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jaceanmikhael

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  1. has a solution been found for dealing with hex exports in fields? such as attempting to batch change NIF field in race will result in long hex strings rather than usable easily editable paths text.
  2. What I meant by default loadout was more about how it would naturally load with a person having this mod and either with or without the season pass but I guess my understanding of how workshop indexes are given is flawed since I assumed that it would auto allocate the same base index to the default workshops that exist in every game. This is good information to have and thank you for the clarification.
  3. I'm very kind today. index 0 0009B1A5 Warwick Homestead index 1 0006F5C5 Abernathy Farm index 2 00135A90 Taffington Boathouse index 3 00066EB6 The Castle index 4 0009B1F1 Greentop Nursery index 5 0009B197 The Slog index 6 00024A26 Outpost Zimonja index 7 0009B18F Graygarden index 8 0009B1D1 Oberland Station index 10 00054BAE Red Rocket Truck Stop index 11 0009B1AC Tenpines Bluff index 12 0009B19D Finch Farm index 13 000250FE Sanctuary Hills index 14 0016D28E Murkwater Construction Site index 16 00161F4B Spectacle Island index 17 001654CF Jamaica Plain index 21 0001D0E2 Starlight Drive-In index 23 001E81EA Somerville Place index 24 0009B1DB County Crossing index 31 00164321 Egret Tours Marina index 32 00168945 Coastal Cottage index 33 001A0CC6 ??? index 37 0009B1BE Nordhagen Beach index 38 001654B8 Kingsport Lighthouse index 39 000E0505 Covenant index 40 00019956 Bunker Hill index 43 001F0711 Hangman's Alley index 44 001654D5 Sunshine Tidings Co-op index 49 000B3506 Boston Airport index 53 001654BD Croup Manor index 35 01000E4C The Mechanist's lair index 41 0300AB20 Visitors Center index 45 03038EA8 Dalton Farm index 47 0302064C Longfellow's Cabin index 50 0301C6AA Echo Lake Lumber Mill index 26 05000FEF Vault 88 index 27 0600BCE7 Nuka-World Red Rocket index 46 06047DFB Star Core WS index 51 08001EDD something loaded at 08 slot index 9 11000FA3 something loaded at 11 slot index 15 11002079 index 18 1100189C index 19 110093B2 index 20 11000C58 index 22 110018AB index 25 11000C30 index 28 11002085 index 29 11000C35 index 30 11006AEA index 34 110018C7 index 36 1100188C index 42 11005407 index 48 11000F99 index 52 110018B8 Thank you. I think there was confusion as to what the issue was, but this is useful to have set aside regardless to know default loadout as it relates to a standard game using this mod.
  4. I genuinely think you were missing the point of the question I was asking, which was simply what workshops were counted by default and which were not. You answered this in PM which was that any interior workbench for player homes should not be counted and just the exterior workshops. The question had nothing to do with my mod or it's functionality as all show as "passing" in your system. I would say that the default vanilla settlement numbers that are counted per your script in a vanilla load was an absurd or unintelligent question. Simply setting a baseline. Also just clarifying the difference you made between the first and second release of this script as it had two different readouts, I'm assuming based off your answers since that the first version counted interiors and the second did not. As per the script itself, a simple count without a fail reason for most people would be fairly limited functionality. With a bit of effort this could be a useful troubleshooting tool, but for instance what console user is going to be able to do anything with this? They can't read error logs. And I'd say more failed settlement mods exist on consoles than anywhere else, so the place this is most needed this tool becomes significantly less helpful. Giving a "this workshop failed for X reason" readout makes it far more useful as both a troubleshooting tool for mod creators as well as a far more user friendly and functional tool for end users.
  5. So that should be resolved but the numbers keep changing which is part of what doesn't make sense. Initially this said 59 workshops, that readout said 55, current says 54 So currently, all shows good but it's now 54 and not 55, and initially it was 59. Also how many settlements by default does this show, does it count the far harbor and nuka settlements? Because I see Red Rocket reference and Vault Tec reference but not others. So in a standard game there is 37 settlements, with all DLC that number goes to 44 if I'm not mistaken. But if this isn't counting nuka or far harbor that's -5. So 39. If this mod adds 16 settlements that's at 55. So my thinking is that the other 4 initially might have been counting far harbor and now it doesn't? I know nuka raider settlements are perhaps different reference codes so maybe those don't count. But where did the missing settlement go?
  6. In my case, dismiss/move works on all settlements and while I can get the workshop IDs from debug it's not giving me a fail code of sorts, so that's currently what I'm finding tricky.
  7. So the entire goal of my mod was to have a simple and clean mod that added a number of areas, mostly large and encompassing urban/city areas that are often otherwise left untouched as late game expansion. This also tries to make use of a lot of areas with some great visual storytelling and gives motivation to explore otherwise often ignored entire chunks of the worldspace. As part of that due diligence, I actually ran the new SKK workshop validator on my own mod, and I think that it's saying some of my settlements are not "valid" but since the script doesn't give a "why" code or even which, it's left me in a bit of a confused state. So currently I only have default vanilla settlements in this load and my readout to the report was 59 total, 51 valid. Now there's 43 settlements in the game with seasons pass, that plus 16 others added in my mod, and assuming that all vanilla settlements are perfectly fine that means 8 of mine passed fine and 8 did not for whatever reason and since I was essentially doing the same thing for all of them this is even more confusing than if they had simply all kicked back bad. I've gone through the checklist on every one and with minor differences it all seems the same. Certain things like use of edge markers vs just buildareaedge, or default dummy vs default empty trigger but these things seem to be a bit out of the real of normal. I just moved to using the default fallout included workshopexteriorstarter pack-in since it's got what is needed in game terms to make this work but is use of the pack-in somehow the problem? This is where my lack of deep knowledge here is likely the problem since despite there being minor differences in every single tutorial out there, most approach things in a similar way to get settlements "fully functional" and my settlements all currently "pass the test" in forms radios working, provisioners working, companions can be sent there, shows up by name in the pip boy, shows settlement stats on the map, starts at 50% happiness... but there still seems to be some more minor problems. Now perhaps this is because the areas I've chosen are definitely not usually designed for settlement building but I think perhaps it's something more basic. Quests in the warnings of creation kit don't add these to the story manager because there is no "main" quest that is telling people to go do all these new workshops as part of something larger. There's also possibly other stupid things that I've done that are on the spectrum from slightly wrong to incredibly stupid but I'm fully admittedly a complete novice with this stuff. I just build mods for things that I wanted in the game. Same with my old mod "fallout pool party" which added placeable water. Pretty sure that one is broke at the moment, but I can go back to that after fixing these. Point being, that I want every settlement in the mod to be 100%, just as if it were a vanilla settlement. I don't want people having to troubleshoot it, or mess around with it, or trying to deal with subpar work just because I didn't know better. So any help would be greatly appreciated. As for the game plan moving forward, it was actually always intended for them to be doing just that but my scripting abilities are definitely struggling. It's also intended to be able to grab a usable GECK which is a portable workshop in a GECK activator that can be dropped and activated to create a small full settlement. I've actually got that mostly working but I can't get it to the 50% happiness at the remote drops, so still trying to tweak and figure that out separate before adding it into the game. The goal for that being using the entire commonwealth as a single settlement, when they open the GECK it's kinda like a cross between Conquest and Clone My Shack. They have options for their default "farm" they built, a "guard" area they built, a "work" area they built, or a "outpost settlement" these are all things they create and then can store to be placed anywhere in the commonwealth but most importantly they are ACTUALLY usable and part of an entirely different settlement which uses the entire commonwealth as the sandbox.... got it "mostly" working....as in the principle idea is currently working. For reference, here is my mod: https://www.nexusmods.com/fallout4/mods/34423/?tab=description If anyone who knows better than me can see anything I'm doing wrong, please let me know.
  8. maybe try http://www.nexusmods.com/fallout4/mods/5634/? While not the most diverse selection it at least gives you something to start with.
  9. First thing I'd try is resetai command if that doesn't work you can try the force move option. While not a specific fix just for you issue, I had a similar glitch after scrapping all of sanctuary hills (removed houses and all for new build) and what worked for me was the following. - Open up console and select one of the sanctuary crew - Run console commands to move named settlers (setpv bcommandable 1; setpv ballowmove 1; setpv ballowcaravan 1) - Move them to a new settlement (if you want you can then move them BACK to sanctuary hills but this time they will stay) This works for any other glitched named settlers as well. If this doesn't work for you, try selecting each and using "setplayerteammate 1" on them and using the follow commands though that is usually better used when you get settlers stuck on map edges or on roofs or they just get lost.
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