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speedynl

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Everything posted by speedynl

  1. its along time ago that i did someting with f04, but is that location not tight to a quest @greek ?, maybe you have to get and or discover the location first, to get it 100% working just a wild quess
  2. it depends on what kind of mods you use, and what kind of res you run, if you use a lot of 2/4 k textures mods and try to run on 4k res then you need a big pc if you run the game like me, with almost no 2/4k mods then a 9700k + 1660 ti + ssd is more then enough to run the game on 2k res maxed out(4k res start to lagging its to high even with out 2/4k mods)
  3. ques you can find out easely wat the package do, make duplicate, remove package, see how that works, or maybe there is a setting in the script that prevent assanging
  4. long time ago i changed the cooking stove to add 50 food, it read script workshopobjectscript WorkshopParent/object WorkshopParent "Workshop Parent Quest" [QUST:0002058E] keyword WorkshopWorkObject [KYWD:00020592] AO_Type_WorkshopResourceObject [KYWD:000A56F5] prps Food [AVIF:00000331] WorkshopRatingFoodTypeMutfruit [AVIF:000A4703] WorkshopResourceObject [AVIF:00129A8C] look otherwise to any of the vanilla stuf where you can assing settlers to
  5. they are pretty hard to find, under idle you see only a few, but do a search for npc on you find a lot more, but they are scatered over the place
  6. ok did you enable show interior in the location ?, this lil thing i forgot sometimes
  7. lets see if i get it right you have a interior settlement with his own location/encounter the mapmarker for the interior is linked to the location for the interior but where is the mapmarker located ?, do it share the same cell as the concord mapmarker ? i can remember salem had difrent mapmarkers 1 very hight in the sky for salem it self, but barny was way lower maybe if you move the concord mapmarker higher and or to another cell, it seems they conflict with each other just a thought
  8. mm player owned you say, remove that, any settlement shoud not be player owned by default, setowned trigger will do, just a hunch not sure if it helps but i never used player owned by default also did you gave the mapmarker the right name ? just a n00b who try to help, but don't know much
  9. when i did some moding i had this sometimes, most of the time i just forgot someting, things i did to fix it set encounter zone in mapmarker, set encounterzone in the belonging heading marker, set encounterzone to center, make sure location is linked to the rigt mapmarker make sure the show interior is disable in location later on i made it a habbid to set encounter zone on all markers + wb, exept the 2 spam markers that shoud outside the cell(settlers spam true beacon)
  10. way back tarsis+mods runned sometimes in the same problem we where never able to find the cause and or solution
  11. 2 unfinish houses, a stair, some lights in the water, floating tree's(but thats prolly 1 of my mods that cause it, but seems to work for me btw@greek did you enable the esp in your plugin.txt file, or if you use a mod manager also 1.10.138 is old think my say 63 also welcome back :dance:
  12. yes it all counts, just open the things you wana link, go to your wb and link them game looks to the linked keyword no matter where it is
  13. not true, i did that ages ago, but from today it do the same thing over and over not logged in, then try login, it say you already logged in continue yes, site prolly fúd up again
  14. if you think you click to much finalize, you don't have to do that, just go out the mode save the esp, next time you mod again, you can work on the navmesh again where you stopped, finalizing have only to be done when its complete, just in case you don't/din't know alt+f if i remember right bring up a navmesh check window wel its the way i always did that, but remember i'm still a n00b :laugh:
  15. for wat i know from ck, the only way to change/delete navmesh is clear the hole cell or like @niston say try xedit if i was you i would check any esp for cels that don't belonge there, its the fault of ck to add anything you or others touch
  16. @skk50 for so far i can remember it don't work, even if both int/ext have the same name,loc/zone and both build boxes are linked to the ext workshop if wb is in ext it works there or the otherway around, but the moment you go inside/outside you can get the menu to show believe me i have tryed that ages ago, but maybe some 1 smarter then me figure it out how it can work, because i don't know much of that settlement stuf
  17. its working again @picky it show your posts and threads you posted in and or history
  18. same for me all gone, site prolly works like intended
  19. CK you want to now a name from someting, you head to cell xx and click the thing for the name, CK will add the hole cell to your esp because you where there you click a npc change someting, CK will add everyting from that npc to your esp you head to nuake world to check someting, CK will add the worldspace/cell to your esp ect ect ect its a typical CK thing, you touch anything CK will add it
  20. while you at it, put a filter on it, just like with mods, a adult 1, that way i don't have to see all those dum girl pics
  21. the only mods that get endorsments are those with insane big b00bs, so called goddes body's, perfect body ect ect ect and all the xxxxx zillion weapon mods the modders that pour xx hours into a mod get nothing, well they get someting if you count the do this, add this, change this, bugged, mod sucks, or comments that have nothing to do with the mod itself 80+% of the nexus users are just a bunch of greedy/ungradeful/crying kids
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