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Transient3292

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Everything posted by Transient3292

  1. I'd make sure there is a creationkit.ini and preferences.ini. if they both exist I would skim through them for something regarding default windows or something.
  2. I've been wondering this myself as I've been expanding on different locations and disabling the mist references and other stuff. I guess i would have figured that cutting the references out of the cell would still end up being deleted references. I assume that's what you mean by putting the crap into a holding cell, is cutting and pasting them?
  3. This happened to me when generating pcb for goodneighbor, the culprit was a mesh that came from a modders resource. I found it by having everything on layers and disabling my custom layers in groups.
  4. Thanks,I appreciate you guys explaining this to me. Now that I know what I need to do I can find some tutorials regarding how I can make the script.
  5. Damn,OK. They are a unique faction so specifying them shouldn't be an issue. Would setting foot into a specific cell be a qualifying event for the script? I've made a settlement and interior at Easy City Downs and my main goal is to keep the robots racing. Disabling the main boss causes the race to never begin so my workaround is to execute KAH when discovering the location. I'm still poking around and trying to learn what all is intertwined with this location.
  6. I know nothing about scripting but have an idea for my mod that I'm hoping I can get some direction on executing. I would like to execute the "killallhostile" command upon the player discovering my map marker. I know my way around the CK decently enough but haven't done much with scripts at all. It seems like it could be done but I don't really know where to start. Any guidance at all would be greatly appreciated and I would be more than happy to credit anyone that can point me in a direction.
  7. I know I'm not the only one to get these messages because I've opened completed mods from experienced authors that gives an error upon opening in the CK. Is the consensus that they're usually harmless, or does anyone hunt them down? It always says to refer to the error log, I've only found clues to the cause for the specific error, but since i backup my edits like a madman, I'm usually able to narrow down what edit causes this error to appear. One surefire way to cause it is to drag a unique npc into some world spaces, although that can be fixed SOMETIMES by deleting a location record in xedit. Other times no such record is created, so my workaround is to set the npc to an interior and have them travel to the worldspace. Another is one of the final steps to creating a settlement ownership quest. It has been a while since I made settlements, but I did narrow the issue down to 1 step at the time I was working on that. I've also had navmesh create the error, only to revert to a backup and get through the entire navmesh with no error showing up.. I've seen a lot of experienced modders on the forum lately so I'm hoping to hear some opinions on this. I start to feel like i have ocd because I have abandoned projects after lots of work just because I hate to put some mysterious error into people's game. If you guys don't settle by leaving these weird error messages, maybe we can have a discussion with people's discovered fixes like I mentioned above?
  8. You're saying that the CK cannot read meshes that are in ba2s? I feel like I'm misunderstanding, so I mean no disrespect. I've run into the same issue, I would imagine it has to do with the meshes file path when it was compressed into ba2, possibly even wrong compression type selected during the process. My mod reads everything correctly with the assets in ba2, but when I extract them to loose files I get the exclamation Marks. This is odd because it was obviously in loose files before I packed it.
  9. I will be contacting you when I get to my pc that has discord installed.
  10. https://www.nexusmods.com/fallout4/mods/28028 Its not exactly the same as the vanilla metal, but it fits in great in my opinion
  11. Thanks for the input. I actually made settlements and studied your settlement guide posts all weekend and learned a bit about these errors. If I add the location to cells before adding a workbench, I will not get the warning. It never does fix itself for me though, I have to delete records in xedit or simply add my references in a certain order, and the record that needs to be deleted doesn't directly point to any reference that I can see. I also stopped using the initialize location quest which also throws the location errors. Aa you've already figured out, most of these errors are location based. Hopefully this can all be helpful to someone because I get so OCD when working on my mods that once I get a warning popping up that I couldn't fix, i cant bring myself to upload it like that.
  12. Sounds about right, my random crashes happen during pre-vis generation. How does one go about assigning a page file to the ck? I have 16gb of ram with a decent processor, and never really do anything else while I'm working in the CK.
  13.  No, they explicitly need to not be packed when you run the script, it only works on the loose files. If you are using the CK through MO2 and ending up with the meshes in a MO2 folder and not directly in the data folder, you would have to run the .bat file through MO2. Thank you so much for the clarification!
  14. I'm not talking about the thousands of "errors" that always are shown, but after some edits I will get a dialogue box after I re-load into my plugin that has to be closed out before continue work. I have also seen this with very popular mods that I've looked at in the CK. I've never been able to identify anything in the "warning text file" that is mentioned, but I have tracked one cause down to adding NPCs to certain cells, which creates a "location" edit that I can fix by deleting the record in xedit.(thanks to jenncave) I never did find any documented info on this fix so I'm hoping we can get some feedback in this post and hopefully make a place where future modders can find what info is available regarding these warning pop-ups. I keep lots of backups so I can investigate things like this and know there are other edits that cause the warning such as adding weapons to certain cells, or even duplicating certain objects. I haven't found any info on this type of warning so my question is for experienced modders or anyone that might know more about this. It seems that they are usually harmless seeing that mods with thousands of endorsements can have them, but I just can't bring myself to upload a mod for people and hope for the best. Any info including anecdotal is appreciated.
  15. Thanks, this is very much appreciated. So I'm assuming I need to have my mod packed into the ba2 for the nifs to get deleted? I use mod organizer 2 so I've only tested with them as a separate mod so far. I'm still new to this aspect of modding so tools like xedit and this script are still blowing my mind.
  16. I appreciate the explanation. My first issue was ck crashing when I regen precombined meshes, which I narrowed down to a layer of modded objects, or so I thought. When it did get through the process another layer was causing vis to not properly generate creating large LOD type lines through my cells in-game. After troubleshooting through those issues I'm able to successfully regen the data, but I also learned that with reverting to backups and testing that the process would still crash my ck about 4 out of 10 times( I've been doing a lot of testing and troubleshooting). Obviously this leads me to believe it's my hardware, which leads me to ask you guys about assigning the page file to the ck as I've seen mentioned in this thread. I have 16gb of ddr4, an 8th gen i5,a 1050ti and an evo 970 m2 ssd which I'd I'll imagine should be fine for ck work.
  17. Thanks for posting what you figured out, this will make my life a little easier!
  18. I have studied this thread thoroughly while having issues regenerating precombine/previs for my goodneighbor mod. Custom assets were presenting problems which I solved, but I do have a few questions now. If I break precombined meshes by moving set pieces around and add new structures (structure pieces also found in workshop menu and brick buildings that make up the layout of goodneighbor), will it generate new PC meshes for these structures that my mod adds? From what I understand if I break 1 PC mesh , then all of them within that cell (3x3?) Will be broken. If I've disabled a static piece that is part of a mesh, will a new PC mesh be rebuilt without that disabled static? I'm also looking for some guidance on using the xedit script that prunes the rebuilt data. I've never used any xedit scripts so I apologize for my ignorance. I've followed the directions and am able to select the "clean precombines" button and save the .bat to a location. After that I'm not sure on if its worked or if I need to execute the .bat file. As far as what I have done successfully in xedit, it gives messages such as "still loading references" etc. Once I press the "clean PCB" nothing seems to change, even when doing a small cell with very little architecture. The one thing I am still trying to fully comprehend is how to differentiate my mods precombined data from vanilla. I really appreciate any explanations or advice.
  19. The above mentioned system is the ideal way to go. I personally couldnt get occlusion planes to work, but I can speak on occlusion cubes. If you have buildings that are large empty static models, placing occlusion cubes within them did help a lot for me. There is a button on the toolbar next to the occlusion planes button, and then shape it to your building.
  20. Well, Thanks for that drop of knowledge,I figured there was such a thing as "too far down" but it's good to know for sure.
  21.  *that face when someone points out you've been driving with the parking brake on*  I knew that. I totally knew that. I was just testing you, yeah. Learning is fun. Before I figured out the batch command i spent hours upon hours manually dragging and disabling trash clumps and stuff..
  22. So upon the first step of regenerating precombined geometry for 2 of the 3 current cells in goodneighbor my CK crashes immediately every single time. I've tried countless times, and have lowered my ugridstoload to 3. I'm hoping there is another setting that i can alter to fix this. My pc is no slouch so I really can't imagine it's hardware related. Goodneighbor Interior Gate is the only cell that will successfully complete the action, Goodneighbor alleys and Goodneighbor origin both crash the CK. I'm worried that the modder resource meshes I've used might be causing problems? I will keep digging but thought I'd reach out here in the meantime.
  23. In searching for info on assigning doctor services the only mod I've found or topics related to doctors is doc drumlin, and as far as i can tell it seems to spawn a workshop doctor. I already have an npc so I've been trying to apply the vendor process with a copy of the doctor service vanilla quest. I managed to get the vendor functioning with a doctors inventory, but I'm no expert with the dialogue scenes. Within the quest, i give it an alias that references my unique doctor NPC. I made a copy of the Doctor Dialogue Faction and assigned him to the faction. In the scene greeting I'm not seeing the different doctor greetings. Once i create my own greeting and a player response i do have those doctor voice type responses, but this being where my vendor info script fires, i see no option for the doctor service script. In theory I need to: -create a quest with an alias directed to my NPC. -assign him to doctor dialogue faction with doctor voice type. -create a scene with NPC as the new actor. -assign doctor script to NPCs response or players response. At this point im also confused as to how i will give him vendor functions as well as doctor services. Do I need to make 2 seperate quests following those processes? He currently belongs to vendor dialogue faction that refers to his vendor container, is this conflicting with my doctor quest?I will poke around more, any assistance is greatly appreciated.
  24. As the title says, my mod crashes upon entering the cell unless creative clutter esp. Is in my mod list. The problem is there is no sign of it having any dependencies besides the dlc in the CK or xedit. Ive referenced the ck wiki for removing dependencies and creative clutter doesnt show up. Ive also looked in xedit and cant find anything. I used the creative clutter modders resource for this mod but those were separate folders archives into different file paths. I'm stumped and just thought I'd ask here if anyone has experienced anything like this before.
  25. Well i think i may have solved my issue.while editing ai packages, there is a tab that allows you to assign idles from a list that the npc does before/on change/on end of the specific package. I assigned them all specific idles which had the npcs stopping and talking to themselves (looked like they were talking to each other) using jet etc. This added a lot to the area of goodmeighbor as i imagine it with a bunch of crazy people and drug users. This was working pretty well so i ruled it out as the cause of my t poses, but I removed all assigned idles and so far it seems to have fixed it. In regards to making NPCs seem more alive , I would auggest opening vanilla ai packages of unique NPCs and studying them. There are quite a but of details you can control that i havent had time to experiment. I gave my npcs each 4 or so packages detailing what areas i wanted them to sandbox at a certain tome of day. You can also make xmarkers and link them which will work like a loose patrol.I'm no expert obviously but will share what i can. Also, the onlt vanilla edits i made were increasing the sandbox radius and height for the generic goodneighbor npcs, so hopefully your mod might go well with mine.
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