Files posted by Sclerocephalus
The workshop scripts (WorkshopParentScript, WorkshopScript, WorkshopObjectScript, WorkshopNPCScript and WorkshopAttackScript) from UFO4P 2.0.2, recompiled in debug mode.
This is for helping to track down the causes of workshop-related issues.
DO NOT USE THESE FILES IF YOU DON'T HAVE UFO4P 2.0.2 INSTALLED.
For installation drop the pex files in your fallout4\data\scripts folder. Make sure that logging is enabled in papyrus.ini. To uninstall, delete the pex files that came with this download from your fallout4\data\scripts folder. If you have UFO4P installed, removal of the files won't have any consequences (if you don't, installation still works but subsequent file removal may irreparably corrupt your saves).
A huge farmhouse interior & exterior kit.
Customize your farmhouse and make matching interiors.
Includes many new features such as upper floors, side wings, gables, balconies, various fireplace styles and dimensions, real staircases (not just ladders) and walkways that perfectly fit all around.
Exterior parts come with LOD meshes.
The download includes an esp with the setup (static object definitions) of all new meshes.
A documentation with notes on assembling the meshes is still missing, but will be added isoon. In the meantime, some assembly notes are available in the forum thread: http://www.afkmods.com/index.php?/topic/4579-relz-scleros-farmhouse-kit/
You may use this mod's resources in your own mods without explicit permission as long as the original author is credited.
However, you're not allowed to use this mod's resources in any mods intended to be monetized.
Also, do not upload this mod on other download sites .Once it has matured a little, I will post it on the Nexus. If you feel that it should be available on other sites, just ask.
New in v0.93:
Added 24 room divider meshes.
New in v0.95:
Added walkway stairs (2 styles) and matching railings.
New in v0.97:
Added walkway railings and another set of walkway stairs.
Simply speaking, this mod does for real what the mod "Increased Settler Population" (Nexus modID = 1618) claims to do: it allows all workshops to spawn more settlers, up tp a limit that may range from 20-50, depending on the workshop's size (see the additional features listed below).
The mod "Increased Settler Population" is modifying a game setting that has no effect on the population limit because the workshops are simply not checking it. As has been found out however, that setting is used by workshop mode when it displays the location list that shows up when a settler is activated to send him to another workshop: in that list, any location with a population higher than the value stored in the game setting will be grayed out (i.e. it can't be selected). Increasing the game setting largely removes that limitation and therefore, "Increased Settler Population" does still allow for higher workshop populations - but only indirectly: to realize them, you have to move the settlers manually from workshops that are still recruiting to the workshops of your choice.
This mod does both: increase the population limit on the workshops (so they will eventually reach the higher limit all on their own) and remove the limitation to moving settlers around.
Note however that it will not work on raider workshops (they are using their own versions of the base game workshop scripts and I did simply not conceive this mod to include them).
Since workshops in FO4 have variable sizes, an increase of the population limit is not everywhere preferrable. Take Hangman's Alley and Murkwater Construction Site as examples: they barely can accomodate the vanilla population limit (which may be as high as 26 if you make use of all charisma-boosting equipment available in an unmodded game). To account for this, I have classified the workshops in three categories: small, medium and large. Small ones will keep to the vanilla limit, medium ones will end up around 35 and large ones around 50, according to the new calculation formula: MaxPopulation = 10 + CharismaMultiplier x PlayerCharisma. The charisma multipliers are different for small, medium and large settlements. Vanilla workshops will stop spawning new settlers if there are 5 or more settlers unassigned. With this mod active, that check is overridden. Installation:
The download contains two versions, one for use with all DLCs, the other for use with no DLCs. Open the folder of your choice and drop the esp and the archive into your Fallaout4/Data folder. Note that the No_DLC versionwill also work dine with all DLCs active. You'll only miss the size classification for the DLC-added workshops. Uninstallation:
As a scripted mod, uninstallation will leave permanent traces in yoour save (this is inherent to all scripted mods). Nonetheless, lasting effects on your game due to an uninstallation are not to be expected, because this mod does not modify any vanilla scripts or objects (it only runs a brand new script from a mod-added quest). Compatibility:
There are no conflicts known nor expected, because this mod does not touch any vanilla script nor any vanilla object. Because it gets the workshop refs it's working on by reading the Workshops array from WorkshopParentScript, it will even work with mod-added workshops.
A small mod that makes the remaining shack and the wooden stairs at Hangman's Alley scrappable.
Just that and nothing else.
An expansion of Skyrim's weapon rack system, which adds new racks and more functionality:
New racks: a staff rack (see screenshots) and a shield-only plaque, plus a second version of the standard wooden rack with a new texture
An exclusive rack for Wuuthrad will be enabled in Jorrvaskr after completion of "Glory of the Dead"
All display cases (both the large cases in Hjerim and the Archmage's quarters, as well as the dagger cases in Hjerim, the Archmage's quarters and Vlindrel Hall) can now be individually configured at any time to either run the weapon rack scripts (which makes them weapon-only cases) or to disable them (and using them for placing arbitrary items by grab-and-drop)
The standard wooden racks will accept tools now (i.e. brooms, shovels, hoes and pitchforks)
The mod will also add both new and old racks to all player homes and the Archmage's quarters, but leaves you the decision to actually install them or not: they can be obtained as replacers for your wall clutter and acquiring them has been embedded in a small quest.
The best places to have a quick look at everything are the garden of Honeyside (player-activatable rack with tools) and Hjerim (everything else). The special effect on the staff rack looks best in the Archmage's quarters, though (the ambient light colour has some effect on how the effect colours display).
The primary purpose of this mod is to generate reliable in-game travel times of NPCs between Skyrim towns and settlements. While working on a long-term project, I wanted to set up NPCs who are travelling between different locations at fixed times of the day or week. Though, in order to set up appropriate AI packages, I had to know their approximate travel times, and because these are best measured in the running game by "real" NPCs, I did put this small mod together, which places surveyors in every hold capital and lets them travel at various speeds (the "fast walk", "jog" and "run" options of the package forms) to a number of preset destinations. Their survey results are recorded in game hours and will be printed on a separate user log.
Beyond this, the mod contains flawlessly working scripts to let actors travel between any two places, which can be easily customized for use in your own mods (documented source files are included). None of these locations needs to be preset; they can be randomly chosen or even randomly generated at runtime, and they do not even have to be within one of the Skyrim "locations".