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spacetimebender

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  1. It's in the cell QuincyQuarriesExt02. Useful tip: If you want to find where all the placed instances on an object are, but go to the Object Window and look for that object (in this case, MapMarker), right click, and select "Use Info" (all the way at the bottom). It might take a minute to scroll through and find it, but it'll tell you where it is. (Note: Keep in mind that all Vault DLC stuff has the prefix "DLC06" so if you're looking alphabetically, that's what comes up first, not "Vault88"). If you want to find it in that cell, select the cell in the Cell Window, then search for "DLCVault88MapMarker". That designates where the map marker is on your map. The location that you travel to when you select that map marker is designated by a linked XMarkerHeading (see the Linked Ref tab of that map marker). Note: if you don't want to accidentally edit the map marker's location or cause it to get a *, but you do want to edit the linked XMarkerHeading, be sure to right click>edit the MapMarker from the cell window and hit cancel to exit it when you're looking for the refID and cell of the linked marker, then go to the marker in the world and change that as you wish. Hope this helps!
  2. There's an activator primitive (trigger box) called "DN136_RemoveRadiationTrigger" that will remove rads at a rate (specified in properties, I believe as rads per second) when the player enters the box. I'm not sure if there's an equivalent for health restoration, but I can look into that now for you. Source: I've used that exact thing in a mod already, so I'm certain it works. Edit: The other property in that script lets you set what is restored. By default it's rads, but if you set it to "Health" it SHOULD restore your health. You'd have to make two different trigger boxes around the same area, one for each restoration field. I haven't tested this, but please let me know if it works! That would be very useful. Reminder: DO NOT EDIT THE BASE OBJECT. Edit the script properties locally in the properties window of a version of the object (script tab is the last tab at the end) that you have already placed. If you want to edit the base, be sure to duplicate it and edit your new, renamed version instead. If you get a * next to the original object, that's bad news.
  3. In the interest of helping anyone who finds this thread like I did, it turns out that if you move the object too far from 0,0,0 by clicking and dragging it through the LOD world, you get an error where everything you placed in the cell collapses down with their origin on a single point and everything squishes on top of one another. To fix that, you have to change the offset in the cell window under the Interior Data tab, and then make smaller adjustments by clicking and dragging. I ended up having to set my offset to -62000, 62000, -500 or something crazy that. Also, the way I figured that out is by going to the place in the Commonwealth that I wanted the LOD to display, looking at the very bottom of the main CK window and looking at the 'Game Cam' coordinates, using those for the offset values, and then fiddling around with + and - because the offset coordinates are reversed. (Remember to hit F5 to refresh the render window to show changes, and have landscape LOD turned on from the LOD tab in preferences.) Hope this helps someone!
  4. In the interest of helping anyone who finds this thread like I did, it turns out that if you move the object too far from 0,0,0 by clicking and dragging it through the LOD world, you get an error where everything you placed in the cell collapses down with their origin on a single point and everything squishes on top of one another. To fix that, you have to change the offset in the cell window under the Interior Data tab, and then make smaller adjustments by clicking and dragging. I ended up having to set my offset to -62000, 62000, -500 or something crazy that. Also, the way I figured that out is by going to the place in the Commonwealth that I wanted the LOD to display, looking at the very bottom of the main CK window and looking at the 'Game Cam' coordinates, using those for the offset values, and then fiddling around with + and - because the offset coordinates are reversed. (Remember to hit F5 to refresh the render window to show changes, and have landscape LOD turned on from the LOD tab in preferences.) Hope this helps someone!
  5. I'm not using any font management software, but maybe that would fix the problem. I'll try downloading it. As for CreationKitPrefs.ini, I'll go check that. I tried looking up if there was anything in CreationKitCustom I could change, but to no avail. Thank you so much, and I'll post here if I get it solved for anyone else who might have this problem. Also, sidenote, your videos on YouTube have helped me a lot. I started making mods about two months ago and you got me out of more than a few jams (and now, one more), so thank you! You're awesome. <3
  6. A couple weeks ago, my computer decided to go all death-screen on me and I had to reinstall the OS. All my files were recovered, no problem, but even since I reinstalled the Creation Kit, the font for the editor window, object window, etc. have all been bold. I don't mind the way it looks, but it makes the windows too large to see the whole thing and I can't actually read half the text in some windows (like actor editing, for instance). I'm doing my best to work around it, but it's making me crazy. I tried making the font smaller for my whole computer, but it didn't affect the Creation Kit font. I've searched and searched, but it seems I'm the only person with this problem. Does anyone know what I can do? (See attached pictures for what I'm dealing with here.) Thank you in advance!
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