Overview
These are settlement workshop objects requested by Werty Perty as well as a few objects that I needed for a build. Mostly door-like items, but there are some interesting rocks, a working shower head, a working chemical shower, an extra-large generator, and an 'artesian well' that produces 50 water.
Notes
See pics for all items added. This may or may not be the mod for you. Test it on your test character first to make sure this is the mod you want to use. If not then just delete the mod and delete the save.
Created for PS4 so no external assets or scripts. As-is, where-is. Xbox: Activators are scripted with vanilla scripts so if you're using a mod that modifies them, the doors and decontamination showers may not work properly.
Use Place Anywhere/QwaPA to align them where needed.
For large objects, build a ladder high and look down to place it on flat land. Requires some fiddling. Werty Perty on YouTube has some placement videos for large objects. Xbox: In the Place Anywhere menu, turn on Grid Snapping and toss a wall down first to keep the objects in the green.
Flat dirt cliffs, space elevator, & vault stair doors are navmeshed.
Collision wonky on space elevator. Requires external asset to fix.
Wire collision wonky on water wells and generator. Requires external asset to fix. Place it in the air first to snap a wire then sink it where you want it after you've wired things. Select wire and cancel to align wire properly under the ground.
Powered objects. Do not uninstall in the middle of a playthrough.
If workshop grid snapping is not enabled for the placement of the showers, you'll have to place them in the ground first.
Experimental: Showers should attract NPCs in their downtime, but showers aren't furniture objects, they're activators for the Player character to use. NPCs should stand around them though. Working ones add 5 happiness. Because: clean.
I left this mod relatively simple and quest-free. You can add the drip FX from CVA if you want. Just use QwaPA or PA to align into place.
Installation
How To Install
- Download mod
- Adjust load order
- Return to Main Menu to refresh data files
- Start game
How To Remove
Powered Objects. Start new game if removing. See Power Grid Corruption for information regarding the power grid and mods that affect it.
- Delete saves associated with mod
- Delete mod
- Return to Main Menu
- Clear cache
Download
Part of mod management is knowing when to download mods. Adding mods to your favorites from the Bethesda.net website as you build your Framework can help you stay organized.
Not enough space in your favorites to plan you full load order? Now you can favorite your full load order without having to worry about it! Download: https://to.oddsmods.xyz/FO4ModsManagerCap
Search
Are you having trouble finding my mods on the Bethesda.net website? Search werty
drunken-modding
or ugh.
The search is boolean and exact so use the same punctuation.
Important Information
Doors are not 'real' doors. NPCs probably won't acknowledge their existence. However, they look cool and my friend Werty Perty wanted a few of them in his game for his builds. I wanted the rest for my game. :P
Vault stair doors are navmeshed; however, navmesh helpers are unavailable for PS4 so NPCs may get stuck or avoid them altogether. Use the navmesh rugs from USO to see if they will work. (Doubtful, but you can try it.) The doorways are also only finished on the inside as these pieces are from the base game, not the Vault-tec DLC. You'll need to build around them to keep weather out.
Some doors are static and do not work at all. They're just for show. One requires STC to delete after placement - there's no collision.
These are all new instances and won't conflict with any triggers associated with the activators they were duplicated from. They just open and close.
Hatches, Trap Doors, and Trap Door Ladders animate, but they are just for decoration and don't lead anywhere. Trap Door Ladders do not have a closing sound. Animations are set up for load doors so they do not open fully.
Requirements
Nuka-World DLC
Technical Details
Doors (25)
Build > Doors
Working Yellow Chemical Showers (2, decontamination without power)
Resources > Miscellaneous
Slog Shower Head (1 - working decontamination without power, 1 - decoration)
Resources > Miscellaneous
Extra Large White Power Generator (produces 50 power)
Power > Generators
Artesian Wells and tank (2, produces 50 water, 1 water storage tank)
Resources > Water
Coastal Rocks (3)
Decorations > Nuka World > Dry Rock Gulch
Cliffs (3, one has prewar grass)
Decorations > Nuka World > Dry Rock Gulch
Space Elevator Car (static, incredibly strange collision)
Build > Miscellaneous
Load Order
Place with settlement object mods on your Framework.
Compatibility
No issues reported.
Support
Support for this mod has ended. No issues reported. Works as is.
Development
Contributors and Developers
oddlittleturtle
Requested by Werty Perty
Changelog
6/11/2022
Updated contact information. No changes to mod.
9/9/2020
Updated description
7-2-2018
No plugin update. Added link to Werty Perty's showcase and how to place video to description and gallery.
Version 5
Navmesh added to space elevator. Added WorkshopObjectScript to showers so NPCs will be attracted to them.
Version 4
Readjusted transforms on cliffs. Retesting.
Version 3
Forgot to add the COBJ for the generator, space elevator, monorail doors, and static shower. Fixed.
Version 2
Corrected derp on chemical shower crafting recipe.
Version 1
Initial upload for testing
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