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speedynl

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Everything posted by speedynl

  1. the most easy way to see if your settlement works correct, open workbench, do it say 50% or anything else ?, if not 50% means you did someting wrong for a easy setup for wb/markers under packins there is a prebuild workbench with all markers/build box, it don't include the so called location edge marker, but that 1 is only needed to make it raid able for a easy script(workshopparent, duplicate/rename the 1 from robo(dlc) set the workbench to the right location if you can't get it right send me the esp, i can check it, and report back if or wat you did wrong and don't worry i will not steal the esp, infact i never use(d) any settlement from others wel i did some sort but that was for bug hunting for others lil side note, i don't know much about that stuf, so its up to you
  2. it works fine for me, prolly some mods that fĂșck up things the only way to find out is remove all your mods, add myrwatch esl+bsa and see if it works like intended, if so you have to add your mods 1 by 1 back and need to check everytime if it stil works btw the house is not that great
  3. just look up any default vanilla vendor, copy paste all his stuf over, also don't forget he need a shop storage
  4. if you mean he don't talk, try changing the voice, i can remember retrobabe had a similar problem long time ago, i changed the voice think it was to boston and then it worked some npc's only have dialoge in a certain voice type
  5. no with the prisoner it only say huh yea but if you replace the prisoner with this https://drive.google.com/file/d/1t9MJTgawMvSSsId6dyADI3bDtmdMP5m0/view?usp=sharing then it works fine, the prisoner don't have the right scripts, while the captive have those and when speaking to her/him you can release them like this https://drive.google.com/file/d/14YkFMH0z2qZjDRIBp4ytTwUillSKD85O/view?usp=sharing lil side note pay attention to the link, (custom), it was mention in the scrips
  6. wel maybe if you use a regular npc it don't work, i used a prisoner they are ment for this kind of stuff i quess(din't check if the prisoner have a scrip for this)
  7. no i don't know s#*! about scripting, i just dropped the marker and npc marker linked them and they just work like you wanted i quess also i never looked realy into this stuf, but i found out it work this way, there are some markers around in the game, they are used for the quests, i think skk refer to those
  8. no they are not in tenpine, i added those myself, just to show it work that way
  9. you mean like this ? https://drive.google.com/file/d/1qiq9xsca5f-fS0YN2A1qagmGD4iZMI2A/view?usp=sharing https://drive.google.com/file/d/13XHCObeu0t5fRfeQ2TfKscSJWvPWouht/view?usp=sharing
  10. for wat i know they don't exist only 2 curved 1's9with bent or someting) but not those you seek
  11. find the 3 acces cards, that way you can use the elevator, no need for the fight, works 100%
  12. same for me, europa the netherlands, everyting is slow like sh'it
  13. you do know that you need to rename x to the right game you shoud read the readme file, it say Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, -tes5vr, -sse, -enderal
  14. give me some time almost all done, you got a working wip in the mail well we can shake hands then, i'm a complete n00b also :ninja:
  15. yes, default dummy is linked both ways, primitive/sandbox the only thing i can think of that its navmesh connected, the carrier sits in the middle of the sea, now those cells have navmesh if navmesh was not cleared, before doing the carrier, they can cause conflicts, but ck should spit them out then proper navmesh+proper settlement should not cause problems, but that ship is f'big and navmesh very complexe although i have see this behavier in a correct place to, to find out if you can reset it, go far away, sleep 2-3 day's go back, and see if they moved, if not then i can't help(out of idea's) ok checked out your new optimize esp, settlement works like intended, beacon works, settlers spam, but indeed they don't move, went away to gorsky sleep 2 days went back, now 2 stand lower decks and don't move, settlers and bram spammed true beacon just stand there to, wonder why will try sometings later on, to see if those works update found out why they don't move, the radius from there sandbox package is to small, raised it to 3072 instead of 1024, and viola https://drive.google.com/open?id=1JZLAqBX_vxL_tmhqS4VKxpcr3pgpTtUo https://drive.google.com/open?id=1vPGEMgNH3LQOpXxuBVafnp6EpiybCE-3 seems the build/sand/carrier is way to big for standerd sandboxing
  16. we call rv's campers here in the netherlands same for the netherlands
  17. never load a save in the current cell, if you make any int/ext use the vault exit save that don't contain info from the esp if you wana do it complete right, start a new game without the esp, then after leaving vault(save) add the esp(load), use console (tmm 1) go to the place and check it out also that standing around happens in pure vanila to abernaty farm is a good sample of it, they gather near the food plants and just stay there
  18. never new you made that list, its good for those wo have problems with settlements although i'm a bit rusty with settlements i still know how most works :ninja:
  19. you don't link the mapmarker to center, but to a heading marker location should link to the mapmarker location=mapmarker, mapmarker=headingmarker, set both in map and his heading the encounter zone(your encounterzone) center link to workbench, atk(headingmarker) link to center spam(headingmarker) link workbench in ck look under misc/packin's, scroll the hole way down, you will see a packin with the name exteriorworkbench(someting like that) it contain all the markers needed with the workbench and a buildbox, all are linked already, you need to add a setownedtrigger yourself if you want it raid able and or vassel able add a headingmarker, under location(tab from marker) look for edgelocation
  20. i stopped using it in old rim, after he changed the bed ownership's for the houses from heartfire, they where not bugged, but HE thought it was a good idea to do so later on HE started to change values on weapons/armors and changed spels, because HE thought it was more balanced but he broke mods with doing that, complaining i his thread resulted in deleted post, HE don't like it when peeps tell him he broke things so in the end his so called bug fixes is a big NO for me sse/f04 works both fine for me without his crap mod
  21. yes this way its active, look at my mod list page back, *xxx.esp=active, # *xxxx.esp=deactivated, that way you don't have to remove the entry
  22. my mod list, haf disable, and as you can see not 1 must have, or you must consider cbbe as must have, i can easely remove it to, and go back to vanilla body the qsmoke/cleaning/clean/redrock are my own
  23. just play unmodded, write down the things you don't like, search nexus and or any other modding site to see if you can find that wat you wana change forget the unofficial patch just like pra say its bugged and break more then it fix, i refuse to use it, after he started to break things(changed things that where not bugged and or broken) in old skyrim, and my sse/fo4 runs fine without it sort of golden rule, always start a game as intended, then you see wats it have to offer, and or wat you want to change, or better
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