Fallout 4 put items anywhere. Build everywhere. Supply lines between settlements
Name: Build Everywhere.
TheLich.
Fallout 4 plugin.
Description:
With this plugin for F4SE, you can place objects in build mode almost anywhere - inside other objects, in water, and even just in the air. Also, all only disassembled (yellow) objects can now be moved. You can drag objects outside the border of the settlement and leave them there. Although I wouldn't recommend doing that. If you want to increase the boundaries of the settlement, then it is better to use mods like Build High (although you also need to be careful with it, because it conflicts with mods that allow you to disassemble a larger amount of trash, and can also lead to cell reset - cell reset ).
The ability to build objects in water has the opposite effect - objects that could only be built in water can now be built anywhere. You can now poke water purifiers anywhere.
Now you can move the workshop, power armor and many other objects that could not be moved before (by default, this mode is off - to turn it on, press INS).
The requirements for building (only in the ground, inside the boundaries of the settlement) were not removed. The only problem with these requirements is that if they are not met, then the object will not be able to be built, although it will be displayed as ready for construction. You just need to remember that if an object needs land to build (for example, a carrot), then you need to build on the ground. You can build where the requirements are met, and then move it wherever you want.
You can turn off the build mode closing timer when you go beyond the boundaries of the settlement. In this way, you can drag the built things beyond the borders of the settlement as far as you get bored. Although I'm not sure if this won't cause problems later on, use this feature at your own risk.
You can accurately (with a given step) rotate the highlighted object along all three axes using the mouse buttons (by default) or the mouse wheel (the option is configured in the config). Pressing CTRL changes the axis of rotation. Buttons - and + on the digital block change the pitch of the rotation angle.
You can accurately (with a given step) move the highlighted object in all directions using the buttons on the numeric keypad (NumLock must be on). 4.6 - left, right, 2.8 - down, up, 7.9 - towards the player, away from the player. The / and * buttons on the numeric keypad change the movement step.
You can change the size of the object using the buttons on the numeric keypad: 1,3 - reduce, increase, dot - return the original size.
In order for precise rotation/translation/resizing to work, the resizable object must only be highlighted (when you move the mouse over it and the outlines are drawn), and not selected/picked up (i.e. it must not be dangling in front of the player).
The last 10 actions (fine moves/rotations/resizings) can be undone using the Backspace button.
You can copy/remember the parameters of the highlighted object (position, rotation angles, size) using the = button, and then these parameters can be applied to any other object. 1,2,3 (upper digital row) - position along the X, Y, Z axes; 4, 5, 6 - angles of rotation along the X, Y, Z axes; 7 - size; 0 - apply all settings.
All hotkey actions display notifications.
All notifications can be changed in the configuration file (Data\F4SE\Plugins\place.ini)
If you don't have place.ini yet, rename the place.ini.example that comes with the plugin to place.ini
Information about what each option does is in the place.ini.help.txt file
If you do not need other features, except for 'no-red', install one of the special ones. configs (located in the Misc section in Files).
Everybody last changes marked in the list of changes.
In the image gallery you can find many interesting crafts made with this plugin.
Installation:
1. Make sure the version of F4SE matches your version of the game.
2. Install this plugin using the nexus mod manager (or any other mod manager), or unpack the archive with the mod into the game folder.
3. Make sure that place.dll from the archive is located in the Data\F4SE\Plugins folder in the game folder.
4. Run the game using f4se_loader.exe (you may need to run it as an administrator).
The place.ini configuration file (if it doesn't exist, rename place.ini.example to place.ini) is located in the Data\F4SE\Plugins folder. With it, you can set up:
1. In what mode the plugin will be launched - always enabled (in this mode there is no button to disable the plugin and a console command that does the same); switchable mode, the plugin is enabled at startup (shutdown button and console command are allowed); switchable mode, the plugin is disabled at startup (shutdown button and console command are allowed).
2. All action buttons and switches.
3. All messages that are displayed when using switches and some actions.
Default hotkeys:
F8 - enable / disable the main functionality of the plugin (if allowed in the config)
F1 - turns on / off the mode of sticking objects to each other (sometimes you need to deselect the currently selected object for this to work)
F2 - turns on / off the mode of sticking to the ground / surface
F3 - turns on / off the snap to grid mode (alignment of the current object relative to nearby ones)
F5 - turns off / on the timer for closing the construction mode, when you are outside the settlement
F6 - turns off / on the mode in which deleting an object (dismantling / placing in the workshop) entails placing in the workshop all objects stuck to it (such as posters on the wall).
F7 - freeze the current selection - when you hover the mouse over another object, the highlighted object will not change.
INS - enable/disable the mode of selecting additional objects (not selectable by default).
Numpad 0 - Reset X and Y Rotation
Numpad 5 - Remove Jitter Effect
Numpad 2 - Move Highlighted Object Down
Numpad 8 - Move Highlighted Object Up
Numpad 4 - Move Highlighted Object Left
Numpad 6 - Move Highlighted Object Right
Numpad 7 - Move Highlighted Object To Player
Numpad 9 - Move Highlighted Object Towards Player
Numpad 1 - Decrease Size of Highlighted Object by 10%
Numpad 3 - Increase Highlighted Object Size by 10%
Numpad dot - Set Highlighted Object Size to 100%
Numpad minus - Decrease Turn Angle Step
Numpad plus - Increase Turn Angle Step
Numpad divide - Decrease Movement Step
Numpad multiply - increase movement step
Shift - change the axis of rotation.
Backspace - Undo the last action (exact move / rotate / resize).
‘=’ — store the parameters of the highlighted object (position, rotation angle, size)
1,2,3 - apply memorized X,Y,Z coordinates to the highlighted object
4,5,6 - apply memorized X,Y,Z angles turn to the highlighted object
7 - apply the memorized size to the highlighted object
0 - apply all saved parameters to the highlighted object
Installation:
- using or manually copy the files from the archive to the Data folder with the game;
- in the fallout4.ini file (documents/mygames/fallout4/): change sResourceDataDirsFinal=STRINGS to: sResourceDataDirsFinal=STRINGS, TEXTURES, MUSIC, SOUND, INTERFACE, MESHES, PROGRAMS, MATERIALS, LODSETTINGS, VIS, MISC, SCRIPTS, SHADERSFX
Building in Fallout 4 is an opportunity to take a break from the game's storyline and build the settlement of your dreams while gaining experience, which is just as important. The developers have added a huge construction functionality to the game, all aspects of which we will describe in this article.
The main tool for construction is the workshop, it is by interacting with the workshop that the main character gets the opportunity to build various objects, from separate walls and fences, to electric fences and protective turrets. You can access the workshop in two main ways, the first way is standard, you need to go to the workshop and press the “ E“, the second way is faster, using it you don’t need to approach the workshop, just being on the territory of your settlement, press and hold the “ V” and then the construction interface will open for you.
In order to start building any objects, the settlement must be provided with materials for construction, which will be discussed later.
Building materials in Fallout 4
Any item in Fallout 4 is made up of several basic components, here is an example of some of the main components in the game:
- steel;
- wood;
- textile;
- aluminum;
- rubber;
- copper;
- ceramics;
- etc.
That is, in order for the main character to be able to build, for example, a chair, he will need such Construction Materials How: wood(4 things.), textile(4 pcs.), if there are these items in the settlement storage, then the main character will be able to build a chair, but if they are not there, and the chair is really needed, then you need to look for the missing components.
You can get the necessary components in several ways, you can simply find them, you can buy from merchants, or you can disassemble some unnecessary object or trash into component parts, which will automatically move to the settlement's storage. It is the analysis of unnecessary objects and various rubbish that is the most powerful construction tool in Fallout 4.
In order to disassemble any object on the territory of the settlement, you need to enter the construction interface, hover over the unnecessary object (this will highlight the components that you will receive during the analysis) and press the “ R“, in this way you will dismantle the object on the territory of your settlement and the components will automatically move to the settlement storage. If you need to disassemble the trash that is in your inventory, then you don’t need to throw it on the floor and disassemble each object, you just need to call the storage interface, for this you need to press the “” key at the workbench or workshop R” and move all your junk to storage (this can be done with one button “ T“). Junk moved to the storage will automatically disassemble into components.
What to build is now clear, let's move on to the question of what can be built in Fallout 4.
Building objects in Fallout 4
When building his settlement, the main character must think not only about the convenience of the settlement for the inhabitants, but also about its protection, electrification, supply of food and clean water. In what order to build these objects is completely up to you, consider the main objects for construction.
Sleeping places and food
When organizing the defense of a settlement, it is necessary to remember both the “ protection" parameter and the convenience of defense, for example, gates and fences will prevent raiders from breaking into the settlement, but the " protection" parameter will not be increased. It is also worth remembering that when building a guard post, it will be necessary to appoint a settler there. Well, the main defender of your settlement is the turret, build more turrets, but at the same time build them in the right places, think over each installation site.
Supply lines between settlements
Supply lines between settlements become very important when you have multiple settlements. Settlements connected by such lines have a common warehouse, which simplifies construction in a non-main settlement, in addition, there are settlements, for example, without access to open water, and then they have an acute issue of providing drinking water, which hinders the development of the settlement.
To create a supply line, you first need to go to the construction interface, hover over any unoccupied settler, possible actions will appear with them, among them there will be a “supply line” (key “ Q“), press this key, this will open a menu with a list of settlements, select the settlement in which you want to build a supply line and confirm the selection with the “ Enter“. Everything, the supply line is created.
It is important: supply lines and trade route are different things, creating a supply line will not bring you additional income as opposed to trade routes.
id of the main components for building in Fallout 4
For fans of using Fallout 4 cheat codes, we have prepared the following table, in which we presented the id of the main components for building in Fallout 4.
Clue: you need to enter cheat codes in the following form: player.additem [number]
Component | component id |
Bolt | |
Glue | 001BF72E |
optical fiber | |
Fiberglass | 000AEC61 |
Concrete | |
nuclear material | 00069086 |
Copper | |
Glass | 00069085 |
antiseptic | |
Acid | 001BF72D |
Steel | |
Wiring | 0006907B |
Oil | |
Wood | 000731A3 |
Leather | |
Gears | 0006907E |
Plastic | |
Lead | 000AEC63 |
Ceramics | |
Textile | 000AEC5F |
Aluminum | |
Bone | 000AEC5D |
Cork | |
Protective fibers | 000AEC5B |
Silver | |
Spring | 00069082 |
Asbestos | |
Fertilizer | 001BF730 |
Crystal | |
Rubber | 00106D98 |
Gold | 000AEC62 |
- To get new objects and items for construction, you can use the issues of the Fences magazine, the places where you can find these magazines can be found by reading the article: “Where to find magazines in Fallout 4“;
- in addition to raiders, shooters and synths, your settlement can also be attacked by the Death Claw;
- if you hold down the “E” key, then not only the marked item will be selected, but also the items that are associated with it;
- if your workshop has a weapon, then the attackers will be able to use it;
- in addition to the Fences magazine, new items and objects can add issue number 4, the Wasteland Survival Guide magazine.
In this article, we have collected information
Today we offer you to download the Place Everywhere mod for Fallout 4, which has become famous due to the fact that you can place any items where you want. The advantage of fashion is definitely that there are no restrictions. You will be able to set objects within the objects themselves. Your desire is the law.
You definitely need to install if you want to use this mod! Without it, it won't work. It will allow you to complement the implementation of the construction site in the game Fallout 4.
The settings are stored in a file: place.ini which you can find along the way Data/ /Plugins.
- Here you can put a function that will allow you to build everywhere by default and use hotkeys:
1. The default mode can be:
- "always enabled" is always on (there is no plug-in shutdown button and console command);
- switchable mode, the plugin is enabled at startup (shutdown button and console command are allowed);
- switchable mode, the plugin is disabled at startup (shutdown button and console command are allowed).
2. You can set hotkeys to switch mode (if enabled), toggle for object snaps, ground snaps, and surface snaps.
3. You can customize the messages that appear when you use radio buttons and some actions.
Plugin control keys:
F8- enable or disable the mod.
F1- Switching between object snap modes.
F2- changing the binding of objects to ordinary or ground surfaces.
F3 enable/disable snapping to the grid. (for alignment).
F5 - turns off / on the timer for closing the construction mode, when you are outside the settlement
F6 - disables/enables the mode in which deleting an object (dismantling/placement in the workshop) entails placing in the workshop all objects stuck to it (such as posters on the wall).
F7 - lock / unlock the selected fragment of the object. While the lock is selected, no other object will be selected when you move your target object on it.
F11 - automatic switching (can be disabled) of the timeline to a very low value (0.01, can be changed in the settings file place_example.ini), while in build mode, the time will basically not change while you are building. Can be manually toggled (default F11 key).
INSERT - enable/disable the mode of selecting additional objects (not selectable by default). The ability to move, for example, the Workshop, as well as many other things that are not available in normal mode (be careful!). But for this you first need to unlock it (by default it is blocked). In the "place.ini" file, replace the line ";extraOutlineEnabled = off", with "extraOutlineEnabled = on".
Ctrl - change axis of rotation
Backspace - undo the last action (exact move/rotate/resize)
"=" - save the parameters of the highlighted object (position, rotation angle, size)
1,2,3 - apply stored X,Y,Z coordinates to the highlighted object
4,5,6 - apply stored X,Y,Z rotation angles to the highlighted object
7 - apply the memorized size to the highlighted object
0 - apply all saved parameters to the highlighted object
Home - make the object moveable, not static (if possible)
End - Home - make the object static, not moving (if possible)
PgDown - decrease the size step.
PgUp - increase the size step.
"/?" - the ability to duplicate objects. But for this you first need to unlock it (by default it is blocked). In the "place.ini" file, replace the line ";duplicateEnabled = off", with "duplicateEnabled = on".
Numeric key 0 - reset the angle of rotation along the X and Y axes to the value 0
Numeric key 5 - remove the "jitter" effect
Numeric key 2 - move the highlighted object down
Numeric key 8 - move the highlighted object up
Numeric key 4 - move the highlighted object to the left
Numeric key 6 - move the highlighted object to the right
Numeric key 7 - move the highlighted object to the player
Numeric key 9 - move the highlighted object away from the player
Numeric key 1 - decrease the outlined object by 10%
Numeric key 3 - increase the outlined object by 10%
Numeric key. (dot) - set the size of the highlighted object to 100%
Numeric key - (minus) - decrease the step of the angle of rotation
Numeric key + (plus) - increase the step of the angle of rotation
Numeric key / (division) - decrease the movement step
Numeric key * (multiply) - increase the movement step
Name: Build Everywhere
TheLich
Description:
With this plugin for F4SE you can place objects in build mode almost anywhere - inside other objects, in water and even just in the air. Also, all only disassembled (yellow) objects can now be moved. You can drag objects outside the border of the settlement and leave them there. Although I wouldn't recommend doing that. If you want to increase the boundaries of the settlement, then it is better to use mods like Build High (although you also need to be careful with it, because it conflicts with mods that allow you to disassemble a larger amount of trash, and can also lead to a cell reset - cell reset ).
The ability to build objects in water has the opposite effect - objects that could only be built in water can now be built anywhere. You can now poke water purifiers anywhere.
Now you can move the workshop, power armor and many other objects that could not be moved before (by default, this mode is off - to turn it on, press INS).
The requirements for building (only in the ground, inside the boundaries of the settlement) were not removed. The only problem with these requirements is that if they are not met, then the object will not be able to be built, although it will be displayed as ready for construction. You just need to remember that if an object needs land to build (for example, a carrot), then you need to build on the ground. You can build where the requirements are met, and then move it wherever you want.
You can turn off the build mode closing timer when you go beyond the boundaries of the settlement. In this way, you can drag the built things beyond the borders of the settlement as far as you get bored. Although I'm not sure if this won't cause problems later on, use this feature at your own risk.
You can accurately (with a given step) rotate the highlighted object along all three axes using the mouse buttons (by default) or the mouse wheel (the option is configured in the config). Pressing CTRL changes the axis of rotation. Buttons - and + on the digital block change the pitch of the rotation angle.
You can accurately (with a given step) move the highlighted object in all directions using the buttons on the numeric keypad (NumLock must be on). 4.6 - left, right, 2.8 - down, up, 7.9 - towards the player, away from the player. The / and * buttons on the numeric keypad change the movement step.
You can change the size of the object using the buttons on the numeric keypad: 1,3 - decrease, increase, dot - return the original size.
In order for precise rotation/translation/resizing to work, the resizable object must only be highlighted (when you move the mouse over it and the outlines are drawn), and not selected/picked up (i.e. it must not be dangling in front of the player).
The last 10 actions (fine moves/rotations/resizings) can be undone using the Backspace button.
You can copy/remember the parameters of the highlighted object (position, rotation angles, size) using the = button, and then these parameters can be applied to any other object. 1,2,3 (upper digital row) - position along the X,Y,Z axes; 4, 5, 6 - rotation angles along the X, Y, Z axes; 7 - size; 0 - apply all settings.
All hotkey actions display notifications.
All notifications can be changed in the configuration file (Data\F4SE\Plugins\place.ini)
If you don't have place.ini yet, rename the place.ini.example that comes with the plugin to place.ini
Information about what each option does is in the place.ini.help.txt file
If you don't need other features except for "no-red", install one of the special ones. configs (located in the Misc section in Files).
All recent changes are marked in the changelog.
In the image gallery you can find many interesting crafts made with this plugin.
Installation:
1. Make sure the version of F4SE matches your version of the game.
2. Install this plugin using the nexus mod manager (or any other mod manager), or unpack the archive with the mod into the game folder.
3. Make sure that place.dll from the archive is located in the Data\F4SE\Plugins folder in the game folder.
4. Run the game using f4se_loader.exe (you may need to run it as an administrator).
The place.ini configuration file (if it doesn't exist, rename place.ini.example to place.ini) is located in the Data\F4SE\Plugins folder. With it, you can set up:
1. In what mode the plugin will be launched - always enabled (in this mode there is no button to disable the plugin and a console command that does the same); switchable mode, the plugin is enabled at startup (shutdown button and console command are allowed); switchable mode, the plugin is disabled at startup (shutdown button and console command are allowed).
2. All action buttons and switches.
3. All messages that are displayed when using switches and some actions.
Default hotkeys:
F8 - enable / disable the main functionality of the plugin (if allowed in the config)
F1 - turns on / off the mode of sticking objects to each other (sometimes you need to deselect the currently selected object for this to work)
F2 - turns on / off the mode of sticking to the ground / surface
F3 - turns on / off the snap to grid mode (alignment of the current object relative to nearby ones)
F5 - turns off / on the timer for closing the construction mode, when you are outside the settlement
F6 - disables/enables the mode in which deleting an object (dismantling/placement in the workshop) entails placing in the workshop all objects stuck to it (such as posters on the wall).
F7 - freeze the current selection - when you move the mouse over another object, the highlighted object will not change.
INS - enable/disable the mode of selecting additional objects (not selectable by default).
Numpad 0 - Reset Rotation X and Y
Numpad 5 - Remove Jitter Effect
Numpad 2 - Move Highlighted Object Down
Numpad 8 - Move Highlighted Object Up
Numpad 4 - Move Highlighted Object Left
Numpad 6 - Move Highlighted Object Right
Numpad 7 - Move Highlighted Object To Player
Numpad 9 - Move Highlighted Object To Player
Numpad 1 - Decrease Size of Highlighted Object by 10%
Numpad 3 - Increase Size of Highlighted Object by 10%
Numpad dot - set the size of the highlighted object to 100%
Numpad minus - Decrease Rotation Step
Numpad plus - Increase Rotation Step
Numpad divide - Decrease Move Step
Numpad multiply - increase movement step
Shift - change the axis of rotation.
Backspace - Undo the last action (exact move/rotate/resize).
"=" - save the parameters of the highlighted object (position, rotation angle, size)
1,2,3 - apply stored X,Y,Z coordinates to the highlighted object
4,5,6 - apply stored X,Y,Z rotation angles to the highlighted object
7 - apply the memorized size to the highlighted object
0 - apply all saved parameters to the highlighted object
Installation:
- using the mod installer or manually copy the files from the archive to the Data folder with the game;
- in fallout4.ini file (documents/mygames/fallout4/): change sResourceDataDirsFinal=STRINGS to: sResourceDataDirsFinal=STRINGS, TEXTURES, MUSIC, SOUND, INTERFACE, MESHES, PROGRAMS, MATERIALS, LODSETTINGS, VIS, MISC, SCRIPTS, SHADERSFX
In Fallout 4, building has become an interesting pastime for many players. But it's frustrating that settlements can't be made big - they're limited to very sparse areas around workbenches. We figure out how to expand the green zone of the Fallout 4 construction and what to do so that it is used effectively.
Fallout 4 construction zones: what is it and why is it
Unfortunately, settlements in Fallout 4 are limited to a certain area. Only on it you can build certain objects and improve infrastructure. Building outside the boundaries of the settlement is prohibited. And there's no way to change that. At least in the classic version of the game.
Often there is very little space in the settlement for construction after the installation of the main items - generators, water pumps and other things. This is due to the fact that the developers decided to limit the settlements of Fallout 4 to a certain border, fearing the total development of the entire wasteland by especially zealous players. But in fact, they overdid it, and some locations turned out to be quite small.
What to do if you want to create a really large and developed settlement, but the "green zone" has already ended? There are several options for expanding the building zone in Fallout 4. Let's figure it out!
Ways to expand building zones in Fallout 4
In order to achieve an increase in the area of \u200b\u200bthe construction zone in Fallout 4, you will have to learn how to properly increase it. There are several ways to do this - legal and not very.
Important to remember! The more objects you build, the harder the game will work. Therefore, it is recommended to expand the boundaries of construction only for players with powerful computers. Otherwise, it just doesn't make sense.
Clearing the green zone
First of all, it is worth clearing the entire territory of the settlement from what you do not need. It can be garbage, dismantled buildings, extra objects and everything else that takes up space and clogs the limit. Perhaps a few square meters, cleaned in this way, you will have enough for building up the territory.
This can be done manually - just run and destroy everything that can be destroyed. If this is something, of course, it interferes. Unfortunately, far from all the garbage in Fallout 4 can be destroyed in this way. And this, in fact, will not expand the zone itself. Rather, it will cleanse and liberate.
To directly increase the zone, you will have to install third-party modifications to create large settlements. Often, they come with mods for the destruction of all garbage in the location and non-parsable objects. A very comfortable combination.
Installing mods on Fallout 4
In order to expand the building area in Fallout 4, there are several useful modifications. They are able to increase the zone and make sure that the player gets the maximum pleasure.
nobuildingLimits- the best mod in Fallout for expanding the boundaries of buildings. Designed to increase all possible radii and limits for post-apocalyptic builders. Works with all locations that have a workshop.
The modification is aimed at expanding the boundaries of construction. But at the same time, it does not visually remove the border itself. It will still glow on the ground and be unnerving due to its proximity to the workbench. But now you can ignore it.
Another useful feature of the Fallout 4 building mod is that it removes the height limit. If earlier it was impossible to build above 2-4 floors, now this limit is no more. So you can build at least a skyscraper, at least a staircase to the moon.
AllSettlementsExtended- the second modification to increase the construction zone in Fallout 4. It is more functional than the previous one. But it may conflict with some other mods.
This option doesn't just expand Fallout 4's locations and allow you to build outside of the green zone. It has some very useful features when creating a city:
- if an object enters a new zone, it can be dismantled;
- non-playable characters are able to perceive new territories without brakes - for them they become a natural extension of the settlement;
- Enemy spawn markers, if they enter the extended area of the settlement, are destroyed - enemies will not spawn inside the town.
Unfortunately, the modification only works with settlements from the original game. It does not affect locations from add-ons. But this is already enough to enjoy the extended construction site.
placeEverywhere- a modification that is slightly unrelated to the actual expansion of the green zone of construction in Fallout 4. Although it allows you to place objects outside the territory of the settlement, it is not intended for this.
The main mission of the mod is to allow the placement of items anywhere. With it, you can build in water, air, and even inside other objects. All restrictions have been removed. Moreover, the mod allows you to move even non-movable objects intended only for parsing. It is very comfortable.
Installing one of these modifications will significantly expand the settlement zone in the game Fallout 4. After that, you can safely fill it with new buildings, items, fences and turrets. The wasteland is open - you just need to build it up and make the settlement flourish!
By the way, even after expanding the territories, it will not be possible to attract more settlers. This value depends on the Survivor's charisma level, and can only be changed using cheats or other mods.
Fallout 4 Building Limit Extension
After expanding the location, you will have to think about the fact that the limit on buildings has not gone away - modders do not always increase it. But even if they raised the limit, it may not be enough. And in order to occupy new territories, you will have to expand it a little. To do this, you do not have to look for any modifications or dance with a tambourine for a long time.
For this you need:
- Pre-save in case of an error.
- Go to the workbench in the desired settlement.
- Open console.
- Mark a workbench with the mouse to display the workbench ID.
- Enter the codes setav 349 3675555555.00 and setav 34B 3675555555.00 in turn.
- Close console.
After that, the limit will be increased by the maximum possible value. You can safely build up the received territories and enjoy the landscapes created by yourself.
If you don’t want to get into the console, then there is a second way to reset the construction limit. It is enough to stand next to the workshop and throw out a lot of trash, weapons, armor and other items from the character's inventory. Then it's all assembled or disassembled.
If you find an error, please highlight a piece of text and click Ctrl+Enter.