to the mod, but I do use Vortex and I'm pretty sure I know someone who can walk me through doing an install-from-file if I can't figure it out. I'll be very eagerly keeping out an eye!

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On 1/3/2022 at 1:59 AM, Uncus said:

https://www.nexusmods.com/fallout4/mods/38498

This is the blueprint I made of Sturges’s Red Rocket. Would be cool to have sign to go with it.

I can probably come up with something, once I've got the new version of the mod up and running.

In the meantime, I know it's not quite what you're looking for, but there is the old Sturges Garage sign already in there. It's one of the first dozen or so signs I made, while I was still making them for Tamayo's old Business Settlements mod.

SturgesGarage2.thumb.jpg.26e2dca12f57713be2b9f62b235278b3.jpg

I should really update the weathered version of that one, now that I'm looking at it. I can do much better rust now.

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30 minutes ago, Gruffydd said:

I can probably come up with something, once I've got the new version of the mod up and running.

In the meantime, I know it's not quite what you're looking for, but there is the old Sturges Garage sign already in there. It's one of the first dozen or so signs I made, while I was still making them for Tamayo's old Business Settlements mod.

SturgesGarage2.thumb.jpg.26e2dca12f57713be2b9f62b235278b3.jpg

I should really update the weathered version of that one, now that I'm looking at it. I can do much better rust now.

no worries mate, I know about this one and have used it on occasion. if you choose to make the sign I suggested I would be over the moon but if you cant due to what ever reason all good. by the way did you check out the blueprint.

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