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DaffyLund

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  1. First of all, you must link generator and all powered items to workbench with WorkshopItemKeyword keyword. Then you will have to link from the generator to each item you wan't powered, with the WorkshopLinkPower keyword. Now save. Load your ESP in xEdit, and find your workbench. The Power Grid is on the right side, if you scroll down a bit. Rightclick and select Add, and you will see an item called Connections. Rightclick that too, and select Add. You will get Count, Node1 and Node2. Edit Node1 with the Ref of your generator. Node2 with the Ref of the item you want powered. (you will see the Ref's in xEdit for your items) Change Count to 1. If you need more connections, just rightclick Connections, select Add, and repeat process. Just remember that count MUST reflect the number of connections you have made, or the game will crash. Hope this helps, or atleast can point you in the right direction.
  2. You can link the items together with the WorkshopLinkPower keyword, and create the powergrid for the workbench in xEdit. The wires in ck is just for show, but is created by placing 2 EndPointMarkers, selecting them both and press P.
  3. This is what I did to get it working for me. Personal example setup: Generator Water Purifier Wire (made with 2 EndPointMarkers, press P) Snap to ref to generator and water purifier. Link all to workshop with WorkshopItemKeyword. Link generator to purifier with keyword WorkshopLinkPower. Link purifier to generator with keyword WorkshopLinkPower. Save and exit. Open it in xEdit and find your workbench. Under Power Grid, add this connection: Node 1: generator, Node 2: purifier, edit count to 1. Save.
  4. So far I've followed every step while rebuilding my settlement mod from the ground up (I couldn't get settlers/supply lines to work or the workshop to be recognised), but I'm still having the same problems. I'm thinking it might actually be the InitializeLocation quest, because that's the only thing where someone has pointed out that something's missing. I've noticed the default one has some users, where the custom one doesn't. Anyone have any ideas what needs doing? Same issue for me, however i got it to work. I found out that in the quest 2. stage, you can uncheck 'Run on stop', and in Workbench > Scripts, set OwnedByPlayer to FALSE. This will force the quest completion event when you activate the Workbench for the first time, and you will get the 'You can now use the workshop...' message. The map will now be updated with settlers and happiness correctly. If OwnedByPlayer is set to TRUE the quest completion event will never trigger, cause you allready own it.
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