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Posts posted by speedynl
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it works fine for me, prolly some mods that fúck 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
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just look up any default vanilla vendor, copy paste all his stuf over, also don't forget he need a shop storage
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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
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Alright, I carefully copy/pasted all the stats from PrisonerSettlerMale, and it works... somehow... Firstly it didn't work - he just standed there. Then I slept for one hour, and suddenly he got into that knee position. But when I talk to him, he just says classic generic phrases like "Yes? Yeah? Huh?" - I cannot set him free. Did you manage to rescue your Settler prisoner?
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
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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)
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You mean the way SKK50 described? Because I'm kinda puzzled by his advice. :confused:
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
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no they are not in tenpine, i added those myself, just to show it work that way
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for wat i know they don't exist only 2 curved 1's9with bent or someting) but not those you seek
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find the 3 acces cards, that way you can use the elevator, no need for the fight, works 100%
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seems its back to normal, load is like always
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same for me, europa the netherlands, everyting is slow like sh'it
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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
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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:
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Does your workshop have a LinkedRef WorkshopLinkSandbox to a DefaultEmptyTrigger box ?
If not, learn more here https://www.nexusmods.com/fallout4/articles/1023
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
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I'd call it a camper
RV usually means a self propelled camper, like a Winnebago that you can drive
we call rv's campers here in the netherlands
it would be called a caravan in the uk.
Lightweight Caravan to be precise
same for the netherlands
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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
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For the full list of markers check the table at the bottom of this article. Used to create many, many workshop settlements in noew or existing locations https://www.nexusmods.com/fallout4/articles/1023
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:
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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
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long tima ago some 1 wrote this, don't remember wo it was
1. [Optional] Place a new, custom static into the cell. This step is optional if you've already got a unique object in the cell.2. In the Object Window, right-click the base object for the custom static.3. Select "Clear Affected Cells for PreCombine Data".4. Save your mod.5. Ensure that the interior is loaded in the render window.6. Click the "World" tab at the top of the window.7. Select "PreCombine Geometry for Current Cell".8. Wait for the Creation Kit to finish.9. Save your mod.10. Click the "Visibility" tab.11. Select "Generate PreCombined Visibility for Current Cell".12. Wait for the Creation Kit to Finish.13. Save your mod -
most simple solution, don't use that artmoor crap, all works fine then
Don't even get me started on artmoor. I still refuse to use the Skyrim Unofficial Patch (USLEP), last time I did the newest version *then* broke the Dark Brotherhood quest to assassinate Vittoria Vici. I saw in TES5Edit that only the USLEP touched that quest and uninstalling USLEP fixed the quest and it ran normally. Pointing this out with proof only got artmoor to close out the bug report as 'mod conflict' saying it wasn't *his* mod that was doing it. >.< Well, uninstalling *his* mod fixed it and only *his* mod touched that quest so... *shrug* I'll live with the bugs inflicted on us by Bethesda, at least the game *works*. At least until someone else does something like YUP for Skyrim.
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
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You can also use Mod Organizer 2. But I would absolutely recommend using some mod manager.
Dropping stuff into data works, but then you have to edit that load order text file by hand to actually enable the mod.
Also, if the mod isn't properly ba2-packed, you end up with lots of loose files, which you can't possibly clean up manually. It gets even worse if you have several mods like this, and they overwrite the same file...Hey, i try to install UP manually by just copy paste all files( without Docs folder) to fallout 4 data folder, after that i check plugins.txt to make sure UP.esp is listed there and also check mod in main menu. And this is the result
Does this mean UP successfully installed ? If so does it already activated and i good to go ? Or maybe there is something else i should check to make sure UP successfully installed ?
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
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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
*Fallout4.esm*DLCRobot.esm*DLCWorkshop01.esm*DLCCoast.esm*DLCWorkshop02.esm*DLCWorkshop03.esm*DLCNukaWorld.esm*mcgFemaleWalk.esp*TinaDeLucaSettlerVoiced.esp# *Green Commonwealth.esp# *AA FusionCityRising.esp# *OutcastsAndRemnants.esp# *ProjectValkyrie.esp# *Depravity.esp*SCDC_v0.5.esp*AGNISNikaCola01.esp*The Apsen Commonwealth.esp*Vivid Fallout - All in One - Best Choice.esp*OVT.esp*FO4 Seasons - Summer - AllDLC.esp*redrock.esp*qsmoke.esp*cleaning.esp*clean.esp*CBBE.espthe qsmoke/cleaning/clean/redrock are my own -
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
How To Send Settlers to Custom Settlement?
in Creation Kit and Modders
Posted · Edited by speedynl
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