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aurreth

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Everything posted by aurreth

  1. I know in FO4 you had to have both a linked door and an xmarker for the doors to work. It wasn't enough to just have the arrival door, you had to have a marker to show where the player appeared and what direction they were facing.
  2. Unless it is attached to an outpost. The landing area should disappear when you build a landing pad, but it doesn't. And I don't want to just shuffle them around, I don't want to see them. I tried zero, didn't work.
  3. I just want to get rid of Landing Area markers. Yes, I understand why they are in the game, but for me they just clutter things up. If I want to remember a landing point I'll just drop an outpost beacon.
  4. Weather isn't covered by a keyword. It's in the Climate (CLMT) record. To find the one you want look in the Planet record and find the Biome your house is in. In that Biome record find the Climate record. The Climate record will contain a list of Weather Settings (WSLT) entries. You can remove them wholesale, getting rid of all fog by removing WeatherFogList, or edit the referenced WTHS record to remove just one type. Note that this will affect multiple planets. There are some planets which have unique Climate records, but these are mostly in Sol System or have specific quest related content. So: PNDT > BIOM > CLMT > WSLT > WTHS Edit: Hazards are in the Biome record. Remove them there.
  5. You're wearing a suit on Bardeen III because it has a weak magnetosphere (PlanetMagnetosphereType02Weak "Weak" [KYWD:00290FCF]). Change that keyword in the Planet Data Record (BardeenIIIPlanetData [PNDT:0005E526]) to fix the suit issue.
  6. A BA2 will only be loaded if there is an associated ESM, so yes, a dummy is needed.
  7. It's a "load door" but it's not linked to another door or cell.
  8. I don't think you understand just how much the British owners of this site hate Nazis. Creating this, even without the symbols, is likely a fast road to a permaban.
  9. Archive2. It comes with the Creation Kit.
  10. Your swf files need to be in a BA2.
  11. Build the outpost management desk, a.k.a. crew station. Your outpost needs one crew station per NPC assigned to it, including robots.
  12. Doesn't exist vanilla. Should be easy to make, just duplicate the existing one, rotate 90 degrees, then rotate the snap template for it 90 degrees.
  13. What I meant is that you could duplicate the outpost, but you'd be placing it on entirely different terrain because of the random generation, which would likely break the outpost. In FO4 the terrain doesn't change, Sanctuary is always Sanctuary.
  14. Fallout 4 didn't have procedural generated terrain that the landscape from player to player, including randomly placed build blocking POIs.
  15. Um, you are aware that Nexus isn't affiliated with Bethesda, right?
  16. Um, you have a spaceship, but you want to land it without doing a full survey of the area from orbit first?
  17. Just take my mod and upload it to Creations. As long as you give me credit, and do NOT charge, you have my permission.
  18. Yes. Weather is actually linked to the biome. It's possible to edit a planet.biom file to get it to allow different biome records. As far as I know there's no way to completely rewrite the planet.biom file. You can edit it to change, for example, all ice biomes to forest biomes, but you can't change where those are located on a planet. So if your tidally locked planet does not already have a hot side, a cold side and a twilight belt there's no way to make that right now. Of course it's possible that someone has figured out how to do it and just isn't sharing. I don't have the time to dig through the narcissistic mess that is Discord hoping to wander across the one channel that explains things.
  19. The Lawn Ranger BASE does what it says. If a mod works as advertised why does it need to be updated?
  20. There are several mods that do this. B.A.S.E., The Lawn Ranger, etc.
  21. Did some more searching for you. The mesh file for stars is houdiniplanet_star.nif. The color of the main body is controlled by a material swap, HoudiniPlanet_Oceanic2.mat. So apparently stars are planets covered in water? Ok, so it's a little more complicated than that. The "planet" is wrapped in a couple of other layers, an "atmosphere" and a "glow". Those have their own material swaps. I totally suck at material swaps. I get the idea in principle, allowing one mesh to have multiple textures, but I just can't figure them out. But it looks like, if you can sort it out, you might be able to edit star colors by editing the materials.
  22. As far as I've been able to tell that is controlled by the houdini data, which we can't edit. xEdit won't touch it, and it's locked out in the CK.
  23. It's actually an NPC that can't move and with a modified trade dialog. Not that I don't like your idea
  24. Their main focus is on microtransactions, "Creations". Not terribly surprising given they are owned by Microsoft.
  25. One could hope, but don't hold your breath. Beth never wanted you to build colonies or factory complexes, just small mining outposts linked by those cargo landing pads, which is why the vanilla game has so few options for outposts.
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