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genolune

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Everything posted by genolune

  1. It's funny you post this because I had to bookmark that page to remember how to get to it. I only recently discovered it myself.
  2. So this isn't an isolated thing? That's both scary and something I shouldn't be surprised about. Shouldn't the Unofficial Patch team be working on this? Though like Ethreon said about Boston optimization perhaps other mods will come along and undo the bug fixes. I do thank you for all that information as that let's me know more about the game engine and what to expect.
  3. @Jones177 Can I get you to run a test for me using Fallout 4 Performance Monitor? I want to see the difference bUseCombinedObjects=1 and bUseCombinedObjects=0 as depicted in this video: . Basically, go into your .ini files and set bUseCombinedObjects=1, run the length of Boston (say from west to east), record the results and then turn bUseCombinedObjects=0 and do the same test. It'll be another day or two before I get everything typed up so feel free to do anything patching related without me.
  4. So then maybe spawn markers are for periodic respawning? Like if it were in a cell that is a clearable dungeon without the workbench, so if the cell were to respawn after whatever the timer is (72 in game hours or some such), they would respawn right there.
  5. After moving back to my Windows 7 Ultimate Desktop with slightly lesser stats than the laptop, the Creation Kit runs really smooth. So I think the Creation Kit works much better with Windows 7 vs Window 8/8.1/10 and the better heat dissipation of the desktop also helps, but not confirmed on that one, just a hunch.
  6. So for instance the static water pumps in Nuka-World, if I replace that with one used for the workshop and has the animations, I have to make sure that it has that property?
  7. @Tarsis31 Ah, thank you. I'll take a look at it again. I think you may have solved it with the Gravel and Sand location needing to be adjust. @Blah I had checked and rechecked. Everything was set up only in the Mass Fusion Disposal location but the location made by Bethesda linked Mass Fusion Disposal to Mass Gravel and Sand. Like Tarsis said, it was very wonky. Somehow the game had all the stuff in the Mass Fusion Disposal but decided to split the location in two spots. I'll look at it later after I type up this other post and get back to you.
  8. So in real life I have attention issues and am going to be getting busier as I get more involved in real life stuff and I'm looking for a player or modder with some time on their hands. Basically I want an assistant to playtest my mods, compile bugs, and requests to help me keep track of what I need to add and fix. That way as I get to more complicated mods and learn new things, I just have a checklist of things to get done and keep me focused. If anyone wants to help, and learn about modding or just contribute in a way that doesn't involve learning lots of software or anything, let me know. I'd greatly appreciate it.
  9. Alright Settlement Builders, I have a unique issue. I figured out what was causing my save file to display Error: something about strings, which was that the game wasn't recognizing the location data to put the location in the save title. So I started using the vanilla locations/markers as much as possible to streamline the process and make everything play well. That brings me to this issue. I set up everything at Mass Fusion Disposal for a test Children of Atom settlement. Everything seemed to be working except the Children of Atom would spawn there but wouldn't be assignable. The icon showing the settlement stats was at Mass Gravel & Sand. I looked at the Creation Kit and seen that the location for the Disposal had a location reference I couldn't delete to that location. Probably a massive bug by Bethesda. As a side note, it did get me thinking that maybe Mass Fusion stands for Massachusetts Fusion instead of mass meaning a lot or matter, since it was linked to Massachusetts Gravel & Sand. So would creating my own location and zone fix the issue? And how would I avoid the save file string issue?
  10. You could try using the Creation Kit to edit them. Which settlements have children? I recall Warwick Homestead had one and I think Somerville place. If you have specific settlements in mind, let me know and I could take a look at them.
  11. I had been doing some research on this and I'll post when I get back up sometime tomorrow.
  12. A fun little idea for those with the modelling and texturing skills. If someone were interested, the creation of the Pint Sized Slasher's mask, kitchen knife, shirt, pants and shoes would be nice. For reference, the costume worn by the Pint-Sized Slasher is on the left and he is from Fallout 3 (no spoilers for those who haven't played Fallout 3).
  13. So should location edge markers be linked to the Center marker? The rationale being instead of the attacks sitting on the outside, they actually run into where everything is causing you to potentially friendly fire upon your guys as well as getting close to all the stuff they can destroy.
  14. Where do the standalone (ie not provisioner) Brahmin come from? The location edge / attack marker? Where do synth infiltrators come from? The location edge / attack marker? Where do provisioners come from? I don't think they depend on a marker but seem to generally go in a straight line or most easily navigated path from the origin settlement to the destination settlement.
  15. You'll have to put all your ideas here for anyone to consider the idea or at least point you in the right direction. What is the new faction and what is their background, role (ie military like Brotherhood of Steel, spies like Railroad, fanatics like Children of Atom, etc.)? What does the logo and flag look like? What is your vision for the faction?
  16. Does the spawn marker have anything to do with enemies in a dungeon area (like molerats) or maybe those cages added by one of the DLCs? My settlers never spawn at the spawn marker, so maybe the location edge marker is the thing that will do it.
  17. The only way I remember how to do that is the following: 1) Duplicate the item 2) Rename it to something easy to remember 3) Replace the old one with that one 4) Edit base for the new one 5) Add the item to the Item List (top center box) As for the second question the best I could come up with is: This Reddit Post
  18. Mine typically only get attack from one direction yes. I would like for them to flank and attack weak spots. I was thinking about all this as I was setting up Jalbert Brothers Disposal, since it has an exposed back side but only a narrow spot up front for attackers to funnel in and attack the settlement. If I close off the backside and put turrets and guards at the narrow spot it just becomes like the movie 300 except they get slaughtered. The idea was to be used with greater spawning and more increased chance of spawning mods to really test a settlements defense. Also, to have some fun!
  19. Will something like this help Full dialogues and voice files list?
  20. So I'm near to understanding your concept. I wonder how the New Vegas modders made the Pipboy Readius? If you equip glasses, hit tab, pop up the Pip-Boy screen, and hit tab to close it seems easy enough. I just wonder if the arm animation is needed.
  21. So maybe a constructible invisible marker that blanks out a portion of navmesh if I understand correctly?
  22. It'll be an XMarkerHeading that is a linked reference to another XMarkerHeading designated as a Center Marker as an attack marker. So basically if you edit an XMarkerHeading and go to Linked Ref, add a new reference, point it to the Center XMarkerHeading with the selection of WorkshopLinkAttackMarker. I recommend reading this guide to help you figure out what's what in your settlements: Settlement Guide with Pictures
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