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aurreth

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Posts posted by aurreth

  1. An Empire, no less? :laugh:

     

    Well, I'm actually working on a vault-settlement mod (at least one, maybe more, might use the 'build your own vault' approach but with some build stuff and caves. No 'void'), but there will be no need to 'claim' it (Beyond activating it the first time) for your empire :happy:

     

    A lot of these vaults seem to be linked to a subway system. Maybe add something using that to allow for vault to vault travel?

  2. Sooo, I loaded 114, managed to turn off the clutter and navigate around to find the one offending object that you can't scrap or disable without causing white void blurring... but I can't select it, cause every time I try to click on it I get "Mist". This is what I mean by "non-intuitive". If I disable all the markers so that I only see objects I should ONLY be able to select what is visible to me.

  3. I'll have to learn it eventually I guess. I want to create a "Vault Empire" mod, where you can take over all the various vaults after cleaning them out. That means working out how to set them so that critters don't respawn. Would be pain to have to constantly clean out 95 after killing all the Gunners to take Cate to the detox machine and then claiming it as a settlement lol

  4.  

    I wasn't seriously asking you for anything, it was just a tongue-in-cheek request. You have my deepest sympathies, you shouldn't waste time on my, or anyone else's, inane wishes. Spend it doing something you enjoy with the people you love.

     

    My email is ***. (The Hell Tour Riding Club. We get together every couple of years to do an extended motorcycle tour, and inevitably it all goes to hell in one way or another lol)

     

    Wondering: Did the helmet arrive in good order?

     

     

    It did, thank you :) I haven't had time to mess with it yet, I'll let you know when I get it swapped out :)

  5.  

     

    You really should get to 'appreciate' the CK. Doing these kind of edits to the "world' in game is way more tedious. (and it's only inside your save game, so on a next run you'll be back to default. No option to restore it too. (maybe you can save it with "transfer settlement" mod? Not sure))

    BTW: Disable is the way to go. It's how Bethesda does it themselves, to make stuff 'disappear'. Inside scripts too, as objects can be referenced by scripts, quests etc. with all kinds of possible 'outcomes' if they no longer 'exist'. At least the CK will warn you in such cases)

     

     

    My big issue with the CK is the controls are immensely non-intuitive. A more or less standardized set of computer controls has evolved over the years, and the CK completely ignores these in favor of doing things like holding shift or using the middle mouse button (which fell out of use for the most part decades ago). Basically it is based on specialized design and 3D modelling software, which in turn is based on control sets from before the era of Windows and OSX. In other words Unix based controls, and even the various *nix flavors have mostly converted over to the common control sets. And while I'm well versed in *nix I have to actively think about what I'm doing if it uses the old three-button paradigm. If I have to think about how to use the controls I'm not thinking about what I'm trying to achieve with them, and that's just not fun.

     

    Now, if there is a way to start with everything turned off so the display isn't so cluttered that I can navigate the cell without worrying about accidentally dragging something someplace it doesn't belong, please, let me know. Right now I load the Lair and it is so cluttered I can't tell what I'm looking at, much less zero in on the area I want to manipulate.

  6. As RoNin said, the biggest concern is the effect the void has when visible, and enabling the skybox as described will eliminate that issue.

     

    Also, of note, the build volume for the Mechanist's Lair is actually made up of about a dozen build volume primitives. You can either expand the existing ones, or make new ones and attach them to the workbench.

     

    For Mechanist's Lair I'm using a mod that expands the buildable area to the entire facility (though I refuse to use the research wing, cause it creeps me out lol). I've used TCL to wander about "outside" and there is plenty of volume. Only issue that I've run into is that trying to remove exterior walls causes a CTD. The floor, no problem, but don't try knocking down walls. I may give it a shot with "disable" later on, see if I can get my opening that way.

     

    My main goal is to build a power armor storage/museum off of the main chamber of the Mechanist's Lair, and add a couple of additional rooms to Vault 111. I'll have to expand the 111 borders, the mod I use has them pretty tight to the existing structure. As long as I know I won't run into any weird thing where stuff I put in the new areas disappears I'm good.

     

    Thanks for all the help!

  7. For a lark I built a tiny Slocum Joe's at my Oberland Station train yard. Before I could even finish aligning the two booths they were filled with settlers, while a half dozen more kept jostling each other for the coffee station. I finally had to give up and wait until they all went to bed so I could finish.

     

    Moral of the story, do not give the bastards anyplace to sit down before you finish building everything else.

  8.  

    Here are several that I have downloaded, although I'm not using then in my current play through. You may know about some of these, some may be useless for now, but all have something in them that others don't. You'll have to check them out yourself. If any are useful to you, please leave a response so I know. Have fun. Snap'n build , https://www.nexusmods.com/fallout4/mods/28834

     

     

    Homemaker doesn't have the Hightech build parts (I think, have to double check). Office and Store Buildings appears to be full buildings, none in the right style. JCW Builder is concrete ramps, not much use on the top of Mass Fusion. I have Workshop Rearranged, no help there.

     

    But thank you for the suggestions. I'll have to check out Office and Store Buildings, just for the Red Rocket and Drumlin Diner changes.

  9. I'm working on a refurbish of the Mass Fusion Executive Suite into a penthouse apartment and having issues with the walls.

     

    I have tried both Snappy and Settlement Objects Expanded (SOE), and while both have tons of useful stuff (I've already repaired all the interior floors), neither have wall pieces that actually, honestly match in-game vanilla assets. Mostly it has to do with the brown stripe at the bottom being the wrong height and the trim not matching. I could replace all the interior walls to make everything match, but would be a lot easier to just replace the damaged sections in order to stay as close to the vanilla build as possible.

     

    Any recommendations?

  10. There's a cube, or collection of cubes (DefaultEmptyTrigger markers, the big red ones within CK) connected to the workshop which defines the buildable area. The Visible borders are just objects to help the player to know where the border is.

    You can't 'see' it in game, just watch when the timer starts or you can't build anymore. Using the CK you could always expand the area of course, or just check where the borders are.

     

    I can map out the boundaries, and probably figure out how to expand them. I'm just wondering if there is any issues with placing objects out in the white void, so long as I stay within the workshop boundaries. Like will the new room slowly dissolve into chaos and summon Arioch or something. Last thing I need is some albino with a greatsword running amok in the Mechanist's Lair.

     

    Anyway, I have one or two interior settlements I'd like to expand, without the pain and heartache of the CK. If all I have to do is expand the borders using FO4Edit and then knock a hole in a wall, well, I can absolutely do that.

  11. For the elevator, its parts, scripts etc. just look under Miscellaneous/PackIn.

    There's one called "DLC01RobotLiftPackIn" which is exactly what you are looking for.

    The DLC01RobotLift01 part has the script.

    Not that it will help you much in this case.

    There are some tutorials out there how to use certain elevator packins to create any elevator or (sliding) door. Without any scripting and such.

    Did it myself a while ago.

    Would need to watch 'm myself again to explain though :wink:

     

     

    Thank you, that is incredibly helpful. Double click on that, select Render in Window, and there the whole sucker is. Now to see if I can find a non-sucky tutorial on packins.

  12. As it's an interior cell, are there even any colored border designating the buildable area? Or can you just build floor out into the void, put up some walls and ceilings, so you don't have the glaring whiteness, and have more useable space?

     

    No borders that I could see. And since the Mechanist's Lair actually does have them (hence the border wall between the main control room and Isabel's living space) you'd think they'd be there. But then again the colored borders are actual objects in the CK, so likely they were just never extended up and down into areas people shouldn't be poking their noses into :)

  13. After some "Place Anywhere" magic, there are two pieces. The floor cap, which consists of the top ring with lights and shaft walls extending underground for the elevator; and the actual elevator, which consists of a top and bottom cap. The top elevator cap would have to be rigged to open and close like doors, and then the bottom part to raise up. The animations and scripts to do all that should be in the game already since that is how robots get raised up to attack you. It would just be necessary to change things so that could be done on command.

     

    Well, then both parts packaged up so that the structure could be built using the workshop.

  14. In several places throughout the Mechanist's Lair there are floor hatches that open and deploy robots. But once they close that's it, they are done. I've taken a look under the world and the floor pieces are actually a floor and ceiling, meaning you can place things down under the hatch and they will be on a solid floor, but of course you can't get them back up again.

     

    So, request: restore these to working order, so that when you select them the hatch opens and the floor raises up to the surface. Select again to reverse. Like opening and closing a door, with a mini-elevator.

     

    See, a compact power armor station fits in them perfectly. You could use them to raise the station and power armor to the surface, work on it, then store it away again. Would be perfect for power armor or robotics factories.

  15. Occasionally I get a bit scrap happy and accidentally knock down a wall that exposes the white void beyond the world. Happened yesterday, while trying to find a bit more space for power armor displays in the Mechanist's Lair (btw, there is a crapload of stuff just hanging in space down there where Bethesda couldn't be bothered to clean up after themselves.)

     

    So, as an experiment, I pulled up a floor piece and stuck in an elevator, going DOWN into the void. Lo and behold I was able to take the elevator down and actually build a small room a couple stories down below the main room.

     

    My question, then, is what are the limitations to expanding interior settlements out into the white? Is it simply a matter of adjusting the buildable area, and then building proper floors, walls and ceilings to hide the void?

  16. I wasn't seriously asking you for anything, it was just a tongue-in-cheek request. You have my deepest sympathies, you shouldn't waste time on my, or anyone else's, inane wishes. Spend it doing something you enjoy with the people you love.

     

    My email is [email protected]. (The Hell Tour Riding Club. We get together every couple of years to do an extended motorcycle tour, and inevitably it all goes to hell in one way or another lol)

  17. Don't get me started on Blender, I really, really suck at using it. It's one of those things I occasionally install, play with, and then realize I have better things to do with the few years I have remaining (leukemia).

     

    Sooo, if'n ya wanna chop off that silly antenna for me I'd be grateful :D

  18. I was trying to create a simple material swap that would change the Vault 111 post-war textures back to pre-war, on the head canon that, unlike settlers, I actually know how to use things like sandpaper, paint, and a broom. This MSWP actually already exists in the game, Vault111prewar, I want to apply it postwar.

     

    In any sane system this would be easy. I would find the appropriate cell (which would be listed under Worldspace/Sanctuary/Vault111, not whatever strange system is actually used), right click and select Properties, and there would be a field or tab that shows which textures or texture sets it uses, and I'd just change it. The CK is not sane. I mean I created a fast travel marker at one point, and that required the creation and configuration of multiple objects instead of, you know, ONE. Essentially if there is a logical way and an ass-backwards hard way to do something, the CK seems to choose anal at every opportunity.

     

    What I finally ended up doing is extracting all the Vault111 BGSM files from the BA2 file, removing all the post-war files, then renaming the pre-war ones by removing NEW from their names. I then zipped the directory structure with the adjusted names, and installed it like any other mod. End result, Vault 111 has clean textures in most places.

     

    It worked, but I learned nothing about how to do actual material swaps for future modding.

     

    I've used Nifskope for Skyrim, but have no luck with it for Fallout 4. The modded textures don't show up in the game, which tells me I've got some sort of file format incompatibility going on. For example I'd like to either straighten or remove the bent-ass antenna from the Assaultron helmet (yes, my pre-war omniscience also grants me the ability to use pliers!), but if I try and do it the helmet just turns invisible. Invisible item means bad mesh :sad:

  19. I'm trying to de-rust Vault 111 by restoring the prewar textures. It looks like the game does this by using a material swap. In other words the post-war textures are the "stock" ones, and the material swap is applied for the pre-war sequences.

     

    I found the MSWP record for post to pre textures, but I can't for the life of me figure out how to use that record. The CK is a freakin' nightmare of bad design, and pretty much every tutorial I can find is a long, meandering video that does everything EXCEPT provide clear, step-by-step instructions on how to accomplish anything. It's frustrating beyond believe that there is no simple, straightforward way to say "use these textures instead of these" (isn't that what material swaps are supposed to be for?)

     

    EDIT: Ok, apparently I was trying to do this the hard way. What I came up with was extracting the clean materials files from the BA2 and then renaming them (yay linux grep and rename commands!) Zip up the bunch and install as a mod, and the clean materials overwrite the rusty ones. Once again brute force triumphs over doing things the "right way"!

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