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corsta

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About corsta

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    United Kingdom
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    Too many to say.
  • Favourite Game
    Fallout 4 or Bannerlord, right now.

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  1. Thanks guys, I'll have to try having a look at some other mods' methods.
  2. Thanks for the replies, folks. To be honest, I did it that way because that's how I saw the vanilla furniture stuff done, and I don't know how else to make something only enable when a furniture thing is bought at a shop. Is there a better way to do it?
  3. Hi folks, I'm having another issue. I've made a mod that adds furniture to a home, but only when an XMarker is activated by purchasing a furniture set from a merchant, so the new furniture spawns in with the other items that would ordinarily spawn. On a new save, it works fine. On a current in-progress save, it works most of the time but occasionally a few of the containers will disappear. It seems entirely random which will be enabled or disabled on loading a save, but it's so far skipped over the containers that have items in them (thankfully). I don't know how to fix it, so I'm hoping one of you fabulous lot will be able to help. Thanks, Corey
  4. Thanks for the input, guys. I'm thinking I need to move the interior cell into its own new worldspace, which I've done, but I still can't figure out how to manage the fast-travel stuff. I can add a MapMarker now that it's an exterior worldspace, but I don't know how to make that appear where I want it on the Tamriel map (or on the map at all). I want/need it to work like the cities' MapMarkers that appear in the right place on the map and allow you to travel to a different worldspace with the MapMarker inside said worldspace, but without being visible from the beginning. Any ideas?
  5. Hi all, I'm hoping someone out there can help me. I'm working on a mod to improve QOL on a couple of locations, and one of the things I want to do is have the player spawn in an interior cell when travelling to a MapMarker. I managed to do it in Fallout New Vegas (using the GECK, of course), but can't for the life of me find a way to do it in Oblivion's Construction Set. Is it possible in this earlier engine, and if so, please can somebody help me figure it out? If it's not possible, I'll have to settle for some other way about it. Thanks in advance, folks! Corey
  6. Nah, it's an exterior settlement. The mapmarker is linked and everything seems to match up. I'm completely lost. But cool, I'll upload it somewhere easy.
  7. That'd be ace, cheers. Where would be best to upload it for your perusal?
  8. I have done, and it's all saved, but the cell name didn't change.
  9. There's the location thing, which I've done on all 4, but the name doesn't change at all. I'm thinking the issue is elsewhere, but I can't pinpoint it. I've gone right through the tutorial again, checking everything over, and it seems ok. I must be missing something. :L
  10. lets say your location is named corsta then the belonging cells should have the same name, if not then they don't add/count to your location, you can check wat cell(s) belong to your location its under 1 of the tabs from your location simple sample you make a location with the name xx and a encounter zone tat point to xx, you use 1 cell (lets say wllderness) if you not change the name from wilderness to xx it will not add/work as it should because the wb/marker/build is in wilderness, game can't find it so it will not work multie cells work the same way all should have the same name as your location It won't let me do that as it says "previous was type 'reference'", assumedly meaning either the location. There are also 4 cells to change, and it can't have duplicates. They all have the location as their "Location" selection. What would you suggest?
  11. Rename the cells..? My settlement takes up 4 cells, 3 of which are somewhat significant and 1 crucial to the story. I've begrudgingly changed the location of the cells to my settlement location, but do I have to rename them too? They're Ricky's Overpass, LexingtonExt02, SwitchboardExt01 and a Wilderness cell.
  12. So, after a long time, I've finally found time to revisit this... Stuyk, I followed your guide to the letter (it's great, by the by), and everything seems to work. Except that I can select my settlement as a target to move, but the settlers won't actually go there, nor will they work if I spawn them in and assign them. The radio beacon also doesn't put out a signal like it usually would. I've spent 20 or so in-game days waiting to see if anyone will turn up, but nothing. It seems everything's in place, but just won't go that last step. Any ideas, folks?
  13. Don't suppose you can give me the skinny on the missing parts of the InitializeLocation quest, could you? I can't get my settlement to be detectable.
  14. So far I've followed every step while rebuilding my settlement mod from the ground up (I couldn't get settlers/supply lines to work or the workshop to be recognised), but I'm still having the same problems. I'm thinking it might actually be the InitializeLocation quest, because that's the only thing where someone has pointed out that something's missing. I've noticed the default one has some users, where the custom one doesn't. Anyone have any ideas what needs doing?
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