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chanya

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  1. Workshop resolves as DBTec, and the new mod is 4th last in the load order with nothing afterwards which can overwrite. However, you've pointed me to the solution. I'Ve forgotten to add the DBTechHighschoolExt cell to my settlement location. So this solved the problem: The Encounter Zone DBTechSettlementZone has the "Never reset" flag and points to the Location DBTechSettlementLocation. And the location now includes the DBTechHighschoolExt. So I cod'ed to the cell, and voilá, everything still there where it should be! Thank you so much! Chan
  2. Hi there! I am quite new in modding but have already created a couple of settlement mods, which, in general, work fine. However, I now encountered a problem, which, I belive, is caused by a cell reset. While, for example, Libertalia Settlement does not reset at all and stays as it has been built, my Settlement at the DB Tech Highschool has a problem. While all structures around the school bulidngs itself stay untouched, the structures I've build on and directly around the school buling have disappeared completely as I returned after quite some time to this settlement. I've now in the CK set the checkbox of the DBTechHighSchoolZone Location to "Never Resets", however, when I coc to the cell, the structures in and aorund the school building still have disappeared. I assume, this trigger does just relate to NSCs and not the environment, but he cell window for DBTechHighschoolExt has no reset config at all. Maybe, this quick fix was, if not wrong at all, too late (if the cell reset is not triggered by the coc jump but sometime before), or I have missed some more configuration items in the CK. Perhaps someone can enlighten me or tell me, where and how I need to adjust in CK to prevent the structures to disappear. Any help will be highly appreciated! Chan
  3. I did...however, now I have the 0 Morale Issue when activating the workbench, which I haven't had with release 1.0..... boah, this grounds me. Think, it was pure luck, that my first try worked. O.k., think, it is time to start anew, from scratch. I have the greatest repect for all modders, now even more than I had already before. :thumbsup: Thanks! Chan
  4. Thank you guys for helping me! Settlers: I've placed a DefaultEmptyTrigger for sandboxing, connected all locations via bridges over the water and the Navmesh seems o.k. To test, I've put a workstation on the barge with the cages and the dead bodies and a bed just beside it; both assigned to the same settler. The settler starts working at his post as expected, but in the night, she just stands dumb behind her station and ignores the assigned bed beside her. I know, that the settler AI Scripts are not very reliable in FO4, but at the "normal" settlements, most settlers are going to bed in the night. Perhaps Libertalia is too exicting for them to go to sleep. :-) Navmesh: I've done like the precut tutorial said, and it has had the effect, that the settlers doing their farm work on the barge now no longer are walking into air, but alwas get elevated to the height of the scrapped trash piles, when playing their farming animations. For example, the first guy is working in the air, while the guy right besides him stands on the barge as expected. If the working one stops working, he falls down to the ground. If the idle settler starts working, he ascends in the sky like Jesus. However, I'm not 100% sure, if this is new or just something I've noticed in detail now and I've jut not understood the navmesh tutorial.... seems I need to learn a lot of more on the Navmesh part. Concerning the helpes: Deleting them hast stopped the floating of the boats. This doesn't look so cool as before, but now I'm able to decorate them like "normal" Settlement buildings. Thanks again for your patience with me! Chan
  5. Thank you! I think, I need to learn mor about navemeshing. The barge under the trash piles is already navmeshed, so the settlers are able to walk on it. However, they still "think" the trash piles are there. I thougt a solution would be, to make the trash pile navmesh also scrapable, but perhaps this is just a naive thought. What I also don't understand ist, why my character behaves others than the settlers - if I scrap the trash piles, the character does not walt through thin air but walks as expected on the boats deck below. Concerning the moving boats: I've already tested with deleting the helpers, but couldn't see any change - I will try it again, possibly I haven't deleted the correct ones. Yes, first time I went into Libertalia, I thought that this would be a great settlement. And as there are no mods for this, I had no choice but start to begin learning how to make a settlement mod. :-) Agein, thank you for your help! Chan
  6. Hi there! As a complete two weeks modding newbie, I'm currently working on improving my first mod, Libertalia Settlement. However, I've still some issues, which I wasn't able to resolve yet by reading and watching tutorials or Google. First, setllers are coming as usual, and are accepting their assignements without a problem. But they are not sandboxing in their free time, means, they only stand still on their posts after duty and do not wander to the tavern or go to bed at night. I have placed an DefaultEmptytrigger and linked it from the workbox with the sandbox keyword, so perhaps this is no modding error but an AI script problem? Second; I've assigned the trash piles onthe large barge to the workshop to be scrapable; however, the navmeshes of those are still persistent, when scrapping them in game, so the settlers are moving through thin air. Third, does anyone know how to stop the boats on the ocan from floating? There are some FloatingPlatformHelpers assigned to them, but ihaven't found out if and how they can be configured or simply deleted. Thanks in advance! Chan
  7. Thanks, pepperman! That's not an option. I would like to decorate the settlement in game and not in the CK. So the only option I have is somehow disable the floating in the CK. Chan
  8. Hi there! I'm currently working on a Libertalia Settlement Mod and so far everything works fine. However, in the new settlement, I would like to build items on the boats and barges, which currently isn't ideal, as the boats are floating, but the newly built items not. As it surely isn't possible to place tiems floating with the boats in game, I thought, I'd try to configure the the FloatingPlatformHelper Boxes, which, I think, are responsible for the boats movements on water. So, the options I can think of were to adjust the floating for every axis to 0 - however, I don't know, if this is possible and, if yes, where. Alternatively, I did an experiment in deleting all those FloatingPlatformHelpers from the cell, but this hasn't stopped the boats movements. Maybe this is a stupid question, but I'm very new in modding, so perhaps someone of you might know more about it and point me in the correct direction - I've not found anything on the internet about this helpers. Thanks in advance! Chan
  9. It was the said tutorial. Changed it now according to your recommendation. Again, thank you! Chan
  10. Awesome! This has done the trick! I already had created the setownedtrigger box but just linked it outside the workbench with the sandbox keyword. Thank you so much! Chan :laugh: :laugh: :laugh:
  11. Hi guys, I'm very, very new with modding and the Creation Kit for Fallout 4; but, thanks to some good tutorials, I was able to create a mod which turns Libertalia into a working Settlement. Now I wanted to make the Captain's Cabin a Player Home with an Internal Workbench, which seemed to be a fairly easy task, according to a bunch of tutorials. I just added an internal workbench, container and sandbox area (for the companions) to the cabin, nothing more. However, I am not able to activate the workshop, as it insits in clearing out the location before use, which, for Libertalia, already has been done. I am guessing, that I perhaps missed some location configurations, however, this only is a guess from an absolute newbie. I played around with the workshop script properties and ownership, however I wasn't successfull with any configuration. I really would appreciate some hints.... Thanks in advance! Chan
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