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Welcome to the new and improved Gruffydd's Signs and Posters!

GS&P is a Fallout 4 mod that adds more than 900 custom signs, posters, and a few other items, all available in your settlement menus.

You'll also get every vanilla sign or poster I could find, now merged in with GS&P. Formerly, these were in the Signs of the Times add-on mod. Those signs and posters, along with a bunch more newly added, are now all in one plugin for this mod.

So how does it work?

GS&P is now in modular format. This means that you will need the base mod (GruffyddSandP), and then can pick and choose which of the plugins you want to add on. All of the plugins are flagged as .esl, so they won't count against your mod limit.

Just choose the ones you want, along with the base mod. Be sure to install SMM (Settlement Menu Manager) first, though, as this mod uses SMM to add a separate menu, with the stuff inside sorted into different subfolders to reduce scrolling and make it easier to find objects.

Some of the plugins are chock full of stuff, others not so much. It was designed to be expanded later, as I have time to create more stuff. This especially applies to the different factions. Right now the only one I've done a lot on is the Minutemen, but others will come later.

What plugins are included?

Added Settlements - New settlement signs - generic, BoS, Institute and Minutemen - for more than a score of new non-vanilla settlement locations. These are locations that are either obvious choices or ones that were specifically requested, and are for use with mods that add new settlement locations or that allow you to select or create your own.

Businesses Contains everything that relates to a place of business that isn't included in another category.

ChurchGraveHolidays - A catch-all for anything that might include religious stuff. Churches, graveyards, posters related to holidays, that kind of thing. I got a request from someone a while back to add some items for their religion because it was so underrepresented (as in non-existent) within the vanilla game. I did, and also added in a couple of items for other religions. If you want something added, let me know. If the whole thing offends you, just don't use this module.

Community - All of the community assets, things that a settlement would see as a common resource. Things like schools, a community greenhouse, a community pool, a crafting hall, and a community notice board.

Entertainment - All things entertaining. Music, movies, clubs, billiards, and so on.

FactionsBrotherhood - Everything relating to the Brotherhood of Steel.

FactionsInstitute - Everything relating to the Institute.

FactionsMinutemen - Everything relating to the Minutemen. In addition to generic stuff, there are items added to support three different visions of the Minutemen. The first is a benevolent communal effort, where everyone pitches in to help create a better wasteland. Optimistic if possibly naive. This is what Preston seems to be wanting, as far as I can tell. The second is a militia, organized along military lines. It's there to protect people and settlements and to fight off or eliminate threats. Everything else is up to the settlers to deal with. This is more like what the pre-Quincy Minutemen were, like the ones at the Castle. The third is a dystopian version, where the Minutemen are just as corrupt as any of the "bad guy" factions. The General rules with an iron fist, and dissidents vanish in the middle of the night, taken for "re-education".

FactionsRailroad - Everything relating to the Railroad.

FactionsOther - Anything that's a faction that's not one of the "big four". This includes raiders, atom cats, enclave, gunners, and so on. Right now this is very sparse, but I'll add stuff later, especially if anything specific is requested.

FoodAndDrink - If it relates to food or drink production or distribution and doesn't fit in one of the more specific plugins (ex: Community Greenhouse) it's in here.

GenericAndMiscellaneous - All of the generic signs and other stuff that didn't fit in any of the other categories.

GenericSettlements - All of the settlement signs that aren't affiliated with a faction. If you want the faction versions, they're in the faction plugins.

LawAndSafety - Everything related to law and safety. Police/sheriff stuff, warning signs, signs welcoming or warning off certain types of people, that kind of thing.

Lodging - Anything that relates to a place where you can stay. Mostly hotels and motels.

Vintage - Real-world stuff old enough to be out of copyright that doesn't fit in one of the other categories. At this point, it's all WWI and WWII propaganda posters that I thought would go well with the overall theme of the game, set up to look worn and faded.

In addition, there are three other plugins that are "finished", in that I don't expect to be updating them.

SignsOfTheTimes - All the stuff from the old Signs of the Times mod, plus a bunch of other vanilla signs and posters that I found and added. If you're looking for a vanilla sign or poster, it's probably in here.

VegaOne - All of the stuff designed by guest artist VegaOne.

MurkwaterOil - All of the stuff created for a specific build someone wanted to make at the Murkwater settlement location.

Pick the ones you like, leave out the ones you don't. It's that easy.

What do I need to do to install it?

NMM Community Edition: Use the Install From File function (a yellow puzzle-piece looking thing on the left side of your screen).

Vortex: Drop it into the area at the bottom for manually installing mods.

MO2: I don't use it myself, but I've had reports that people using the current version of MO2 have had no problems with manually installing this mod. If you for some reason do, please try a completely manual install (placing the files where they need to be manually, without using MO2, then activating the mod in MO2 once everything is where it needs to be).

Something Else: Heck if I know. There's all sorts of stuff out there, I guess. Read the manual for your mod organizer, and see what it says about manual installs.

No matter how you install it, you will need Settlement Menu Manager (SMM) for this to work, so install that first! Be sure to follow the installation instructions for SMM, or it might not load the mod correctly!

A few addendums:

1) There are probably a few items that are in the wrong category. If you notice one, please let me know. I'll move any identified to their proper location when I get the chance.

2) I haven't figured out how to pack these as ba2 yet. All the tutorials make it sound easy, but it just doesn't want to work for me, and I have no idea what I'm doing wrong. If anyone has a tutorial that shows explicitly how to do it, and is willing to share it, I would love to see it. For the time being, these are all loose files (just as has always been the case with GS&P).

3) If there's something you'd like to see added, ask. I may not include everything requested, but if it appeals to me or sounds like a reasonable addition, I'll see what I can do. All that I ask is to please be specific. Don't say "can you add more Enclave stuff". Ask for specific items.

4) I'm trying to put together an XBox One version to upload to Bethesda.net, since they've been having to use a years-out-of-date trimmed down version for years now. In theory this new format should be great for them, but I need to test it to see if it works, and for that I need someone to try it, since I don't own a console. So if you want to be a tester, please let me know!

This mod has taken many, many hours to make, and future updates will take many, many more. If you enjoy this mod and feel like saying thanks by buying me a beverage, or just chipping some cash my way, please check out my Patreon, which you can get to with the link in the icons below. It's pretty bare bones, because I spend my creative time here on the mod, not on Patreon, but know that if you do choose to support me, it's greatly appreciated!

image.png.f2bb838c90ac20a3fc22c57a2f61c64f.png   <-- Click these for my Patreon. The one at the very bottom of the page is for AFKMods itself. Thanks!

Thanks!

 


What's New in Version 5.1.2

Released

Updated the FactionsMinutemen, Lodging, and SignsOfTheTimes plugins to fix some minor errors that were found and pointed out in the comments.

As usual, if you don't use any of those plugins, you don't need to download them.

If you use the new version, and the errors aren't fixed, please let me know! Thanks.


User Feedback

Recommended Comments



Ahoy sir. Loving the update, although I wanted to let you know it appears the Generic and Miscellaneous module doesn't appear to have the correct file structure. The archive has all the folders labeled "GruffyddSandP" instead of the "GruffyddS&P" like the rest, I checked the paths with a material editor, changed And to the Ampersand and they all work now.

Thank you so much for this update! It just made an already favorite mod even more invaluable, you're even nudging me back to the Minutemen with those public library signs!

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11 hours ago, Bridges1120 said:

Ahoy sir. Loving the update, although I wanted to let you know it appears the Generic and Miscellaneous module doesn't appear to have the correct file structure. The archive has all the folders labeled "GruffyddSandP" instead of the "GruffyddS&P" like the rest, I checked the paths with a material editor, changed And to the Ampersand and they all work now.

Thank you so much for this update! It just made an already favorite mod even more invaluable, you're even nudging me back to the Minutemen with those public library signs!

How very odd. That I hadn't noticed it, that is, since that's a really big module. I'll make those changes as soon as I can and repost that file.

EDIT: Okay, should be fixed.

Glad you're liking it, and to know that other than the glitch with the names on that one file, it's working. I was really trying something new with this one, and put in WAY too many hours getting it set up, so it's a relief to know that what to me in theory would work actually does in practice.

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Hi! I don't see FactionsInstitute in files. 
By the way, what will happen to the transfer blueprints using the old version? Do they need to be redone?

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Hi, Vortex user here, and I'm having the problem you describe and attribute to MO2 (menus are there, I can theoretically scroll through items, but the icons are blank in the build menu and nothing shows up in-world). I do have SMM, and used the Nexus version with no issues. I will admit I am 100% not a best-practices modder (I'm on level 90, I want these new signs, I will install on level 90), but my setup is pretty damn stable for being less "a game" and more "over 300 mods stacked in a trenchcoat," and I had an experienced modder walk me through making sure everything was loaded in and deployed correctly.

 

Do you have any ideas to throw at the wall and see if they stick? Because I'm at a loss. (I would say "the problem is Vortex," but since it was literally designed to be NMM 2.0, I....kinda feel like that's probably not it.)

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9 hours ago, nepogoda said:

Hi! I don't see FactionsInstitute in files. 
By the way, what will happen to the transfer blueprints using the old version? Do they need to be redone?

I thought I dragged in everything. I'll check tomorrow. If it's missing I'll add it in.

Edit: You were right. It was missing. It's there now.

I'm guessing any other mods that use my stuff will need to be redone if they want to use the new stuff, as setting things as .esl files required renumbering everything.

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1 hour ago, ninalyn said:

Hi, Vortex user here, and I'm having the problem you describe and attribute to MO2 (menus are there, I can theoretically scroll through items, but the icons are blank in the build menu and nothing shows up in-world). I do have SMM, and used the Nexus version with no issues. I will admit I am 100% not a best-practices modder (I'm on level 90, I want these new signs, I will install on level 90), but my setup is pretty damn stable for being less "a game" and more "over 300 mods stacked in a trenchcoat," and I had an experienced modder walk me through making sure everything was loaded in and deployed correctly.

 

Do you have any ideas to throw at the wall and see if they stick? Because I'm at a loss. (I would say "the problem is Vortex," but since it was literally designed to be NMM 2.0, I....kinda feel like that's probably not it.)

Odds are it didn't like the ampersands and underscores. Instead of using Vortex for the install, move the files into the data folder manually so it doesn't rename things.

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I'm seeing a lot of downloads, but the only comments I've seen are from people having problems, or reporting a bug.

If some people who are successfully using this mod could please comment to let me know, I'd appreciate it. Otherwise it makes me wonder if there's something I need to fix.

Thanks!

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It's great! A really fantastic update to an already fantastic mod. I know I already commented above but I wanted to leave something other than a small "bug report." Whenever I decorate my settlements I head straight for that Gruffydd Signs and Posters tab first. :)

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On 1/31/2022 at 1:34 AM, Gruffydd said:

Odds are it didn't like the ampersands and underscores. Instead of using Vortex for the install, move the files into the data folder manually so it doesn't rename things.

Tried a manual install today.

 

Getting the same problem. This time, though, I'm pretty sure I know what the problem is, just not how to fix it. So I downloaded the mod plus the modules I wanted, unzipped them, and threw the folders into my Data folder. This did not work. The mod didn't show up in-game, it acted like no mod was there at all.

So, I went to each module folder and threw only the .esp into the Data folder. Now the mod shows up, but there are no images or anything. Obviously I need the associated meshes and textures and things that were in the folder. But can I figure out how to get them to play nicely with the Data folder? I cannot, because as noted, when I threw them in there in their entirety the game didn't recognize that there was a mod.

 

Thus: the problem is not the ampersands. The problem is that Vortex didn't like that you had it in a directory, and tried to extract the .esps on their own. Unfortunately I do not know how to fix this for either a Vortex or manual install, so right now I've posted to Elianora's Discord and am waiting for someone to please explain how this works, because I rarely do manual install but even when I do I have never run into. Well. THIS.

 

 

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47 minutes ago, ninalyn said:

Tried a manual install today.

 

Getting the same problem. This time, though, I'm pretty sure I know what the problem is, just not how to fix it. So I downloaded the mod plus the modules I wanted, unzipped them, and threw the folders into my Data folder. This did not work. The mod didn't show up in-game, it acted like no mod was there at all.

So, I went to each module folder and threw only the .esp into the Data folder. Now the mod shows up, but there are no images or anything. Obviously I need the associated meshes and textures and things that were in the folder. But can I figure out how to get them to play nicely with the Data folder? I cannot, because as noted, when I threw them in there in their entirety the game didn't recognize that there was a mod.

 

Thus: the problem is not the ampersands. The problem is that Vortex didn't like that you had it in a directory, and tried to extract the .esps on their own. Unfortunately I do not know how to fix this for either a Vortex or manual install, so right now I've posted to Elianora's Discord and am waiting for someone to please explain how this works, because I rarely do manual install but even when I do I have never run into. Well. THIS.

 

 

I don't use Vortex myself, so most of this is unknown to me. It works very simply and easily with NMM Community Edition, which is what I use.

What it's designed to do is to have the .esp files in the data folder at the base level, and then have the other folders merged in with the appropriate subfolders in the data folder. So for example the textures would all end up in Fallout 4 > Data > Textures > GruffyddS&P, with the plugins all being subfolders within GruffyddS&P.

I don't know what you need to do with Vortex to manually activate a mod that is in the right folders but wasn't installed with Vortex, but I assume there is some way to do it.

Edit: In NMM, I used the Install From File option. It looks like there's one in Vortex as well. Have you tried that? If not, please give it a try, directing it to install from the .7z files.

Edit Again: It looks like with Vortex, it's supposed to be a really easy process to manually install. On the Mods page under Mods in the dashboard, at the bottom there's a "Drop File(s)" area, and you're supposed to be able to just drag the files (the .7z ones) into that area, then follow the prompts.

Has anyone else successfully used Vortex to install this mod? If you could comment here with what the best way to do it is, that would be very helpful. Thanks!

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4 hours ago, Gruffydd said:

I don't use Vortex myself, so most of this is unknown to me. It works very simply and easily with NMM Community Edition, which is what I use.

What it's designed to do is to have the .esp files in the data folder at the base level, and then have the other folders merged in with the appropriate subfolders in the data folder. So for example the textures would all end up in Fallout 4 > Data > Textures > GruffyddS&P, with the plugins all being subfolders within GruffyddS&P.

I don't know what you need to do with Vortex to manually activate a mod that is in the right folders but wasn't installed with Vortex, but I assume there is some way to do it.

Edit: In NMM, I used the Install From File option. It looks like there's one in Vortex as well. Have you tried that? If not, please give it a try, directing it to install from the .7z files.

Edit Again: It looks like with Vortex, it's supposed to be a really easy process to manually install. On the Mods page under Mods in the dashboard, at the bottom there's a "Drop File(s)" area, and you're supposed to be able to just drag the files (the .7z ones) into that area, then follow the prompts.

Has anyone else successfully used Vortex to install this mod? If you could comment here with what the best way to do it is, that would be very helpful. Thanks!

AH! Okay, so I'll have to do that bit by hand (when I say manual, I mean I did the "I downloaded and unzipped, then put in the correct folder in the Steam directory" thing--the manual install didn't involve Vortex at all), but. Other than being slightly time-consuming because I'll probably be reinventing the wheel while doing it, I think I know how to make that happen. I'm in the middle of clearing Fallon's right now because I was frustrated at mod folders and needed to shoot something, but give me an hour to get back to Sanctuary and I'll see if I can make this work.

 

EDIT: Boy, I hope you're not getting separate emails for each time I pop in here to try to troubleshoot.

 

So: in a last-ditch attempt to get this working, I deleted all the files I'd been working with, went back to the zips, and re-unzipped them, then started manually installing one module at a time, checking in-game, going back to install another module, etc. This worked! ...for two modules. I got Businesses and Vintage working. Community didn't show up at all when I tried adding it, and neither did Religion. It's now 3:30am and I've been fighting with this for two and a half hours so....I'm giving up for now. I'll try the other modules when I wake up, but honestly at this point I'm out of ideas.

 

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3 hours ago, ninalyn said:

AH! Okay, so I'll have to do that bit by hand (when I say manual, I mean I did the "I downloaded and unzipped, then put in the correct folder in the Steam directory" thing--the manual install didn't involve Vortex at all), but. Other than being slightly time-consuming because I'll probably be reinventing the wheel while doing it, I think I know how to make that happen. I'm in the middle of clearing Fallon's right now because I was frustrated at mod folders and needed to shoot something, but give me an hour to get back to Sanctuary and I'll see if I can make this work.

 

EDIT: Boy, I hope you're not getting separate emails for each time I pop in here to try to troubleshoot.

 

So: in a last-ditch attempt to get this working, I deleted all the files I'd been working with, went back to the zips, and re-unzipped them, then started manually installing one module at a time, checking in-game, going back to install another module, etc. This worked! ...for two modules. I got Businesses and Vintage working. Community didn't show up at all when I tried adding it, and neither did Religion. It's now 3:30am and I've been fighting with this for two and a half hours so....I'm giving up for now. I'll try the other modules when I wake up, but honestly at this point I'm out of ideas.

 

That's really weird that some worked and others didn't, given the structure. It really should be all or nothing.

My best guess is that something borked in Vortex and caused it to either rename something or improperly load.

If Vortex shows them as active, check the folder structure and make sure the files got where they needed to go. If Vortex doesn't show them as active, remove the ones that didn't work and try the install again on just those.

The main file, which you have working, is the only one with any real mechanics in it. All the rest are just added objects, using the menu structure from the main file, set up with the main file as a master.

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14 hours ago, Gruffydd said:

That's really weird that some worked and others didn't, given the structure. It really should be all or nothing.

My best guess is that something borked in Vortex and caused it to either rename something or improperly load.

If Vortex shows them as active, check the folder structure and make sure the files got where they needed to go. If Vortex doesn't show them as active, remove the ones that didn't work and try the install again on just those.

The main file, which you have working, is the only one with any real mechanics in it. All the rest are just added objects, using the menu structure from the main file, set up with the main file as a master.

Well, I'm not installing it through Vortex. I cleared everything out of Vortex, deleted all the files I'd used for the Vortex attempt, and then redownloaded and reinstalled manually. I'll poke at it today and see if I can get it working.

 

EDIT: welp.

 

Deleted all my files related to the religion module. All of them. The original zip and everything. Redownloaded it. Unzipped it, put all the files where they should go.

 

The game does not recognize that they exist.

 

I'm going to go ahead and try the rest of the modules, but my hopes aren't high right now.

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3 hours ago, ninalyn said:

Well, I'm not installing it through Vortex. I cleared everything out of Vortex, deleted all the files I'd used for the Vortex attempt, and then redownloaded and reinstalled manually. I'll poke at it today and see if I can get it working.

 

EDIT: welp.

 

Deleted all my files related to the religion module. All of them. The original zip and everything. Redownloaded it. Unzipped it, put all the files where they should go.

 

The game does not recognize that they exist.

 

I'm going to go ahead and try the rest of the modules, but my hopes aren't high right now.

I don't know what to tell you. If some of them worked, they should all work. Like I said, everything except the main file is just master-linked objects. Not even the menus are in them, they're all in the main file. They're all there in the .7z (I checked), and it all looks good in game, so I have to assume it's something to do with the way they're being installed.

Have you tried drag and drop through Vortex, or Install From File in NMM Community?

Here's one of the religion signs in use in my playthrough, a small restaurant/church for the local Pastafarian sect:

image.thumb.png.7e278da1b04ffb20373f756dcf354344.png

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2 hours ago, Gruffydd said:

I don't know what to tell you. If some of them worked, they should all work. Like I said, everything except the main file is just master-linked objects. Not even the menus are in them, they're all in the main file. They're all there in the .7z (I checked), and it all looks good in game, so I have to assume it's something to do with the way they're being installed.

Have you tried drag and drop through Vortex, or Install From File in NMM Community?

Here's one of the religion signs in use in my playthrough, a small restaurant/church for the local Pastafarian sect:

image.thumb.png.7e278da1b04ffb20373f756dcf354344.png

I want you to know that no matter how "are you fvcking KIDDING me" you feel about what I am about to say, I have to feel it at least twice that amount.

 

I have a mod that the Bethnet in-game mod menu occasionally likes to drag out of proper load order, rendering it useless (it's one of those gotta-go-at-the-bottom ones). Why? I don't know. Multiple people have tried to troubleshoot with me because they have the same problem, and none of us have ever come to a conclusion. (IT JUST WORKS AM I RIGHT) So. I realized tonight my game had done this again, and I went in to move the wayward mod back where it belonged....

 

....AND THE BETHNET IN-GAME MOD MENU APPARENTLY ALSO DECIDED IT WAS GOING TO VERY KINDLY DISABLE YOUR MODULES FOR ME. JUST BECAUSE. YOU KNOW. So between the two of us we've spent a stupid number of hours trying to fix this and literally the problem was Todd Howard, because of course it was. I would like to apologize on behalf of Bethesda and also my own dumb ass for not going in there to look in the first place when I already know it has a mind of its own sometimes.

 

And with that solved, I have found a minor issue I think is probably going to require redownloading (some missing textures, and also the wrong texture being used), but that's like. That's a thing that happens to downloads sometimes. That at least is *normal* and not my game being haunted.


(And also I have a Chabad of the Commonwealth in my Sanctuary now. The building has been up for ages, just waiting for a sign. I cackled the whole time I placed it, because you have now added to the proud tradition of "if you go somewhere and it doesn't have a Chabad that place doesn't actually exist." Thank you.)

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2 hours ago, ninalyn said:

I want you to know that no matter how "are you fvcking KIDDING me" you feel about what I am about to say, I have to feel it at least twice that amount.

 

I have a mod that the Bethnet in-game mod menu occasionally likes to drag out of proper load order, rendering it useless (it's one of those gotta-go-at-the-bottom ones). Why? I don't know. Multiple people have tried to troubleshoot with me because they have the same problem, and none of us have ever come to a conclusion. (IT JUST WORKS AM I RIGHT) So. I realized tonight my game had done this again, and I went in to move the wayward mod back where it belonged....

 

....AND THE BETHNET IN-GAME MOD MENU APPARENTLY ALSO DECIDED IT WAS GOING TO VERY KINDLY DISABLE YOUR MODULES FOR ME. JUST BECAUSE. YOU KNOW. So between the two of us we've spent a stupid number of hours trying to fix this and literally the problem was Todd Howard, because of course it was. I would like to apologize on behalf of Bethesda and also my own dumb ass for not going in there to look in the first place when I already know it has a mind of its own sometimes.

 

And with that solved, I have found a minor issue I think is probably going to require redownloading (some missing textures, and also the wrong texture being used), but that's like. That's a thing that happens to downloads sometimes. That at least is *normal* and not my game being haunted.


(And also I have a Chabad of the Commonwealth in my Sanctuary now. The building has been up for ages, just waiting for a sign. I cackled the whole time I placed it, because you have now added to the proud tradition of "if you go somewhere and it doesn't have a Chabad that place doesn't actually exist." Thank you.)

I am very happy to hear it's (mostly) working for you. Let me know if any of the textures are actually missing and not just victims of the download gods.

The Chabad sign was actually specifically requested by someone on Nexus before I had to move my mod. They were excited because of my Hannukah poster, and wanted something more. Thankfully, as long as you keep certain stylistic choices, Chabad lets you use their name/logo (which is good, because I emailed three different people to make sure I wouldn't be offending anyone, and none of them responded).

Let me know if you run into any other issues.

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21 hours ago, Gruffydd said:

I am very happy to hear it's (mostly) working for you. Let me know if any of the textures are actually missing and not just victims of the download gods.

The Chabad sign was actually specifically requested by someone on Nexus before I had to move my mod. They were excited because of my Hannukah poster, and wanted something more. Thankfully, as long as you keep certain stylistic choices, Chabad lets you use their name/logo (which is good, because I emailed three different people to make sure I wouldn't be offending anyone, and none of them responded).

Let me know if you run into any other issues.

I was the one who requested the Chabad sign, I literally followed you over here :lol: I'm so excited to have it up and built properly, you have no idea.

 

As for the other issue...I did try redownloading the file, but nope, same issue. It's not so much "missing" as....wrong? I wasn't entirely sure how to explain it so I took some screenshots. These three just kind of give you an idea what's going on, but this affects all signs and posters from the "generic and miscellaneous" module. (I'm also slightly in need of directions. In the Nexus version of the mod, there are a few signs you can hang outside a bar or restaurant. The kind that would swing back and forth in real life, not ones that lay flat against the building. I can't find them. Did they get taken out of the mod, or do I need to troubleshoot my food/drink module?)

clinicsign.png

deathclawtarget.png

hardware.png

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11 hours ago, ninalyn said:

I was the one who requested the Chabad sign, I literally followed you over here :lol: I'm so excited to have it up and built properly, you have no idea.

 

As for the other issue...I did try redownloading the file, but nope, same issue. It's not so much "missing" as....wrong? I wasn't entirely sure how to explain it so I took some screenshots. These three just kind of give you an idea what's going on, but this affects all signs and posters from the "generic and miscellaneous" module. (I'm also slightly in need of directions. In the Nexus version of the mod, there are a few signs you can hang outside a bar or restaurant. The kind that would swing back and forth in real life, not ones that lay flat against the building. I can't find them. Did they get taken out of the mod, or do I need to troubleshoot my food/drink module?)

clinicsign.png

deathclawtarget.png

hardware.png

Ah. Okay I know what the issue is and how to fix it. I should have a fix up by Sunday.

What you're seeing is the default texture I use for material replacers so it doesn't do worse than what you see if there's an issue, and it's really apparent when there's an issue.

I briefly experimented with changing the paths so that the mod would work better with MO2, but abandoned it when I determined it would take weeks of dedicated work to change hundreds upon hundreds of material and .nif files, time I just didn't have. And apparently I packaged up those modified files instead of the good ones for that module.

Glad you got the sign you wanted. I forgot to record active sign requests from the comments before they deleted the mod on Nexus, so I didn't know who to tell they were here.

EDIT: Rather than going through and fixing stuff, I just re-packaged the entire GenericAndMiscellaneous module from my live files, after verifying they were working in-game. So, it should be working now. Please give it a try and let me know if it fixed the issue.

EDIT AGAIN: Oh, and as far as I can tell, all of those hanging food and drink signs should be in their normal spots. If you can let me know which signs you remember that you aren't finding, that will help me troubleshoot it.

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11 hours ago, Gruffydd said:

Ah. Okay I know what the issue is and how to fix it. I should have a fix up by Sunday.

What you're seeing is the default texture I use for material replacers so it doesn't do worse than what you see if there's an issue, and it's really apparent when there's an issue.

I briefly experimented with changing the paths so that the mod would work better with MO2, but abandoned it when I determined it would take weeks of dedicated work to change hundreds upon hundreds of material and .nif files, time I just didn't have. And apparently I packaged up those modified files instead of the good ones for that module.

Glad you got the sign you wanted. I forgot to record active sign requests from the comments before they deleted the mod on Nexus, so I didn't know who to tell they were here.

EDIT: Rather than going through and fixing stuff, I just re-packaged the entire GenericAndMiscellaneous module from my live files, after verifying they were working in-game. So, it should be working now. Please give it a try and let me know if it fixed the issue.

EDIT AGAIN: Oh, and as far as I can tell, all of those hanging food and drink signs should be in their normal spots. If you can let me know which signs you remember that you aren't finding, that will help me troubleshoot it.

As a sidenote, I love that texture and if you ever decided to release it as like...I don't know, scrap metal or something, I think it'd work really well. It's got a very "Fallout machines meet the Antikythera mechanism" feel to it.

 

OKAY SO. Luckily, I have not yet deleted the Nexus version of the mod, so I could check against the old version and report back here. Except once again my game is haunted because when I first asked about this I had only three signs in that category (the chem bar, Sunset Sarsaparilla, and the water sign) and once I disabled the Nexus version, reenabled the modular version, and opened up....everything was there. I promise you I am not making this shit up. (When I say my game is haunted, I'm only somewhat joking.)

 

ALL OF THAT SAID. Yes, the new files work! I have my targets back for my gun shop, yay! I did notice in the actual file folder there are duplicates where it looks like the provisional files didn't get deleted. It didn't affect anything in my install, but you know, if you wanted to know for tidiness' sake, those are still in there.


Also: I have made exactly one mod, and what you're describing is the reason why. It's a basic radio mod, I followed a tutorial, it's supposed to be the easiest thing in the world, IT TOOK ME A WEEK. Because the files didn't want to play nicely. Like let's be clear, I did all my sound mixing and stuff so everything would be the same volume and sound good, for eighteen songs, in like three hours. The remaining 30 hours or so were nothing but me going "....come on, come on, why won't you SAVE? Just save! Just--STOP MOVING THAT WAS IN THAT ORDER FOR A REASON." These days I would literally rather offer people money to make things than try to do it myself. I have many ideas, but, well, you've seen how I handle just trying to install a mod, much less make one. Knowing what it took me just to make that mod, I can only imagine what it takes to put something like this together.

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51 minutes ago, ninalyn said:

As a sidenote, I love that texture and if you ever decided to release it as like...I don't know, scrap metal or something, I think it'd work really well. It's got a very "Fallout machines meet the Antikythera mechanism" feel to it.

 

OKAY SO. Luckily, I have not yet deleted the Nexus version of the mod, so I could check against the old version and report back here. Except once again my game is haunted because when I first asked about this I had only three signs in that category (the chem bar, Sunset Sarsaparilla, and the water sign) and once I disabled the Nexus version, reenabled the modular version, and opened up....everything was there. I promise you I am not making this shit up. (When I say my game is haunted, I'm only somewhat joking.)

 

ALL OF THAT SAID. Yes, the new files work! I have my targets back for my gun shop, yay! I did notice in the actual file folder there are duplicates where it looks like the provisional files didn't get deleted. It didn't affect anything in my install, but you know, if you wanted to know for tidiness' sake, those are still in there.


Also: I have made exactly one mod, and what you're describing is the reason why. It's a basic radio mod, I followed a tutorial, it's supposed to be the easiest thing in the world, IT TOOK ME A WEEK. Because the files didn't want to play nicely. Like let's be clear, I did all my sound mixing and stuff so everything would be the same volume and sound good, for eighteen songs, in like three hours. The remaining 30 hours or so were nothing but me going "....come on, come on, why won't you SAVE? Just save! Just--STOP MOVING THAT WAS IN THAT ORDER FOR A REASON." These days I would literally rather offer people money to make things than try to do it myself. I have many ideas, but, well, you've seen how I handle just trying to install a mod, much less make one. Knowing what it took me just to make that mod, I can only imagine what it takes to put something like this together.

To save time, all I did was drop my live files for GenericAndMiscellaneous into a .7z folder, so there may be some "stuff I was working on" artifacts in there. I'll get a clean version up at some point, but I wanted to make sure people had working signs as fast as possible.

And you don't want to know how many hours have gone into this mod. Really you don't. But it's in the four-digit range....

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19 hours ago, Gruffydd said:

To save time, all I did was drop my live files for GenericAndMiscellaneous into a .7z folder, so there may be some "stuff I was working on" artifacts in there. I'll get a clean version up at some point, but I wanted to make sure people had working signs as fast as possible.

And you don't want to know how many hours have gone into this mod. Really you don't. But it's in the four-digit range....

No problem! I just wasn't sure if it was missed or not.

 

That doesn't surprise me in the least. I actually just spotted your Patreon and signed up for it because I like to throw money at my modders when I can. Having had just a taste (and that was more than enough) of the work that goes into mods, I'm totally comfortable saying people who put out this kind of work deserve compensation for it even if it's "just a hobby." The learning curve for "here is a connect-the-dots plug-and-play tutorial" mod was insane. I feel like the learning curve required for something like "let's just, you know, make several hundred custom signs, with all relevant collision and snap points, because people might want that" is probably best akin to that one roller coaster that goes straight up for like 18 stories and then straight back down again. That's a lot of time and love and effort to dedicate.

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6 hours ago, ninalyn said:

No problem! I just wasn't sure if it was missed or not.

 

That doesn't surprise me in the least. I actually just spotted your Patreon and signed up for it because I like to throw money at my modders when I can. Having had just a taste (and that was more than enough) of the work that goes into mods, I'm totally comfortable saying people who put out this kind of work deserve compensation for it even if it's "just a hobby." The learning curve for "here is a connect-the-dots plug-and-play tutorial" mod was insane. I feel like the learning curve required for something like "let's just, you know, make several hundred custom signs, with all relevant collision and snap points, because people might want that" is probably best akin to that one roller coaster that goes straight up for like 18 stories and then straight back down again. That's a lot of time and love and effort to dedicate.

I wish I had full collision. I have it wherever I can, but some base objects don't have any, and while I'm a fair hand at NIFskope, you can't do custom collision in it (as far as I know). But everything else, yep. The funny thing is, this all started because someone else had a sign mod, but (at first) only for vanilla signage, and I wanted some custom stuff for my build. I asked him if I could provide him some textures for him to add, and for a brief time I did. Then he got REALLY frustrated trying to get something to work (I never learned what, but I suspect it may have been to do with navmesh), and ended up quitting modding, which is when I said well heck, I'll just make my own then. It's been a long road since then. (In case you're wondering, that original mod was Business Settlements by Tamayo, which can still be found on Nexus.)

Thanks so much for donating on the Patreon! Amazingly generous of you.

Let me know if you have any other sign requests.

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On 2/5/2022 at 7:25 PM, ninalyn said:

That doesn't surprise me in the least. I actually just spotted your Patreon and signed up for it

Not to make this weird but I've been wondering if you had a Patreon forever and never seemed to be able to find one. Could I get a link if that isn't against the forum rules? For all the same reasons as Ninalyn, especially if it supports someone who's work has been a staple for a while.

If you're open to requests, could a very niche player put the thought out there and ask for some more Brotherhood of Steels "services" signs? Public Archives instead of Public Libraries, crafting areas, that sort of thing? Kind of like a compliment to the fact you have some Minutemen-aren't-always-good-guys signs it would be nice to have a few more BOS options that aren't *Purge the Heretic! Slay the mutant!*

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26 minutes ago, Bridges1120 said:

Not to make this weird but I've been wondering if you had a Patreon forever and never seemed to be able to find one. Could I get a link if that isn't against the forum rules? For all the same reasons as Ninalyn, especially if it supports someone who's work has been a staple for a while.

If you're open to requests, could a very niche player put the thought out there and ask for some more Brotherhood of Steels "services" signs? Public Archives instead of Public Libraries, crafting areas, that sort of thing? Kind of like a compliment to the fact you have some Minutemen-aren't-always-good-guys signs it would be nice to have a few more BOS options that aren't *Purge the Heretic! Slay the mutant!*

I don't see where it's against the rules, but if it is, I'm sure someone will tell me. Because the link is https://www.patreon.com/Gruffydd. :)

 By the way, I know almost nothing about Patreon, only having set it up because one guy wanted to do a recurring donation on Nexus, and PayPal wanted to charge stupidly high fees to do it. So there's only ever been one person, and that was a couple of years ago. What I'm saying is, if I mess up or it's a bit clunky, please be patient. And if I missed something obvious and you're thinking "how come I can't find X", I may not even know about X, much less how to set it up. So if you have any helpful advice, it would be welcomed.

The BoS is actually next on my list of factions to flesh out, much like I did with the Minutemen. I want to have three different "flavors" again, and so far I have two, one based on the current version in the vanilla game (follows the original goals, but has some, shall we say... community relations issues), and one based on the FO3 version called Lyon's Legacy or some such (is actually helping the common people now). I'm looking for a third option, something between the two I have so far, but haven't found inspiration yet.

It sounds like the latter is the kind of stuff you're looking for, and that kind of thing will definitely be going in.

I'll also (as I did with the MM) be adding in some banners or flags or stuff to indicate mergers of factions, so if you're playing an alliance between the BoS and MM, or your BoS has been completely infiltrated and suborned by the Institute, or whatever, you'll have something to show it. But because that's getting a bit out there lore wise, that's probably about as far as I'll go with those unless someone requests something specific.

Other than what you mentioned, do you have anything specific you'd like to see for the BoS?

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You'd think typing Gruffydd into the Patreon search bar would have brought you up but the closest I was offered by that (or Google) was an artist name Jasmine - somehow - who makes really weird looking doll art.

And it sounds like you were already pondering what I was pondering, I tend to play my Brotherhood as a little mix of both who have elected to settle the Commonwealth, so even some "Lyons themed" items as far as inspiration and temperament goes will probably already fit the bill combined with what you've already got. I guess I'd just double down on civil services? Schools, clinics with a bit more upscale signage but not full blown Institute shine, archives / libraries, recruitment offices?

I tend not to be able to get too into the weeds with things when it comes to talking to artistic folks, whatever you produce in your own time is probably going to be way better than anything I could try and conjure up.

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