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tarsis31

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Everything posted by tarsis31

  1. I've had this, I had to manually install the textures into my fallout 4 folder. NMM was unable to do it properly.
  2. Yep, and RRS took me 2 weeks longer for being stubborn too. Have fun.
  3. Hey geno, it's early for you yet. You started too deep, just like me. First go make a simple settlement somewhere easy to test, close to sanctuary or something, until you can make it work flawlessly. Then go break it 10 ways from Sunday, and take apart someone else' mods and learn that they are way smarter than you thought. Find out that the tutorials are half wrong. Or slightly wrong. Or kind of wrong but only because you don't know enough to ask the right questions. That's how it went for me anyway. Then you can find out where the writers of the tutorials had their own mind set on how something worked, and you know differently, and then you can teach us. I will give you a couple tips for early settlement building that I wish I had followed at first. First few tries, keep everything within 1 cell. It's tiny, but you can get your style together. Also, do not forget to assign the new settlement location to any buildable cell. It seems if I build in a cell that has "commonwealth" (or whatever) as location instead of what should be settlement, I start getting errors. When testing, make sure you check that your new settlement can have people sent there from another settlement, and works in pipboy/data/workshops and on map. After that, you can teach us some stuff!
  4. Yeah, there is nothing fundamentally different. just smaller, and has never crossed cell borders I guess. Has worked every time for me since doing it. EDIT: Sorry, Blah, I was getting 0% or 20% most of the time with this workshop. I could get it repeatedly so I was smashing my face against it all day trying to make it work. EDIT EDIT: So, what would have broke the triggers? Like speedy said, hooked up correctly, not ref'd to anything else. Is it possible that dragging them across the cell borders "disconnects" part of the initialize script from the workbench partially breaking it? I've had settlements I've made where I have moved the bench across a border (even temporarily) after putting everything together. Nothing worked right until I put all the parts back together again. I maybe could have fixed it with a simple set owned trigger reconnect.
  5. I think I figured it out too. I was trying to do it without whole new area. I deleted his setowned trigger and made new one just in front of workbench. Worked 10/10 now. Would you try that fix please speedy? I'd like a doublecheck before I wrap this all up in a neat little bow. (Oh Lordy please let it be this simple)
  6. Yeah, speedy, I toned the size way way way down for my testing. Just a bit bigger than workbench. Can still use build options on entering cell. Tried turning ownership off, can still use workshop when raiders are alive. Almost like something bypasses all the options you set for the script in the workbench, which may be an indication of where this whole issue stems from.
  7. Nice. Glad you are making some progress. A person starts to get that brick wall feeling sometimes.
  8. So, I just spent the better part of six hours loading m0ds Evans Way in with my RRS loading just after, as I can get a fairly reliable failure rate on his settlement happiness that way. >75% fail rate today. Make a change in CK, load in Vault 111, coc bostonrr, go to my workbench, 50 happiness, go to red door, disable, killall, (then a multitude of different things depending on what I've changed) So... How do I set up his workbench so it WILL NOT be usable until it is physically triggered (click on the actual workbench)? Or, as a second rate option, how can I set it up so that it WILL NOT be activatible until you step into the setowned trigger? Every single option I have tried has allowed me to hold the view change key right as I enter the cell, which has been limiting my ability to location control my experiments? Completely removing the workshopinitialization quest made no change to the failure rate whatsoever. Flipping switches and pulling buttons left and right one thing at a time until I finally broke it so bad it crashes on load (I think I may have cross saved 2 different BA2 files from 2 different working versions when I accidentally had 2 copies of CK up). I'm pretty sure I left Vault 111 more than 50 times. I don't feel closer to an answer, though I have eliminated possibilities.
  9. Now you see why my core mods have thank yous to speedy. He gives a lot.
  10. I've had gen1 synths farming and things in my settlements from another mod that let me build them, Robot Home Defense maybe? I've seen them do settler animations.
  11. Is that the part we are forgetting? I always have to send them there in game myself too.
  12. Do they need the DefaultSandboxExterior AI package? This is a bit outside my bailiwick.
  13. Do you need to generate precombined visibility and generate visibilty from the cell where the LOD looks wrong rather than from the cell where you have actually made the changes?
  14. Under world, world testing and reports, you did try update object visibilty data or update distant LOD right? Not just Wworld, world LOD?
  15. You, my man, are writing the tutorial right now. HA! I had a theory about getting the cells you wanted visibility done on all loaded, after doing them individually, then doing them all together as generate previs/visibility for loaded area. After That, save, do a test, if still not working as expected, make a backup of your .esp ( and all your additional files, (data/vis and /meshes/precombined) just in case) and hide them away in another directory (seems extreme) (I like parenthesis). Then I would try update distant LOD and see what you find. If it doesn't work, try World LOD. If it corrupts your .esp, you have backups. If it works, we may have finally worked this out.
  16. "World LOD" or world "update distant LOD"? EDIT: And are we answering questions here or asking them? Does anyone remember? Why wouldn't Bethesda document this or have the **** in order on the list so you would just click and it would have natural progression... Oh, right, never mind.
  17. No, the .ini tweaks should not be required. We've bumped into this before. Do you have "no pre vis" selected in any of the cells? After you did those steps, did you then do generate visibilty loaded area and previsibility loaded area and test? This thing is a dirty snake to wrestle. Someone is going to beat it and actually remember the steps, and maybe write them down. EDIT: I do not think your .esp is corrupted, and I think repeatedly deleting what you have done is just setting you back to square 1 every time. We need to get it working, with all the steps together, then we can remove steps 1 at a time until we have the minimum correct ones. Once we have the very minimun, it will be the right amount for speedy.
  18. Ok, did you do a "precombine geometry of current cell" in each cell first (I mean, if it is 9 cells, do all 9, then move on to next step), before you tried doing the "generate precombined visibility for current cell" in each cell (9 times or whatever), then finally doing "generate visibility for current cell" in each cell (again, 9 times or whatever)? If not, could you do it in that exact order and tell me if that worked like you were expecting?
  19. Can you rephrase the question Illian? Are you meaning object culling? Where things flicker on and off annoyingly whenever you move around? If that is what you mean you want Generate visibility of current cell, or generate precombined visibility of current cell? Which, if I remember, you had to do precombine geometry of current cell first. Also, you'll want to tag the "no pre vis" setting in all of the flashy cells your location hits (unless interior, then that's the opposite thing you want). I think. That stuff has change many times just in the short time I've been doing this. If that is not what you mean, then I need clarification. EDIT: Now hold on before you go poking anything. Are you building a whole new cell or editing an existing cell as well, that may be important.
  20. Never worry about our time! Most of us wouldn't be here if some other kind soul hadn't spent a moment or two answering a question. There aren't any dumb questions, if you don't understand something, let's have it! If it gets out here for me, speedy, m0ds, Blah, greek, and I suppose a couple dozen more by now, it may broaden our knowledge base. That's always a good thing! PS If we didn't have time, we wouldn't answer till we did :pirate:
  21. Are we even still using workshopinitialization? I mean, I personally, am not. i think dropping that got rid of that annoying 0% bug that was the plague. So it's not really a royal "We", more of a "the rest of you fine educated people".
  22. That is so odd. Thanks for continuing to poke at this speedy. I've thrown some crap at the wall there too and I get all worse results. Things don't work, or bad map marker, or settlers won't go.
  23. Does it make a difference if you make a new start and advance through nuka quests with console first? I'm grasping at straws here, because when I look at it, it looks like you should be able to just plug it in and play. That doesn't work though, I feel like I'm missing something obvious.
  24. AI is notoriously hard to code. Bethesda gave us junk walls that didn't snap. You connect the dots.
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