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KahvozeinsFang

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    Fallout 4
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    Skyrim SE, Fallout 3 - 4 and New Vegas

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  1. The roombounds themselves are the issue. I have an interior settlement based off of vault 95 and all I did to get the object to appear was remove the roombounds. They don't play nice with the workshop scripts. Additionally all you have to do is reload the cell and all objects will appear. The only real complaints I get with my clone vault is people want to scrap things that I didnt put into the scrap lists. Of the vault door gets stuck because they didn't read the description properly. As for lower FPS in larger cells without roombounds, I only have a 4GB rx570 and suffer no FPS loss with the vault 95 clone I made.
  2. Awesome thanks for the replies, it's working as intended, or at least as far as I can tell. But the testing has just begun haha
  3. I just linked a reference from the map marker to the WorkshopWorkbench and it showed up, the only bad thing is that if you fast travel to the settlement it spawns you on top of the workshop lol.
  4. I'm trying to add a settlement to an existing location (Galactic Zone) and everything works great except viewing settlement data from the map marker. I'm using the main Galactic Zone map marker as the one for my settlement, But my workshop is in Starport Nuka. I've set all encounter zones, locations correctly (possibly), but it still wont show up. They are existing locations and encounter zones I just added keywords and checked a couple boxes for the encounter zone itself. However, it will show up in the "workshops" section of the pip boy. Anyone have anything that can help get the info to show up on the map marker of the settlement itself?
  5. The pink colored tri's are Precuts/Navcuts. They are used because there are scrappable objects in the Navmesh. It disables the tri's until the object is scrapped. That way NPCs don't try walking through a couch that might not always be there. You can make Precuts yourself by: 1. clicking a scrappable object in the render window. (Only works with scrappables) 2. Click the button to open the navmesh toolbar. (with the item still selected) 3. Then open the drop down Navmesh menu and click "create Precuts for selected objects" While you can just create all Precuts at once with "create Precuts for all objects" (or something similar, I'm not on my PC right now) I prefer to do them one at a time and check for errors in between each object. And there really isn't a problem with smaller triangles, just as long as there are not thousands of little tiny ones. I usually make my Navmesh by hand, and make them a medium size. What's good about more triangles would be you can add preferred pathing to a specific path. And stay away from making very long skinny triangles. And aways check your Navmesh before finalizing it. Saves you from errors popping up when loading your plugin and possible game crashes.
  6. So I have a three story apartment building as an interior settlement I'm making, its coming along nicely, everything works great. It has a set of stairs to get to all the levels, but what I'd really like is to put in an elevator that can reach all the floors. I tried to use the same elevator master with two different buttons, one for the second floor, and one for the third, it was coming along nicely until I got to attaching the elevator car to the platform helper. It can only attach to one at a time. Bethesda sucks for making elevator scripts that just go from the bottom floor to the top floor. I was hoping someone knows of another script that can work, or of a way I can hook it up to work the way I want?
  7. OK found a fix for needing location cleared message. All you have to do is make a new message that says anything you want. Then double click your Workshop, Then scroll over to the scripts tab, in the workshopscript under the "optional properties" there is a "custom unowned message" set that to your new message. I made mine say "Piper Hates You!" It worked out perfectly.
  8. OK so what I did was duplicate a "setowned" trigger then edit the base. Under "interaction conditions" put in "HasPerk" then "CompPiperPerk" The set own trigger did nothing when I walked through it without The Gift of Gab Perk, but as soon as i tried it with the Perk added it gave me the settlement unlock message. To keep the player from unlocking the settlement before having the Perk all I did was put the "Boss" location reference type on a light, or really that can't be killed. The only thing is if the player tried walking up to the workshop and opening it, it would tell them they have to clear the enemies first. You can put the set owned trigger right next to the door when walking in publik occurrences and if they have the Perk it will unlock the settlement right away.
  9. I made a custom weapons vendor stall including decorations in the CK. I made static models from a few weapons and other things. My problem is placing it in game. It falls halfway through the ground or ends up bouncing around till it's upside down. I know some of the things I used must have had physics on them and they carried over. Is there a simple way to remove them or do I have to start over and not use those items? I did find physics in nifscope, but when I removed them and tried to save the program crashed. But I think that could be because the nif itself is 11mb in size. Could I have set my goals a little high with this one?
  10. Same thing happened with my Roadside Pines settlement. Light from the outside of the rooms spills in through the walls and light boxes don't stop it there either.
  11. Nope just regular lights. But the ones I used cast shadows. I think maybe that's why they aren't working. In my Reeb Marina Settlement I used a shadow casting light in the kitchen area and the bathrooms have light spilling into them from that light. I tried the lightbox and light still leaks in through the wall. I ended up just removing the light though. I'll have to do some more testing I guess.
  12. I used the light box button in the CK to set them up. I've even done it manually and they still are not working in exterior cells. I'm starting to wonder if I have a bad install on the CK.
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