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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. (Note: Not personally tested or verified. If this doesn't work, please let me know!)

MO2: You'll need to manually install, without using MO2 for it at all. MO2 doesn't like some of the characters I used in the file paths (I don't use MO2 so I didn't know this when I was setting everything up, and it's way too much to change it now), so it renames them, which breaks all of the paths. If anyone finds a workaround for MO2 that makes it easier, please let me know so I can post it here.

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) Some people are having issues where one or more signs are a weird metal texture rather than the sign they were expecting. That's the default texture that shows when the material replacer isn't working. So, why isn't the material replacer working? One of two reasons, most likely. Reason 1: Your install wasn't entirely successful. If you're seeing it in one group of signs in particular, this is very likely. Try reinstalling the plugin that has the issues. Reason 2: I mis-typed a path. As far as I am aware, there are only a couple of items currently with this issue, so if you're seeing a bunch, it's probably an install issue. That said, if you want me to look into it, please specify which signs you're having issues with. There are over 800 signs, so to troubleshoot I need details.

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 5.0.6

Released

Added the new Added Settlements plugin.

This is an assortment of non-vanilla settlement locations - some because thery're obvious alternate settlement locations, others because they were specifically requested - that can be used for new settlements when you're using mods that add new settlement locations or allow you to select or create your own.

Each one has four versions, a generic one, and one for each of the three primary factions (BoS, Institute, Minutemen).

This adds a lot of new signs (nearly 100), so there's a lot of opportunity for potentially having missed something. If you find any glitches, please let me know so that I can fix them.


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24 minutes ago, Mangosis15 said:

This mod doesnt seem to work at all with Vortex is there any guide on manual installation? 

Did you have SMM installed and running before installing this mod?

If so, all you should have to do in Vortex is drag it into the box at the bottom of the screen for manual installs, and it should walk you through the rest of it.

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32 minutes ago, Mangosis15 said:

This mod doesnt seem to work at all with Vortex is there any guide on manual installation? 

Download the file, open vortex with the Fo4 profile, click mods in the menu on the left. scroll down to the bottom you will see a box with drag and drop or something similar I cant remember the exact wording off hand. open the folder you downloaded the file to drag an drop the file in the box on vortex. you should now be able to install the mod as usual.

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14 minutes ago, Gruffydd said:

Did you have SMM installed and running before installing this mod?

If so, all you should have to do in Vortex is drag it into the box at the bottom of the screen for manual installs, and it should walk you through the rest of it.

Snap

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I'll be expanding the Additional Settlements plugin a bit more than I'd originally planned, to make it fit in better with the overall mod.

It's still just going to be one plugin, because I don't want to add separate plugins for each faction, but it will include for each of the added settlements a generic sign, a BoS sign, an Institute sign, and a Minutemen sign.

Settlements included at this point will be Atom Cats Garage, Breakheart Banks, College Square, Concord, Corvega, Drumlin (Diner), Dunwich, Fairline Hills Estates, Fiddlers Green Trailer Estates, Fort Hagen, Fort Strong, Hanscom AFB, Lexington, Libertalia, Lynn Woods, Northwind Point, Pilgrims Way, Quincy, Salem, Steeple Heights, University Point, Vault 81, West Everett Estates, and Weymouth.

I've already finished the ones for the BoS and Institute, and about half of the generic ones. So it's probably a week or two before I'll do an update that will add in all of the miscellaneous stuff I've done recently, plus this new module.

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5 hours ago, Gruffydd said:

I'll be expanding the Additional Settlements plugin a bit more than I'd originally planned, to make it fit in better with the overall mod.

It's still just going to be one plugin, because I don't want to add separate plugins for each faction, but it will include for each of the added settlements a generic sign, a BoS sign, an Institute sign, and a Minutemen sign.

Settlements included at this point will be Atom Cats Garage, Breakheart Banks, College Square, Concord, Corvega, Drumlin (Diner), Dunwich, Fairline Hills Estates, Fiddlers Green Trailer Estates, Fort Hagen, Fort Strong, Hanscom AFB, Lexington, Libertalia, Lynn Woods, Northwind Point, Pilgrims Way, Quincy, Salem, Steeple Heights, University Point, Vault 81, West Everett Estates, and Weymouth.

I've already finished the ones for the BoS and Institute, and about half of the generic ones. So it's probably a week or two before I'll do an update that will add in all of the miscellaneous stuff I've done recently, plus this new module.

More people should really join your Patreon, you spoil us.

 

I'll be sure to take some screenshots of the lovely work you've let me do in my settlements (well--the ones that are already built, my Colonize The Whole Fucking Commonwealth project is coming along about as slowly as you'd imagine).

 

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On 5/9/2022 at 3:33 PM, Gruffydd said:

Full Version:

image.thumb.png.f85a405561518a2cf489429e3a605950.png

Short Version:

image.thumb.png.881c84d708d3c4f671a0a06db9dce2ba.png

Also...

image.thumb.png.64026fa851f6a31c289edc08d24e3f38.png

I LOVE THESE.


Will I 100% abuse the shit out of Conquest in order to put them on places like the Mass Fusion Containment Building? Yes. Yes I will.

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On 5/6/2022 at 9:36 PM, Gruffydd said:

I've been working on some of these, and had some questions. Specifically, there are some that I'm not 100% sure of the reference for, and some that I don't know what kind of theming you're wanting for the sign because I can't find much real-world data on them.

* Is "Chestnut" the Chestnut Hillock Reservoir location, where you find the story of Edwin and Annika? Do you want it just called Chestnut or Chestnut Hillock or Chestnut Hillock Reservioir? What motto or image do you want with it, if any?

* I can't find anything for East's Watch or Two Suns at all. What are you looking for with these?

I'm just about done with the additional settlements signs (or at least the textures, which is the hard part), and I still have some questions.

I can't find anything on Steeple Heights, East's Watch, or Two Sins to be able to add some customization to the signs. Without added info, these will have to be left out, so if anyone has info on any of them please let me know ASAP.

Also, any details on Chestnut? Without any other info, I'm going to assume it's Edwin and Annika's place.

 

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1 hour ago, Gruffydd said:

I'm just about done with the additional settlements signs (or at least the textures, which is the hard part), and I still have some questions.

I can't find anything on Steeple Heights, East's Watch, or Two Sins to be able to add some customization to the signs. Without added info, these will have to be left out, so if anyone has info on any of them please let me know ASAP.

Also, any details on Chestnut? Without any other info, I'm going to assume it's Edwin and Annika's place.

 

There is a Chestnut Hillock Reservoir settlement, yeah. Not sure about the other two, though.

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Gruffyyd!  I am so glad I found your mod here.  However, there are several sections of this that have really weird textures, like they're not mapped correctly or maybe missing a normal or something (I don't know, I'm not a graphic artist).  I'll do a more in-depth look at everything in workshop and make a list.  Just thought you should know.  Thanks for keeping this available, I adore this mod!

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3 hours ago, Rhaevyn said:

Gruffyyd!  I am so glad I found your mod here.  However, there are several sections of this that have really weird textures, like they're not mapped correctly or maybe missing a normal or something (I don't know, I'm not a graphic artist).  I'll do a more in-depth look at everything in workshop and make a list.  Just thought you should know.  Thanks for keeping this available, I adore this mod!

I'm not sure what would be causing that. I tend to use the normal and specular mapping for whatever the base mesh shape is (modified to remove anything specific to the content rather than shape of the sign), so that should all be there. The only signs that I'm aware of that have issues at the moment are the small Institute-style label signs, which I'm working on troubleshooting.

Other than those, it looks good on my screen. If you can give me a list of ones that are looking weird for you, I'll check them on my end of things.

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Added Settlements is now available for download:

image.thumb.jpeg.271f6e4e9427b04d27058645fe6b5843.jpegimage.thumb.jpeg.56d2cd1fd3f45e0ec0cae13f3a063227.jpegimage.thumb.jpeg.2e6ccb7436c00cd2d6b757e426c580e0.jpegimage.thumb.jpeg.f1def4c6e45b73bc41b64d8ba45289f1.jpeg

As usual, if you've already got the mod installed, you don't have to download and install it all over again, just grab and install the new plugin. It will merge right in with the existing files.

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11 hours ago, Gruffydd said:

Added Settlements is now available for download:

image.thumb.jpeg.271f6e4e9427b04d27058645fe6b5843.jpegimage.thumb.jpeg.56d2cd1fd3f45e0ec0cae13f3a063227.jpegimage.thumb.jpeg.2e6ccb7436c00cd2d6b757e426c580e0.jpegimage.thumb.jpeg.f1def4c6e45b73bc41b64d8ba45289f1.jpeg

As usual, if you've already got the mod installed, you don't have to download and install it all over again, just grab and install the new plugin. It will merge right in with the existing files.

YES!!! I'm so excited to throw these up. And that "Dunwich Containment Area..." Man, you're making me want to redownload that mod and make it a Minutemen outpost. Nothing to see here, folks, we live here so you don't have to...Or perhaps a penal colony, because I'm an asshole like that. All my synth infiltrators can live there. (As if I don't already have more than enough settlements!)

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13 hours ago, ninalyn said:

YES!!! I'm so excited to throw these up. And that "Dunwich Containment Area..." Man, you're making me want to redownload that mod and make it a Minutemen outpost. Nothing to see here, folks, we live here so you don't have to...Or perhaps a penal colony, because I'm an asshole like that. All my synth infiltrators can live there. (As if I don't already have more than enough settlements!)

Me TOO!!!  Can't wait to get into the game after I install them!!!

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Whoops... I got carried away with copy and paste, and accidentally put both the Drumlin Diner and Fiddlers Green generic settlement signs in the Wall category instead of the Ground category.

I'll fix that the next time I update.

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55 minutes ago, Gruffydd said:

Whoops... I got carried away with copy and paste, and accidentally put both the Drumlin Diner and Fiddlers Green generic settlement signs in the Wall category instead of the Ground category.

I'll fix that the next time I update.

Thanks for the heads up!   

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On 3/6/2022 at 6:08 PM, Cineromantic said:

...

Would it be possible to make the kinds of name plates that you see for desks, with various themes (eg: General, Quartermaster, Lieutenant, Comms Officer, Captain for Minutemen, Director for Institute, Overseer, Head of Security, Head Engineer for Vault-Tec, Paladin, Knight, Scribe for Brotherhood, Overboss for Raiders [Seriously, can I please have an Overboss name plate?], Mayor, Receptionist, Sheriff, Chief for generic settlements)? The name plates themselves don't need to be themed a certain way, just wanted to break them up to show what I was looking for.

 Receptionist Wood Desk Block

...

Something like this...?

image.thumb.png.e8a0491cb91af0e2ebdc0713015968ae.pngimage.png.a1291c68612dda09eaf8d06d5f9e203d.png

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You are on a roll, this version is getting realy enormous. Might be time to think about splitting it up into thiemed packages.

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6 hours ago, Uncus said:

You are on a roll, this version is getting realy enormous. Might be time to think about splitting it up into thiemed packages.

That was one of the big reasons for the new version, with the modular format.

I originally considered overall themed versions, but quickly realized there would be too much overlap, and maintenance would take a huge amount of my time. By going modular instead, I set it up so that things are sometimes grouped by theme (ex: factions) and other times by general concepts (ex: businesses), so that you can pick and choose. For example, in my own main playthrough if I were downloading the mod I wouldn't be using Factions BoS, Factions Institute, Added Settlements, VegaOne, or Murkwater Oil, but would want all the others.

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33 minutes ago, Gruffydd said:

That was one of the big reasons for the new version, with the modular format.

I originally considered overall themed versions, but quickly realized there would be too much overlap, and maintenance would take a huge amount of my time. By going modular instead, I set it up so that things are sometimes grouped by theme (ex: factions) and other times by general concepts (ex: businesses), so that you can pick and choose. For example, in my own main playthrough if I were downloading the mod I wouldn't be using Factions BoS, Factions Institute, Added Settlements, VegaOne, or Murkwater Oil, but would want all the others.

I didn't realize it would increase the work instead of reducing it, right O mate your way is best then. :wave:

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On 5/14/2022 at 10:14 PM, Gruffydd said:

I'm not sure what would be causing that. I tend to use the normal and specular mapping for whatever the base mesh shape is (modified to remove anything specific to the content rather than shape of the sign), so that should all be there. The only signs that I'm aware of that have issues at the moment are the small Institute-style label signs, which I'm working on troubleshooting.

Other than those, it looks good on my screen. If you can give me a list of ones that are looking weird for you, I'll check them on my end of things.

I could have sworn I responded to this... old age /sigh  Soon as I sort out my new load order I'll get the form IDs of the ones that were missing the right textures.  Who knows, maybe in my new modlist it will have sorted itself.  Should have taken some screens.  Keep up the awesome work Gruff!

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I did a little bit of tweaking to the mesh for the nameplates.

It's now not quite as wide, so doesn't look quite so stretched, and I fiddled with the front of it so that the edges of the part with the actual name on it are wood color, and not nameplate color (black and gold).

Basically, the mesh for some silly reason used parts of the interior of the texture for the edges, which was okay for the vanilla texture but didn't work at all for the nameplates. So, I reverted the texture back to the wood, then added another part of the mesh that was *just slightly smaller* than the rest of it, and floated that in the middle of the front area. I'm really happy with the results. I think I might make the whole thing about 20%-30% smaller though. It's still pretty large....

image.thumb.png.a3a91ca84db8dd6b809e9a4f732c794b.png

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9 hours ago, Gruffydd said:

I did a little bit of tweaking to the mesh for the nameplates.

It's now not quite as wide, so doesn't look quite so stretched, and I fiddled with the front of it so that the edges of the part with the actual name on it are wood color, and not nameplate color (black and gold).

Basically, the mesh for some silly reason used parts of the interior of the texture for the edges, which was okay for the vanilla texture but didn't work at all for the nameplates. So, I reverted the texture back to the wood, then added another part of the mesh that was *just slightly smaller* than the rest of it, and floated that in the middle of the front area. I'm really happy with the results. I think I might make the whole thing about 20%-30% smaller though. It's still pretty large....

image.thumb.png.a3a91ca84db8dd6b809e9a4f732c794b.png

yes I was thinking that too it does rather dominate the desk top. Although over all a great addition to the mod.

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15 hours ago, Uncus said:

yes I was thinking that too it does rather dominate the desk top. Although over all a great addition to the mod.

I shrunk it down a fair amount, and it looks much better, I think.

Although I could definitely see someone who calls themselves "overboss" having a two foot wide nameplate....

image.thumb.png.3e2384ff72ae0df51a4e10695796f193.png

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