Jump to content

Disable Building Placement Collision Mod


Arcoid

Recommended Posts

PROTIP Metal prefabs "snap" together while wood prefabs dont. Metal walls will snap together and be Buildable often even though it MAY go through bushes/trees/dirt/ground/buildings etc.

 

So snapping metal walls together gives you the best building experience currently available. I've created some crazy multistory forts fully power lit, decorated, and defended (400-600 defense points) turrets surrounding the roofs/walls of the forts :smile:

 

Also look up UNLIMITED SETTLEMENT.exe on nexus, runs with Cntrl 0 when ingame and sets the "amount built" to 0 so you can build as much as you want (computer hardware limited) so far I haven't had issues. If you have an item bound to 0 (which will use it ingame) just open pipboy or console or ANYTHING that won't allow you to use hotkey item 0 and it will enable the running .exe to do its job. Run it 1x per settlement for infinite building experience.

 

Edit: There is also 2 other mods: Quieter turrets and Quieter generators < super useful, I recommend the 10% of original sound mods.

 

Also "storing an item in workshop" somehow magically enables you to somehow randomly build all sorts of NEW goodies that are seemingly unrelated? More furniture, more wall types (wood/metal prefabs) all sorts of stuff (pool tables, etc.) storing a TV allows you to make terminals, tv's, radios?? why? idk.

Edited by Edgarhighmen
Link to comment
Share on other sites

If it helps anyone at all, i found that if you place a wall or fence or whatever, you can disable it in the console menu and then re enable it once the second object is in its desired location.

This helps me a lot with building a surrounding wall, the small gaps were a pain.

 

If there is a mod tho that removes the collision limit, please link it to me :smile:

Same as the population cap one :smile:

This is a guide to what i mean.

http://i68.tinypic.com/riw676_th.jpg1. Place walls near one another.

http://i64.tinypic.com/s2biap_th.jpg2. As you can see, they will not go closer.

http://i67.tinypic.com/23uwpwp_th.jpg3. Open console and click on the wall and type in 'disable'.

http://i66.tinypic.com/90dch4_th.jpg4. As you can see, it magically goes away. At this point you must not click anywhere else. Now close the console.

http://i64.tinypic.com/1z5hqmt_th.jpg5. Now move the wall slightly over to the right where you wish to place it. Try to remember where the old wall was, you can disable it again to fix it if you need to.

http://i66.tinypic.com/2v2eiw6_th.jpg6. Open console again when you are happy of the placement. Now type 'enable'.

http://i63.tinypic.com/2mwgorb_th.jpg7. And now you can see that both walls are connected as they should be! no slits for raider to peek through now :laugh:

 

Wow i did not know the images would be so small.... you should be able to understand it tho from the small pics and info.

Edited by maniacmack
Link to comment
Share on other sites

I figured out a way to avoid the collision detection, but it is somewhat finicky.

 

Method A:

1. Place down a small rug (I usually put it down the first rug facing towards me)

2. Place a fence on top of the rug

3. Select the rug

4. Move the rug around; the fence should be anchored to the rug, and the rug's collision mesh will be used to determine placement eligibility (you can now clip the fence through any object, including buildings)

 

Method B:

1. Place down a small rug away from any existing placed objects

2. Place down a wall directly on top of the rug

3. Press and hold your select button on the rug to select both the rug and the wall

4. Move the two objects around; the rug should now be the only registered collision mesh

 

I have found the the above two methods work sporadically throughout a settlement, so if they aren't working, try doing this in a different location of the settlement. I use Method A for building out my perimeter fences, and I use Method B for putting doors on the old houses. I hope this helps.

Edited by MattWBradbury
Link to comment
Share on other sites

  • 3 weeks later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...