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Everything posted by WolfClaw114
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As far as im aware its a fixed location. Dont know how to make a location any other way currently. Did create a location, linking it to the cells and added keywords Loctypeoutpost and LocTypesettlement. Should i not use the settlement one? (Saw it in another mod who had managed to make an exterior workshop for their player home. Though even though i tried to match settings up it wasn't working for me)
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So in fo4 you could easily do material swaps within the CK. But in Starfield i dont know how to get about doing this. I want to make a material swap, to give some walls the Spaceport Utility concrete texture. Any simple way around doing that?
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How to make a resource generator?
WolfClaw114 posted a topic in Fallout 4's Creation Kit and Modders
I want to add in an object into my mod which will create resources over time e.g. food, water, ammo ect. I assumed i could alter a water purifier to produce something else but that ended up not working, didn't even see a reference for purified water within it. Is there another way, or tutorial i somehow missed which goes through the process of creating a resource generator? -
For a mod im making i've decided to make a makeshift elevator entrance (Basically Normal open elevator which will lower/raise you towards an auto load door as to move between cells) However, when you return to either cell the elevator would still be at the top/bottom out of sight and you'd need to manually call it back down to use it again. Is there a way to make the elevator platform 'reset' to its default position on loading the cell? So that you dont need to call it and wait for it to return
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After giving my settlement to someone to test. (The settlement is an interior one). They told me they only received the same menu selection as homeplate, despite the fact im using the same base workbench as sanctuary. How do i flag the workbench as exterior, or to allow all building options/menu's open?
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In my mod i want to create an armoury which uses the Ammunition maker from one of the DLC's. However despite looking around i could not find a tutorial on how to connect them together How in the CK can i connect the Ammo builder to a power source, and connect a terminal so that it can produce ammunition?
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Making a vehicle tunnel for a mod but i want the larger end door to be a load door. However all the load doors currently in game are not big enough and i cannot seem to resize it using the usual methods. Is there a way to make a larger door? Or resize one. Or even make the invisible load door bigger?
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Attack Markers problem
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
I am a novice at this but i dont know what im doing wrong. They will spawn where i moved the Edge markers/attack markers outside the settlement, so they work. But they are still spawning right next to the workshop as well -
Attack Markers problem
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
Thank you. Been searching around different tutorials written and video and kept coming up empty/what i changed didnt work They currently seem to be using my edgemarkers to spawn, so i may just move those to where i have the attack markers. Thank you for the checklist, it will help me go through everything and then hopefully it will all work -
Attack Markers problem
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
How do i fix the Actors spawning and teleporting to the workbench? Their Xmarker is on the road where there is working Navmesh With the map marker, looking at the quest Aliases its linked to the correct map marker. But i've had on one save the details be on the correct marker, then another with it down the other end of the map. And another save with every map marker holding the information -
Following a guide to set up my Settlement mod and so far everything works well...apart from the attackmarkers i have placed. Instead of spawning outside of the settlement at the placed xmarkers linked to the centre marker with 'Workshoplinkattackmarker'. They spawn where the red workbench is within the settlement or an edgemarker neither of which is anywhere close to the Xmarkers referenced as attack markers (A secondary issue but not as important. Settlement information on the map like percentage and such is on the wrong map marker on the other side of the worldspace.)
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LOD and Final folder help
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
For me in the CK all looks normal. Waiting on some friends to test it in their game just in case. Then i may be able to release the external side of the map to nexus and begin work on the interiors and update those in later -
LOD and Final folder help
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
How do i check out the archive only textures? Do i just load up the esp like normal and go to the worldspace? -
LOD and Final folder help
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
Ok decided to once again give Archive2 a chance. SierraMountainRelay - Main SierraMountainRelay - Textures SierraMountainRelay.esp LODsetting (Folder with the SierraMountainRelay inside) Zipped it up. Removed the Meshes and textures from the Terrain folders, removed the esp and LOD. so that it should be fresh in my game (Since i tested with a non working previous version and it remained no LOD) Put the new one from above in. And...well i can see rocks across the map so its working. I can see the map and not a void after a set distance. Here's hoping its not working by accident but on purpose. -
LOD and Final folder help
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
Alright so leave them uncompressed not in a ba2 Was a little confused, because looking at your world mods like the wilderness and others. When i preview the file contents it only has a 'main ba2', 'texture ba2' and then the 'esp'. So i thought i had to do that (Which ended up not working for me as LOD didnt function) Thanks for the help ^^ -
LOD and Final folder help
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
Tried putting it in The Texture and Meshes were compressed into Ba.2. And LOD did not work I tried again with the LODSettings and the Uncompressed Meshes and Texture files and the LOD worked (As far as im aware) Do i need to compress the Texture and meshes or can i leave them as folders as is -
LOD and Final folder help
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
Including the LOD Settings? I was looking in other's new worlds mod but could only ever see the Esp, Mesh ba.2 and Texture ba.2 -
Ok so getting to the end point of my new worldspace. I got what i wanted working functionally and i want to make a final folder of that version for some people to use/test I have the Meshes folder, the texture folders as ba.2's (LOD stuff i think, either way it works) I got the ESP in there But do i need to also put the LODSetting folder and file of said worldspace in the final folder too?
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So i have set up a settlement within a new worldspace i created. So far the settlement works, people arrive do their jobs and so on. However the problem im having is the Workshop tab in your pipboy does not display this settlement. And the map icon does not have the settlement details underneath as they would for other settlements. Do i need to connect the workshop up with the mapmarker? how do i get these details to show on the map and in the pipboy workshop tab.
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World borders - New worldspace
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
No worries. Thank you for the tips, especially since im close to adding things like rocks and tree's to the more finished bits so this will be of great help -
World borders - New worldspace
WolfClaw114 replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
Oh that is good to know. Ill have to look into this next time i open up the CK and try to implement it. It will be so much better than using collision planes around the map like i did with my last mod. Is there any advice you can give for terrain editing, making it look more natural? I dont know how people who do the much larger external world spaces do it so well