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Working Bathroom Fixtures - CWSS


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Working Bathroom Fixtures - CWSS

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Working Bathroom Fixtures - CWSS

 

Adds CWSS Shower and Toilet activators to existing world fixture locations.

 

Uses an invisible showerhead or toilet placed at the same location as the world model. Does not replace the existing models so PreCombines are not broken.

 

Yes you are using an old dirty toilet but hey it is the wasteland.

 

Activation can be a little tricky for the showers, try the knobs, pipes, or the bottom of the shower head.

 

Invisible Activators should not block or change collisions of the base item. So items in toilet bowls should still be there.

 

Modified nif file for PlayerHouse Ruin and Vault Toilet to remove toilet lid.
Don't believe these modifications break precombines, Uses same base nif and doesn't change materials. If anything, they just won't load and the original nif will display. Leaving you sitting on the toilet lid...
I'm not 100% sure this works, some are replaced and some are not when I check on an existing game.

 

Additions were bulk added through xEdit. Checked toilets and removed activator for any toilet that had more than a 10 degree tilt. But over 500 toilets in the world, so some maybe buried in trash or in a blocked off portion of a cell.

 

World ToiletBroken01 model are used for activators.

Added an activator to ToiletBroken03 in Goodneighbor outside Hotel Rexford. Currently no other ToiletBroken03 have an activator. May add others in the future if they make sense.

 

Added Craftable ToiletBroken01 and ToiletBroken03 to the workshop menu.

Activators for:
ToiletBroken01
ToiletBroken03
PlayerHouse_Toilet01, new and ruined
Vault_Toilet_01
PlayerHouse_Shower01, new and ruined
ShowerHead01/02 - May float or sink in ground depending on original placement of showers.
ChemicalShower
ChemicalShowerToCeiling

Toilet01 uses the CWSS replacement as it is not part of a precombine.
InstituteShower uses the CWSS replacement as it is not part of a precombine.

 

Added scrap recipes for all invisible activators so if they are in a settlement then they can be scrapped.

 

Did not create invisible activators for bathtubs, sinks or urnials. I don't use them and didn't want to go through all them to figure out which ones were valid for use.

 

Includes the Display models in places like Fallon's Department Store. Why? Because I figured in 2077 they were fancy enough to have some working display models.

 

Requires CWSS 4.11

 

Designed as an alternative to Universal Working Bathroom Fixtures (CWSS and DLCs). 

 

Patches to add new invisible shower activators for:
Wash Out That Cum
Get Dirty 

Note: I don't use Get Dirty, just modified the existing patch esp to add the fixtures. Have not tested to know if it works.

 

Optional File:
Universal Working Bathroom Fixtures - Removal.
This undo's most of the edits done by Universal Working Bathroom Fixtures. There will be some replaced bathtubs, sinks or urinals if the original object was not part of a precombine. Otherwise, if it was part of a precombine then the edit was reverted to base game (or UFO4P) data. Which are most items that Universal Working Bathroom Fixtures (CWSS and DLCs) replaces. Created this after finding many broken cells and missing replacements due to precombine issues in my current playthrough.
If adding to an existing game with Universal Working Bathroom Fixtures (CWSS and DLCs) already installed, then can download and install Universal Working Bathroom Fixtures - Removal. Make sure to unpack the ba2 from Universal Working Bathroom Fixtures (CWSS and DLCs) and remove the Vis folder. 
Will have to find and remove activators if fixture was already moved or removed in a settlement.
If desired, can use Universal Working Bathroom Fixtures (CWSS and DLCs), Universal Working Bathroom Fixtures - Removal, and Working Bathroom Fixtures - CWSS together for a new game to get some of the other items. Just make sure Universal Working Bathroom Fixtures - Removal and Working Bathroom Fixtures - CWSS are loaded below Universal Working Bathroom Fixtures (CWSS and DLCs).

 

ESP flagged as an ESL.


Recommend placing higher in your load order and letting any lighting or PreVis/PreCombine patch overwrite the main cell record.

 

Credit: steve40 for CWSS


 

Posted
On 4/10/2025 at 6:04 AM, Zeke2323 said:

Working Bathroom Fixtures - CWSS

View File


Working Bathroom Fixtures - CWSS

 

Adds CWSS Shower and Toilet activators to existing world fixture locations.

 

Uses an invisible showerhead or toilet placed at the same location as the world model. Does not replace the existing models so PreCombines are not broken.

 

Yes you are using an old dirty toilet but hey it is the wasteland.

 

Activation can be a little tricky for the showers, try the knobs, pipes, or the bottom of the shower head.

 

Invisible Activators should not block or change collisions of the base item. So items in toilet bowls should still be there.

 

Modified nif file for PlayerHouse Ruin and Vault Toilet to remove toilet lid.
Don't believe these modifications break precombines, Uses same base nif and doesn't change materials. If anything, they just won't load and the original nif will display. Leaving you sitting on the toilet lid...
I'm not 100% sure this works, some are replaced and some are not when I check on an existing game.

 

Additions were bulk added through xEdit. Checked toilets and removed activator for any toilet that had more than a 10 degree tilt. But over 500 toilets in the world, so some maybe buried in trash or in a blocked off portion of a cell.

 

World ToiletBroken01 model are used for activators.

Added an activator to ToiletBroken03 in Goodneighbor outside Hotel Rexford. Currently no other ToiletBroken03 have an activator. May add others in the future if they make sense.

 

Added Craftable ToiletBroken01 and ToiletBroken03 to the workshop menu.

Activators for:
ToiletBroken01
ToiletBroken03
PlayerHouse_Toilet01, new and ruined
Vault_Toilet_01
PlayerHouse_Shower01, new and ruined
ShowerHead01/02 - May float or sink in ground depending on original placement of showers.
ChemicalShower
ChemicalShowerToCeiling

Toilet01 uses the CWSS replacement as it is not part of a precombine.
InstituteShower uses the CWSS replacement as it is not part of a precombine.

 

Added scrap recipes for all invisible activators so if they are in a settlement then they can be scrapped.

 

Did not create invisible activators for bathtubs, sinks or urnials. I don't use them and didn't want to go through all them to figure out which ones were valid for use.

 

Includes the Display models in places like Fallon's Department Store. Why? Because I figured in 2077 they were fancy enough to have some working display models.

 

Requires CWSS 4.11

 

Designed as an alternative to Universal Working Bathroom Fixtures (CWSS and DLCs). 

 

Patches to add new invisible shower activators for:
Wash Out That Cum
Get Dirty 

Note: I don't use Get Dirty, just modified the existing patch esp to add the fixtures. Have not tested to know if it works.

 

Optional File:
Universal Working Bathroom Fixtures - Removal.
This undo's most of the edits done by Universal Working Bathroom Fixtures. There will be some replaced bathtubs, sinks or urinals if the original object was not part of a precombine. Otherwise, if it was part of a precombine then the edit was reverted to base game (or UFO4P) data. Which are most items that Universal Working Bathroom Fixtures (CWSS and DLCs) replaces. Created this after finding many broken cells and missing replacements due to precombine issues in my current playthrough.
If adding to an existing game with Universal Working Bathroom Fixtures (CWSS and DLCs) already installed, then can download and install Universal Working Bathroom Fixtures - Removal. Make sure to unpack the ba2 from Universal Working Bathroom Fixtures (CWSS and DLCs) and remove the Vis folder. 
Will have to find and remove activators if fixture was already moved or removed in a settlement.
If desired, can use Universal Working Bathroom Fixtures (CWSS and DLCs), Universal Working Bathroom Fixtures - Removal, and Working Bathroom Fixtures - CWSS together for a new game to get some of the other items. Just make sure Universal Working Bathroom Fixtures - Removal and Working Bathroom Fixtures - CWSS are loaded below Universal Working Bathroom Fixtures (CWSS and DLCs).

 

ESP flagged as an ESL.


Recommend placing higher in your load order and letting any lighting or PreVis/PreCombine patch overwrite the main cell record.

 

Credit: steve40 for CWSS


 

 

thanks for this mod, i like the idea but after installing i had some ctds at several locations.

From my log files and the help forums here i guess you have some bad texture.

i now uninstalled it and ctds are gone.

 

Showing results for 'ID3D11Device' in content posted in Fallout 4. - LoversLab

 

 

Buffout4.log Papyrus.0.log

Posted
3 hours ago, Toddi said:

 

thanks for this mod, i like the idea but after installing i had some ctds at several locations.

From my log files and the help forums here i guess you have some bad texture.

i now uninstalled it and ctds are gone.

 

Showing results for 'ID3D11Device' in content posted in Fallout 4. - LoversLab

 

 

Buffout4.log 5.43 kB · 0 downloads Papyrus.0.log 93.44 kB · 0 downloads

 

There is only one texture, an invisible texture so the activator pieces are not visible. I might have made it too small in dimension. I'll test some changes.

 

Thanks for the report.

Posted
6 hours ago, Toddi said:

 

thanks for this mod, i like the idea but after installing i had some ctds at several locations.

From my log files and the help forums here i guess you have some bad texture.

i now uninstalled it and ctds are gone.

 

Showing results for 'ID3D11Device' in content posted in Fallout 4. - LoversLab

 

 

Buffout4.log 5.43 kB · 0 downloads Papyrus.0.log 93.44 kB · 0 downloads

 

Well that is odd, I started visiting a bunch of places that I had placed an activator and no issues. I went to Egret's Tour Marina planning to run up to the Coast Guard pier and got the texture error. I would get this error at Egret's Tour consistently. There is no activator at Egret's Tour so no clue why it would error there. Coast Guard Pier doesn't give the error if I fast travel there directly. Just if I fast travel to Egret's Tour.
I changed the dimensions of my texture file and the error goes away. Do you remember other locations you would get the error so I can check them?
 

Posted (edited)
7 hours ago, Zeke2323 said:

 

Well that is odd, I started visiting a bunch of places that I had placed an activator and no issues. I went to Egret's Tour Marina planning to run up to the Coast Guard pier and got the texture error. I would get this error at Egret's Tour consistently. There is no activator at Egret's Tour so no clue why it would error there. Coast Guard Pier doesn't give the error if I fast travel there directly. Just if I fast travel to Egret's Tour.
I changed the dimensions of my texture file and the error goes away. Do you remember other locations you would get the error so I can check them?
 

Pardon for eavesdropping, I get the error on outskirts Diamond city, close to where the junkyard dogs are. If coming from the direction of the warehouse/train trestle/Red Rocket. Buffout said a DDS file.

Edited by Madscout
Posted
16 minutes ago, Madscout said:

Pardon for eavesdropping, I get the error on outskirts Diamond city, close to the where the junkyard dogs are. If coming from the direction of the warehouse/train trestle/Red Rocket.

 

Thanks for the additional info. Will check it out.

Posted
20 hours ago, Zeke2323 said:

 

Well that is odd, I started visiting a bunch of places that I had placed an activator and no issues. I went to Egret's Tour Marina planning to run up to the Coast Guard pier and got the texture error. I would get this error at Egret's Tour consistently. There is no activator at Egret's Tour so no clue why it would error there. Coast Guard Pier doesn't give the error if I fast travel there directly. Just if I fast travel to Egret's Tour.
I changed the dimensions of my texture file and the error goes away. Do you remember other locations you would get the error so I can check them?
 

for me it happend when approaching Atlantic Offices and Jalbert Brothers Disposal

Posted
1 hour ago, Toddi said:

for me it happend when approaching Atlantic Offices and Jalbert Brothers Disposal

 

Thanks, I updated the texture file if you want to try again with this.

Posted
44 minutes ago, Zeke2323 said:

 

Thanks, I updated the texture file if you want to try again with this.

 

1.1 works for me

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