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speedynl

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Posts 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.  

     

    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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9.  

     

     

    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

  10.  

     

     

    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

     

    MvNEEBn.png

     

    42Rq5P0.png

     

    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

  11. 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.esp

    the qsmoke/cleaning/clean/redrock are my own
  12. 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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