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Lateraliss

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  1. I just got access to the Master Huntsman lodge in Talmberg. Man, what a disappointment to finally be given a house, but all it has is a straw strewn floor to sleep on. Anybody looking into how to place items in the game, cause I'd like to add an actual bed to the house. I'd also like to add more lighting, since it is pitch black in the whole house.
  2. It's not in the interior cell of Diamond City, so I don't think it would affect it at all. 2 of the cells are wilderness cells, and 2 are DiamondCityExt cells. It's actually right next to the big green gate you meet Piper at when you arrive at the entrance, on the roof. Just to the left is the entrance to Diamond City. I had a discussion with markymint, who made the video tutorial. He looked though my quest and everything is done correctly, so it's not my mod that is the problem, it must be something preventing the quest from initializing. I guess it will just be for a player home and no settlers.
  3. What I did is turned that "hidden" bar room that's on the roof of the exterior Diamond City cell into a settlement. I had to use a teleport door to get to it, because a stairway wouldn't have been feasible. I've got the quest written up, created the workshops alias, added the workshopaddlocation script, added my workshops alias to it, and copied the initialization quest, but when I load the settlement, I have 0 happiness. If anyone can look at the esp to see if I made a mistake, it's here: http://www.nexusmods.com/fallout4/mods/21742/? One thing I noticed is when looking at my quests I made, it says Users 0. So that makes me think nothing is using my quest, so there must be a step I'm missing. I took some screenshots of the quest I made. http://imgur.com/a/yvvIb
  4. I'm having a problem getting settlers to spawn at the settlement I created. I have a happiness of 0, and have waited several days. I see by reading the earlier posts that it has something to do with the quest that has to be made. But for all appearances, I have done everything that I was supposed to do to get it to work properly. I've used this tutorial, stuyk's pictorial, and the video tutorial, and haven't come across a solution. It may be because my settlement is not of the ground? It's above Diamond City and needs a loaded door to reach it, but I have the spawn markers set up properly in the settlement, so I don't know. I've run out of ideas to try
  5. I have been trying to merge some nif files. I copy the branch from the mesh I want, and paste at end into the nif file I want to alter. I change the values for what they are supposed to be, and it looks how it should in the render window. What I can't figure out is how to make the Scene Root NiNode the parent of these new trishapes. If I do the extra data value, and add them to the ninode that way, the objects become invisible. If I leave them outside of the ninode, the whole mesh becomes invisible ingame. I'm just looking to add some modded weapons to Azar's Backpack mod, so I can see them on my back.
  6. Thanks for explaining this. This helped with getting the back left part of the overpass navmeshed properly. 4 different cells converge at that part of the overpass, and I had no idea how to "bridge" the navmeshes for them to connect to each other. I'm guessing I aligned them okay, because after finalizing, the lines went from thin yellow to thick green. http://imgur.com/s7UNF7Q
  7. I'm new to CK as well, so there may be a better answer than what I'm offering, but it seems rare to get responses on this forum. There's a snap to grid button on the main window that will move objects according to certain grid coordinates. So if you plop something down, have "snap to grid" enabled, and then hold down Shift and Q, and then click on the object you just laid down, the rest of the objects you place will orient to that object, which I think is as close to snapping like in-game as it gets in the CK. Also, if I may offer some advice, learn the hotkeys and shortcut commands. They will save you tons of time and make moving things much easier. Useful ones for building are the Shift + Q, which orients objects to the chosen object Hold down Z lets you move objects up and down Ctrl + D duplicates objects
  8. I'm trying to navmesh some stairs and the overpass above Finch Farm. Got everything laid and the overpass is meshed, but when I test the navmesh on the stairs leading up there, I am having trouble. It keeps getting stuck at one spot on the stairs, and no matter how many times I redo the navmesh, it continues to have problems. This is the first time I've been messing with navmeshing, so I may not be doing it right. Does anyone have some ideas on why it is doing this? http://imgur.com/a/q5oH3 i actually just figured it out. The navmesh was apparently too thin across. I widened it a bit and it worked ok. http://imgur.com/8KOh4oZ Gotta try testing in game next and see if it works.
  9. I recently created a merged patch in FO4edit. I had a lot of mods that altered the leveled lists, companions, and various other things, so I had to make it so that everything worked properly. The question I have though is this: If I change the load order of my mods after creating the merged patch, does it break my merged patch? Like will formids change and it'll create unresolved errors?
  10. Is there a way to run the fomod installer of a mod already installed in NMM without having to uninstall it first? I want to change some settings, but don't want to have to uninstall the whole mod to do it.
  11. I'm looking for what everyone considers the best follower management mod, that also allows you to move your followers to custom homes, as well as change equipment completely. I originally used UFO, but it didn't have home placement. I then went to EFF, which does this function well, but it adds way more features than I need, and seems to be incompatible with several custom followers. All I really want is to be able to have complete control over the followers inventory, and move them to the home of my choice. Is there aother mod that does this?
  12. Thanks for helping. Unfortunately, way too complex for me. My skills in FOEdit are slim to none. I finally learned how to make an esp, so that tells you my skill level. I looked through the factions. Found what I thought was the bartender faction for settlers, WorkshopVendorFactionBar, but it had inconsistent settings with the routine bartenders follow, so I'm thinking it isn't it. I notice most of the vendor factions don't have packages, so I'm thinking I'm looking at the wrong ones. I'll keep browsing and see if I ever come up with it. Basically I just want to keep the bartender bartending till midnight instead of 2100
  13. This argument is moot because that's not what is happening at all. There are mods with 10,000 endorsements already, and some with 20. Why? Because everyone isn't downloading every mod. There's nothing wrong with the current system. I've yet to ever see a mod get lost through the cracks because of mass endorsements...
  14. Has anyone come across the vendor/guard packages? I want to see if I can alter the time vendors spend at stalls, particularly the food/drink vendor. I also want to see if I can get guards on a regular schedule as well. Guard during the day, sleep at night, and vice verse. I've been combing through the packages in FO4Edit, haven't come across them yet.
  15. I hate the quest Human Error. Neither outcome is all that great. I'd like to keep the NPCs alive in Covenant but I can't bring myself to side with The Compound. Is there a way to mod the npcs to not be hostile after completing the mission? I tried resetai, I tried disable/enable, I tried killing them and resurrecting them. All of those completly destroy their ai routines and they end up just standing in place.
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