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Everything posted by Gruffydd

  1. Ooo... was not aware of that. I thought loose files was just a speed issue. I definitely need to repackage my mods.
  2. Oh, okay. That shouldn't be an issue, I think. I'm not planning on adding an extreme amount. I can always provide combined ones as well, for anyone who is actually (the mind boggles!) running thousands of .esl files in their game and needs to save on the count. For instance, if someone's using all of the faction-specific stuff, they could just use FactionsComplete instead of FactionsBrotherhood, FactionsMinutement, etc. Thanks for the info!
  3. That's 4096 files within each plugin, yes? Or is that total between all mods?
  4. That's my understanding, yes. I'm pretty sure there's an "install from file" option. Don't forget, this isn't stand-alone, you'll need Gruffydd's Signs and Posters to go with it.
  5. I tried reading the Plugins and You thread, and my head started to hurt. I'm hoping someone can either confirm that I understood correctly or set me straight if I'm wrong. I've got a Fallout 4 mod that I'm working on that has a settlement menu framework that I want to be a master, for other mods to add objects to. I then want to have a number of "plugin" mods that can be added to that first mod to add content to the menu, allowing the user to choose which packages of objects they want to use, and excluding the others. Am I understanding correctly that if I flag the master with .esm and .esl, it will load as a master without counting against the plugin limit, and then if I flag the plugins as .esl, they will correctly load after the master, and still not count against the plugin limit? None of this overrides anything vanilla or makes any cell changes, so I think having them as .esl files shouldn't be an issue.
  6. I've moved over my Signs of the Times mod, which adds in a large majority of the signs and posters from the vanilla game as placeable objects, as an add-on to the Gruffydd's Signs and Posters mod. You need GS&P to run this mod. You can get it here too.
  7. Version 1.4


    All five of Gruffydd's Signs of the Times mods, together in one place, with categorization! This mod includes all five of the Signs of the Times mods, gathered together into one mod and categorized. It's set up as an add-on to Gruffydd's Signs and Posters, so you'll need that too. So, what does this mod do? It adds in a huge number of vanilla signs and posters (not all, but all that I could find at my skill level back when I was putting this together) as placeable objects. These are added to Gruffydd's Signs and Posters as a submenu, using the same categorization system used there to keep menus manageable. When you want to place one of my original signs, posters, or objects, they're in the menus for GS&P. When you want to place a vanilla asset that wasn't included in the vanilla workshop menus, they're in the submenu for this mod. You don't need this mod to use GS&P, but you do need GS&P to use this mod. Q&A: Q: Does this work with Settlement Keywords/Homemaker/Better Stores/Whatever A: Yes, as long as you are using the required mod "Gruffydd's Signs and Posters" with SMM. Q: I can't find any of the objects. Where are they? A: Everything is in the Decorations->Gruffydd->Signs of the Times folder. If the menus are there but no objects show up, and you're using MO2, you'll need to do a manual install. If no menus are showing up, once you're out of the vault use the SMM holotape. Q: Why are a bunch of the objects purple? A: That indicates a missing texture. If the object is from a DLC, then it's probably purple because you haven't bought the DLC. Bethesda doesn't allow modders to release DLC content to people who haven't bought the DLC. If it's something not from a DLC, please let me know, so I can troubleshoot it. Q: It's crashing on startup. Why? A: The only reason it should do that is if there's a missing master, which in this case would be the Gruffydd's Signs and Posters mod. Download the appropriate version of that mod, and the problem should go away. Q: It's crashing when I'm moving through the menu to place things. Why? A: That usually indicates a missing mesh. Check your game files to make sure all of the meshes are in the folders where they should be. If any are missing, you'll need to reinstall the mod or drag the objects in from a manual download. Q: Why didn't you include Object X? A: Probably because I didn't know about it when I was putting this mod together (exception: I could not get that accursed "Choice Cuts" sign to work, so that's why it's not there). Or, it may be from a DLC added after I ran out of time to be able to add more stuff to this mod. Q: Could you make a custom version of Object X? A: Not here, this mod is for vanilla stuff. If you want custom stuff, head over to Gruffydd's Signs and Posters. Q: When are you going to add the signs and posters from NukaWorld? A: At this point, it's probably not going to happen. I've had very limited time for the last couple of years, and have to pick and choose where I can dedicate my time. At this point, when I can do modding at all, it's usually over at Gruffydd's Signs and Posters. Q: GruffyDD? What does that mean? A: No, not GruffyDD. Gruffydd. It's a Welsh name, that is basically pronounced "Griffith". It's my SCA persona name. Q: What is the ultimate answer to the question of Life, the Universe, and Everything? A: 42.
  8. I really don't understand some of the arguments people make against FO4. I see a lot of "it's not a real RPG", either because it doesn't have some specific feature that they think an RPG should have (that half the ones out there don't), or because it's too scripted as to what kind of character you can play and what the intended quest progression is. Yet, a lot of these are the same people who adored Witcher 3, which to me felt more like watching a series of interconnected short films about someone else's story and characters than playing a game. I also see a lot of people complain about the "dumbing down" of the weapon system. Personally, I loathed weapon maintenance from the earlier games. The idea that you had to keep finding other weapons to break down for parts every 20 shots (okay, an exaggeration, but still) to keep your primary weapon functional was just an unnecessary grind to me. I do like the FO4 weapon system, although I found the majority of "legendary" weapons to be mediocre at best, and the unique weapons (junk jet, broadsider, etc.) were interesting but seemed more of a joke than a real option for play. Once I found my gauss rifle that was buffed for VATS, I pretty much had my go-to for the remainder of the game. I would have loved to see DLCs to flesh out some of the minor factions. The Atom Cats in particular I think could have made for a fun DLC, especially if expanding settlements allowed them to create other chapters of the organization. Of the story DLC they did do, I really enjoyed Far Harbor, thought Nuka-World as a setting was loads of fun (if at times seemed rushed), but that the raider plotlines were too one-sided as a concession to the people ranting about how the game wasn't a "real" RPG because you couldn't decide to be an absolute villain (despite how you could certainly be so quite easily with either the BoS or the institute). I was especially disappointed by how abrupt the DLC ended if you chose to eliminate the raiders. I would have loved to see that story progress, turning NW into a vibrant trade hub, and maybe even repairing a number of the rides, since the power was back on and plentiful. I also would have loved to see a DLC for the Minutemen to go beyond just a settlement network and into actually rebuilding the Commonwealth. Especially if you've taken the perks to have advanced pre-war science and engineering knowledge. If you've got the tech to turn a handful of pencils and a few mailboxes into a working firearm, and make teleporters and advanced power plants, you should be able to figure out how to do some basic building construction that doesn't involve pallets and perforated sheet metal. Especially since you meet and can befriend ghouls who have been around since pre-war who should have loads of knowledge to share after having 1) a pre-war education and 2) centuries of life experience. And once you have access to Institute tech, this should be even easier. Repair the tracks and get some light rail going back and forth between the major settlements. Do something permanent about some of the more problematic supermutant locations. Find some old textbooks, encyclopedias, how-to books, and so on, and start publishing and distributing knowledge. Get in contact with Washington about that whole free-and-plentiful fresh water thing - with institute tech can that be replicated? So many possibilities other than endless quests of rescuing kidnapped people or defending settlements. I adored the settlement building aspects of the game, and it's one of the few things that keeps me playing after poking into every corner of the maps. I don't really find replayability in this kind of game, because for me exploration and discovery is huge, not deciding how my character who I've decided this time is going to side with Faction X would react to the same stuff I've already been through the first time. I didn't think it was anywhere near fleshed out enough, and there were some issues that only mods could fix (what do you mean, I can't poke a hole through that sheet metal or wood plank wall to run a power cord through?), but overall I really liked it. That said, it can be entirely ignored, so I don't understand how much the people who didn't like it focus on it, as if there wasn't a ton of other stuff to do in the game. One thing that really irked me in previous games was that imo awful karma system. The worst example of it for me (SPOILERS) was when I worked so hard to get the ghouls allowed into the tower (gaining karma each time I made progress), only to leave and return to find out that they'd had a "disagreement" with the other tenants and had killed everyone. Also, how is it that going in somewhere and killing all of those "bad guys" trying to kill me was just dandy, but once all of them were dead picking up some object was theft and horrible, horrible karma? And really, shouldn't such a system be faction specific? Using FO4 as an example, what should build karma for a RR character is going to be vastly different from a BoS character. I found DLCs in prior games to be a mixed bag. I loved Old World Blues, got really bored with Dead Money by the time it let me leave, and hated hated hated Lonesome Road. Aside from being an absolute grind and visually and thematically uninspired, I didn't give a damn about Ulysses and hated that it railroaded me into a backstory that did not at all fit my character that I'd played the entire main game and two of the other DLCs with. And people complain about FO4 limiting who you can choose? Bleah. Hated. Lonesome Road pretty much ended my enthusiasm for the game, and I never got around to playing Honest Hearts. In FO3 I loved Broken Steel, but read what the other DLCs involved, and none of them really grabbed my attention. FO4 came out before I got to any of them, and I haven't gone back. Something I really loved about FO4 is that there's SO MUCH story out there that you have to actually find, look at, and think about, rather than having it pushed on you with a map marker. From the humorous to the deeply tragic, the things you can stumble across while exploring the Commonwealth add so much. Even just a pair of skeletons on a bed holding hands, combined with some pictures and personal letters scattered about, can tell a story. And some of the more tragic stories were downright heartbreaking (ex: be cautious using storage containers as safe rooms). I also loved the moral ambiguity of some of the situations. For example the whole Roger Warwick situation (which reminds me in a way of certain aspects of the very end of the movie World's End). I also find it very interesting that the way the factions are presented, there are still to this day robust arguments over which factions are evil with large groups of players vociferously and without irony supporting or opposing every major faction. I enjoyed FO3 and FONV. But I've got a lot more out of FO4.
  9. The school cormorant? (Don't rub linseed oil into it.)
  10. Mod downloads are free there. If you're paid, your screen isn't covered in ads, and you can download faster. In addition, premium members will be able to one-click download a collection, where free will basically be given a step-by-step and told go do it yourself. The Nexus is becoming a mod publisher instead of a mod hosting site, taking much control of their work away from mod authors. They state this is necessary to support the new Collections system which appears to be their primary business model and concern going forward, which in turn to get the most out of you must become a premium member, which in turn has had its prices dramatically increased. Remember, if you go to the site at all you are agreeing to whatever changes they have made to the ToS without telling anyone, according to their ToS. So be aware you may be agreeing to things you aren't aware you're agreeing to if you use the site. Overall, it's probably still safe to download mods from there. At this point at any rate.
  11. Very cool. I'm a fan of folk metal, and hadn't heard that one before. Here are a few I enjoyed: That last one for me has some serious Skyrim vibes....
  12. I uploaded my pool table storage racks mod here. If anyone has a billiard room in their settlement that's looking a little bare, one of these will spruce it right up. Plus, if you use the container version, you can store all of your balls, cues, and triangle in them. Unfortunately, they're not dynamic, where they show what you stored visually. But they're still nice.
  13. Version 1.0.0


    Got a nice pool table, but your cues, balls, and triangle are just sitting wherever you dropped them? Tired of stuff occasionally falling through the pool table (and then the floor, and then the ground...) when you load your game? Just want to spiffy up your billiard room? Well, now's your chance! Added here are three variants of a pool table storage rack, holding four cues, all 16 balls, a triangle, and even some chalk. Variant 1: Lore friendly, with all vanilla meshes and textures. Variant 2: A nice version crafted by local Commonwealth artisans, with polished dark wood, fancy cues, and a new skin for the balls with bolder colors, using the Brunswick pattern of having the color stripe around the middle, rather than where the number is. The chalk even has a nice wrapper on it. Plus, the glass on the cabinet has been replaced, and a backdrop of luxurious green felt covers the back of the cabinet. Variant 3: The same as variant 2, except instead of felt is has a nice period pinup (from the public domain) as the backdrop. Great for any man cave you may be putting together. All three are available as both decorative versions and as containers. Also, the mod is an .esl, so does not count against your mod limits! Alas, none of them are actually usable to play billiards, but they sure do make your non-functional billiard room look nice!
  14. Well, to me the difference is that when the site was simply a distribution site, then the mods themselves, as property of the individual mod authors, were not being used commercially by the mod authors. Since the Nexus was just a distribution site, and the mod authors had the final say in when, where, and how a mod was distributed, a solid argument could be made that the mods themselves were noncommercial, and that the site made its money not on the mods, but on its memberships and ad sales. However, now that mod authors no longer control their work there, the Nexus is saying "these mods are ours to distribute", and they're putting them together into collections to both change how they are distributed and to encourage people to buy newly-pricier memberships (because they get the one-click button). So now, the mods are needed for the collections, and the collections are driving the business model, and the business model is designed to increase profits. They have effectively become a publishing house instead of a distribution center, and that's a pretty clear step in the direction of commercial use of the mods.
  15. I'm not so sure on that... it doesn't really affect them directly, as they're not the ones with the non-commercial use only licenses. I'm the one with the licenses, so if I then license my mod to the Nexus by posting there, and they're considered commercial use, I'd be the one in violation. I'm also not sure how much they're sending through legal at all, since the whole "we can change the ToS any time we want and it's your responsibility to spot when it changes, but as soon as we change it if you use the website you're agreeing to it" thing has lost big in a number of court cases, including one where the judge declared the entire ToS invalid because, since the ToS could change at any time without notice, it was in his words "illusory and therefore unenforceable". But that's a different issue....
  16. An interesting idea that I had while responding to some posts over at the Nexus... An argument could be made that the changes there are commercial in nature. Collections - in addition to providing a service that many mod users enjoy - appear to be designed to increase sales of Premium Member subscriptions, for which prices have just been increased and the "lifetime" option removed. All of the arguments against why opt in/opt out or authors being able to delete old versions of their mods or remove them entirely appear to be based on such activities breaking the new business model. And the service itself adds a convenience function of one-click installation that is only available to Premium Member subscribers. In other words, the company is instituting changes that are apparently specifically designed to increase revenue, while at the same time explicitly claiming eternal publishing rights to mods hosted on their site to use with this new business model. Given this, I think an argument could also be made that any mods hosted there are now being used commercially, and as a whole this commercial use is specifically designed to generate profits for the site. I'm starting to think that the issue is no longer do I want or not want to have my mods hosted there, but can I legally allow my mods to be hosted there and still meet the licensing obligations on the assets (fonts, images, textures) I am using. A good number of them are specifically licensed to me for non-commercial use only.
  17. Given what's been going on, I think that some of us could really use a good laugh. For those not familiar with them, I highly recommend checking out a musical group from Italy called Nanowar of Steel. They are a metal parody band who are really odd, really funny, and really talented as actual musicians. Their videos are all on YouTube. I specifically recommend Valhalleluja, Norwegian Reggaeton (be sure to turn the captions on, so that it gives you translations of the subtitles!), Uranus, and La Polenta Taragnarock. But a lot of their other stuff is funny too.
  18. I'll be uploading the update here. I'm sure I'll post somewhere when that happens.
  19. Glad you liked it. I've already uploaded it here (it just squeaked in under the size limits). If you still play, I'd been working on a big overhaul to add a bunch of faction-specific stuff to give different ways to represent each faction, starting with the Minutemen. Basically, there's a big group of signs for a version of the Minutemen where they are very community-based, with a lot of shared/free resources and a government/legal system based on the old Althing, a more militant version of the Minutemen where they function as guards and enforcers, but otherwise leave the citizens to their own devices, and then a version that is a dystopian tyranny led by an absolute dictator. Now that mod size is an issue for me, I'm probably also going to do something that I've been wanting to do for ages, but never got around to, which will also help with that issue, and that is to split the mod into chunks thematically (all the settlement signs in one, all the businesses in another, all the factions in another, all the entertainment in another, and so on), so that the end user can pick and choose which bits they want or need for their playthrough. It would work the exact same way that my Signs of the Times (vanilla signs and posters) mod works, where it's a separate mod that you don't need if you don't want it, but if you do want it, it becomes a submenu in the main mod. Since I do this as a hobby in my free time, though, and that's fairly limited these days, I have no idea when I'll actually get around to that. The Minutemen signs and stuff are all pretty much done, but I want to get the framework in place before I do anything else with it. So I guess what I'm saying is, if you still play the game and still use the mod, keep an eye out, because eventually there's some good stuff on the way.
  20. I'm a pretty fervent defender of copyright (as anyone whose been on Nexus long enough and read the right forum threads knows), and I'd love to say that what they're doing does, but honestly I don't think it does. This is because if we agree to their ToS we are giving them license to use our copyrighted materials. We aren't giving them ownership, or transferring the copyright to them. We're basically giving them license to distribute or make derivative works of our work. Since we are not obligated to put our work on the Nexus, we aren't being forced into anything if we do. Unfortunately, as their ToS is written and their rules are now being enforced, as the old saying goes, the only way to win is not to play. If you don't want to give up a lot of control over where, how, and in what form your work is distributed, that's not the place to put it or leave it. Edit: Oh, yeah... in keeping with the thread title... Hi there, Nexus refugee here. I've been a Nexus member since 2007. I'll still maintain my account there as a mod user (unless for some reason they decide to banish me), but my work is almost certainly going away there by the end of the month, unless something drastic changes (and it won't). I only had the three mods, really (the rest were parts of what became one of the three), but one of them was moderately popular. Hopefully people will be able to find it again here.
  21. Yep, that's me. Glad you liked the mod.
  22. Hi, folks. Another refugee here. I really liked the Nexus, but their assertation that they are now enforcing parts of a now-fluid ToS that they weren't before is almost certainly going to drive me away by the end of the "grace period". The idea that I can't disassociate myself from them should they do something I can't support, and that they can edit my content without my consent in any way for any reason without my ability to delete said content is just horrific. So, given my opinions on mod ownership, copyright, authors rights, and so on, it looks like this will be a good fit for me and my content.
  23. Version 4.03


    GRUFFYDD'S SIGNS AND POSTERS New Signs and Posters for Your Settlements Tired of the same old vanilla signs? Want to add some color and variety to your settlements? Need to spice up that merchant district you made? Now you can! This mod adds HUNDREDS of new, custom signs and posters, plus a few extra goodies. These aren't vanilla imports. Each has been hand-crafted to add new and interesting variety and detail to your settlements. What's that? Too many, your Decorations menu is cluttered enough? Not to worry! This mod works with SMM´╗┐ (Settlement Menu Manger), which adds a separate, structured menu to Decorations. Big signs! Little signs! Different shapes! 100% custom work! Your settlement will never be bland again! Includes Settlement Name Signs Tired of Covenant being the only place with a big new sign out front? Signs with the names of almost all of the settlements are available for all three major factions (Brotherhood of Steel, Institute, Minutemen). Let everyone know your settlement is a step up from the usual shanty town! As seen in many YouTube videos! (Usually in the background while something else is being featured) Attention Mod Organizaer 2 Users: MO2 does not play well with this mod. You may end up with the menus showing up fine, but all the objects are invisible. If you have this issue, you will need to manually install the mod. Credits, Q&A and Links: 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.
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