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vonBennett

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Everything posted by vonBennett

  1. Thank you. I am looking for a Mags Black Mod. I think she is a babe and her affinity system has the potential to be very interesting. Dixie is just plain crazy!!!
  2. Does anyone know if there is a Mags Black companion mod out there somewhere? I looked in several place, it seems like there might be one out there but can't seem to find it. B..
  3. By script. At least, thats what other mods do to fix such problems. You could for example add a "fix" option to one of the terminals inside Vault 111 to start the script. (user action required) The script should simply move such items to where you want them (disabled & below the ground/floor) One of the many Vault 88 mods does exactly that (but it still doesn't always work... or "did not" as its been a long while ago I last checked and forgot which one exactly) I tried using the "MoveToEditLocationOnLoad" Script (which I use to move the locations of workbenches on my other settlement mods) but for some reason it is not working on this cryo terminal in Vault 111?
  4. Since some are vanilla settlements and the other is Vault 111, it is not really practical to start a new game. I understand what you are saying about things being 'saved' once they are initially loaded. I need to figure out a way to bypass that.
  5. I am finishing up on my Vault 111 Settlement Mod. I am having a problem with the Cryo Terminal showing up in game. While in the Creation kit, I disabled the item and moved it below the floor. However it still shows up in game. I even tried the 'MoveToEditLocationOnLoad' Script but that did not work as well. I have my nod on the bottom of the load order and I do not detect and mod conflicts. So question: Why do disabled (and even deleted items) still show up in game? More importantly, how does one completely disable them in the Creation Kit so the don't show up in game? Thank you. B....
  6. The interior settlement in question used to work until I did an add on. Everything was and always is path tested. Any errors found have been fixed (I think one triangle need to be fixed in this case). The log is clear. I really think interior cells (settlements) might break something if you finalize NavMesh too many times. Like I said, it seems to only mess with settlers not going to sleep because they can't find a path to beds (pre-existing or even new ones created in workshop). I think one way is to erase all NevMesh in the cell and then save and close; and hope this resets NavMNesh. The,re open and redue all Navmesh in the cell and only finalize once?
  7. Hi All, So I have several interior settlements that I am having an issue. Specifically, when bed time arrives, the settlers just stop what they are doing, and instead of heading off to their beds, they just stand in place all night long. In the morning, at first call, they begin their daily routines again. I think I might have it narrowed down to a NavMesh issue??? Somehow they are not able to find a path to their beds. I had an interior settlement that work just fine. I just recently expanded the interior settlement by adding a few more rooms and re-worked the entrance. Now the settlers in this settlement no longer go to bed at night. Since I added a few areas and included NaMesh, I think I somehow messed up the ability of the settlers to find their beds (even if I add new beds it still doesn't work). Nothing else was really done, just added more rooms and the NavMeshed them. I am now making an assumption that when I added more NavMesh areas and then finalized (check mark in NavMesh mode) my NavMesh in the Creation Kit, it broke something? When I am working on exterior settlements, I normally finalize the NavMesh mutiple times as it is the only way to make sure that all cells are properly connected.This seems to not be an issue and my settlers in my exterior settlements do not have this issue with finding their beds at night. I am not tally sure but I think that if one finalizes NavMesh too many times while working on an interior cell (settlement) it causes issues with settlers being able to find their beds. I have this issue with two other interior settlements. This seems like the most plausible explanation for my situation with the settlers not wanting to go to sleep in some of my interior settlements. So...to test my theory, I would to somehow totally reset (not just delete NavMesh manually and re-do) my NavMesh for the interior cell (settlement). Is their a way to do this within the Creation Kit? How about FO4Edit? Once this is accomplished, I will re-NavMesh the entire cell and will only finalize NavMesh when it is totally completed. Thank you, B...
  8. T Thank you very much. I will check it out. Much appreciated. :happy:
  9. Just add that to a container's script? It will work just as long as F$SE is being used as well?
  10. That you, I will check it out. I am really just looking for a script that someone may have created themselves and would let me use, and any help/guidance in creating my own recycle container that I can make myself from existing Creation Kit assets and include within my player home/settlement mod. Thanks again :wink:
  11. All, I would like to add a 'recycle container' to one of my player home/settlement mods. Basically I am tired of scrapping the old way in 'workshop mod'. I would like to simply put unwanted junk items in the container, close it and when I re-open it, the junk items would be broken down to their basic components. I am not sure if there is a script available that can be added to a container or there is more needed? Thank you. B..
  12. Thanks for the information. Stupid Railroad!!! :laugh:
  13. So I am clearing out the Medford Memorial Hospital and I notice what appears to be a secret door in the hallway, located between the third floor storage room and the laboratory (room with all the microscopes). There appears to be no secret switch to open it (unlike the secret door in Mechanist Lair). I looked at the interior of the hospital n the Creation kit and it is indeed a secret door. This secret door is linked only to a trigger but this trigger appears to non-functional; there appears to be no activation switch. Behind this secret door is a secret room, in which inside there is a red 'end of dungeon' chest, a stealth boy and a weapon with some ammo. Can't seem to find any previous posts on this secret room. Just wonder if anyone else knows about this and has any useful information on how to open it (minus the use of console commands). B...
  14. I actually used this same tutorial about a year or so ago to go with my Vault 111 settlement. It was a lot to take in but I watched as I created step by step and it work great for me. However, given your situation, did you load up a previous save outside of the vault ( considerable distance away) and then normally travel 9((don't fast travel)l to the vault and then try and open the vault door? I know with elevators, the Creation Kit doesn't like you installing them, then loading a saved game in the same cell;. You have to start outside of the area and then move to where it is at so the cell can reload normally. I don't know....just spitballing :mellow: .
  15. Thank you. I can't believe I forgot that...Grrrr. II knew it was "I" something...but was hitting Alt, Shift, Ctrl. Thanks again.
  16. I am trying to add a terrain type (dirt) to the Castle courtyard. I am unable to add any more terrain types. I know the Creation Kit only lets you use like 4 or 5 terrain types in a quadrant. I know there is a way to open up , see what terrain types are in use and by what percentage in the four quadrants. Then you can edit the terrain types used in a quadrant so you can delete any unwanted types so you can add a new one. For the life of my I forgot how to open up and edit the terrain used. Any help would be appreciated.
  17. That looks really cool. Nice work. I could use solar panels as an alternate power source within my G.E.C.K Settlements :cool: Just another scientific wonder created by Vault Tech (aka Pepperman) :nuke:
  18. Awesome. Thank you very much. I will work on this project this weekend when I get some time. Hopefully I will figure it all out. I am kind of a nubbie on NifSkope but did some creating there.
  19. So I am using the opening and closing 'shelf door' in one of my mods. I don't like that the shelves are empty and would like to place some boxes and some other items so the shelf door looks used (not just an empty shelf); and more importantly the item move with the door when it is opened and closed.. I watched a tutorial about combining meshes in NifSkope but the creator stated that the method shown was for static items only. Is there a method to combine multiple meshes so a replacement mesh can be created and be used as a subtitute for the current 'shelf door' mesh?
  20. Gentlemen, I really think it has something to do with Navmesh and the Creation Kit, particularly in dealing with interior cells that are created of modified? Maybe I did or am doing something that breaks parts of the Navmesh for that particular esp??? Like clicking finalize Navmesh too often? I fixed my one problem with my one mod (Wolf's Lair Player Home)(new cell). The NPCs were not patrolling their assigned areas and several beds were not able to be used by the NPCs. I fixed it just by going in and moving or is some cases deleting and recreating the initial patrol object, or after deleting and recreating the beds (and without touching Navmesh) the NPCs now got to those beds. Also, when I enter the interior cell for the first time, the guards, robot and kids are no all patrolling like they should be. I am actually ready to release an update version. This is a totally new area so there shouldn't be conflicts? In my other mod (Vault 88 Settlement) I had problems (if you remember Speedlyn) with NPCs not wanting to go to their beds at night. I can only suffice that I am experiencing the same problem like in my other mod. I tried adding two invisible doors for one of the elevators, for the NPCs. I linked the doors and finalized the Navmesh and the Navmesh triangles turned yellow (like the are supposed to). Then while still in the Creation Kit, I tried checking the pathways to the invisible doors (using a standard NPC) but I kept getting the yellow arrow error (instead of green arrow to the first doorway) which means that the Navmesh is not properly linked. I deleted and remade the associated Navmesh triangles but keep getting the same errors. I even crated two dummy floors, added two invisible doors and linked them, Navmeshed and finalised, however when checking the Navmesh the doorways are still not linked properly. It is link I somehow damaged some abilities of Navmesh for the entire esp??? I know it sounds weird. Anyways, maybe I will putz around with XEdit and see if I can resolve my issue with the Vault 88 Settlement Mod. Anyways, as always thanks guys for your input and for your help, I really appreciate it. I will continue to investigate this issue. B...
  21. Is there a way to 'un-finalize' navmesh? (reset....or fix a problem I am having) What I mean is this. I created an interior cell mod. I noticed when others installed and played the mod, NPCs were not doing their assigned patrols. When I started a new game with another existing mod (interior vault settlement), I noticed that my settlers would not move to assigned work stations nor would they go to their assigned beds (even if created later in the creation kit). I am fairly certain that this has something to do with a navmeshing issue. The pathing is fine (checked in Creation Kit) but I may have done something,like click 'finalize navmesh' multiple times when building in the Creation Kit, which the blocked many items from being accessable by NPCs. I initially didn't notice this issue as I was playing in the mod as I was building it (I would not load in the cell if changes were made in the Creation Kit). I know this because so far when I now edit my mod in the Creation Kit by moving the initial patrol marker for the guards, saved without finalizing mavmesh, then load for an intial entry into the area, the guards are now walking their assigned patrols. Basically, the navmesh in these mods are preventing the NPcs in finding the patrol markers, assigned work stations and/or beds. Once again, it is not because the navmesh triangles are messed up; when I check in navmesh mode, everything is reachable. In my vault settlement mod it also prevents me from adding things like invisible doors (or other teleporting doorways). I can place, link and when I finalize again, the navmesh triangles underneath the teleport markers turn yellow. However, If I check pathing from one level to another, I get the yellow path error (instead of the partial green path from initial point to doorway on that level). S basically once it is screwed up, additional items are also effected. I know this is a little advanced and I hope I am explaining the problem clearly enough? I am just wondering if their is a way to fix this issue to NPCs can reach their assigned items.
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