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Rusted Fences mod


subtlestrike

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Simple as it sounds, make the tall, rusted fences and gates craftable.
Apart from aesthetics, it helps with resources - like, right now I only scrap fallen trees, stumps and branches or trees right where I need to build a fence, which leaves me with very little wood to use, while Steel is abundant.
The only things that really need shielding are crops, generators and water purifiers, so no need to put expensive (for me) junk fences all over - and wire fences are not very imposing, those don't even reduce hit chance because they're so small.

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Which fence? Image please

 

And even if we make said items buildable, that wouldn't help with already placed items, as far as I know. Someone would also need to go replace the references inside each cell that has those fence pieces.

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And even if we make said items buildable, that wouldn't help with already placed items, as far as I know. Someone would also need to go replace the references inside each cell that has those fence pieces.

 

This is incorrect, I made a little mod to craft and or, move/scrap the static oil lamps in settlements. I had to add a new model with connection points and do a little overwrite on the vanilla static form. I didn't release the mod because the light from the lamp is not part of the mesh so if you scrap an oil lamp the glow/Flickering light is still in the same place. :mad:

 

The fences should work the same way.

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And even if we make said items buildable, that wouldn't help with already placed items, as far as I know. Someone would also need to go replace the references inside each cell that has those fence pieces.

 

This is incorrect, I made a little mod to craft and or, move/scrap the static oil lamps in settlements. I had to add a new model with connection points and do a little overwrite on the vanilla static form. I didn't release the mod because the light from the lamp is not part of the mesh so if you scrap an oil lamp the glow/Flickering light is still in the same place. :mad:

 

The fences should work the same way.

 

Really? Then why does any scrap mod have to alter cells in order to have the items scrappable?

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I haven't looked at or tried any of those mods. they just sound like a bad idea to me with LOD and all that goes on behind the scenes. Maybe it is because there changing LOD items. I only scraped a small static. If you want I will send you the mod but like I said I can't get rid of the light yet, maybe when the GECK is released but I'm not sure.

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I haven't looked at or tried any of those mods. they just sound like a bad idea to me with LOD and all that goes on behind the scenes. Maybe it is because there changing LOD items. I only scraped a small static. If you want I will send you the mod but like I said I can't get rid of the light yet, maybe when the GECK is released but I'm not sure.

The light is an issue with any scrap mod, since the light beam itself is a different item.. so guess they'd have to create a new item and bound both together (static and light).

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Also about the scrap everything mods and editing the world spaces. For example all the buildings in Sanctuary Hill that you can't scrap in vanilla are Static Collections not simple statics. So the mod would most likely have to change them all into statics.

 

Again I haven't bothered or even thought about trying one of those mods. Not only because I think there probably a bad idea in the long run but I don't want to clean everything up and make it look like a new world. I like the rundown look of Fallout.

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Also about the scrap everything mods and editing the world spaces. For example all the buildings in Sanctuary Hill that you can't scrap in vanilla are Static Collections not simple statics. So the mod would most likely have to change them all into statics.

 

Again I haven't bothered or even thought about trying one of those mods. Not only because I think there probably a bad idea in the long run but I don't want to clean everything up and make it look like a new world. I like the rundown look of Fallout.

Not everyone enjoys dead grass and bushes going thru their floor :)

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yes yes, and I wasn't bashing the mods but, I do think they are a bad idea for technical reasons in the long run. (The so called "Cell Reset" Bug which is not a bug but the game working as designed! And I'm not even going to get into issues with LOD, and ((I'm forgetting the name off the top of my head)) Exclusion Plains? The things like Roombounds that help to optimize the worldspaces. Because I haven't been able to look at how they work in the GECK.)

 

Then I gave my Preference on how I like the world to look. All in all to each there own. :thumbsup:

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yes yes, and I wasn't bashing the mods but, I do think they are a bad idea for technical reasons in the long run. (The so called "Cell Reset" Bug which is not a bug but the game working as designed! And I'm not even going to get into issues with LOD, and ((I'm forgetting the name off the top of my head)) Exclusion Plains? The things like Roombounds that help to optimize the worldspaces. Because I haven't been able to look at how they work in the GECK.)

 

Then I gave my Preference on how I like the world to look. All in all to each there own. :thumbsup:

Not a bug, but the container reset applies to all mods altering exterior mods as far as I could see. I'd assume in GECK that wouldn't be an issue (or quest mods will have real issues!), but you now, I'd like to know that I'm able to take whatever resources are present (old houses, broken fences etc.) and put them to good use by making new shacks. Kinda logical, and really worth for those that enjoy settlement building.

 

This derailed.. still uncertain which fences we were talking about.

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