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lapdragon

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Everything posted by lapdragon

  1. I had a user from our Rebuilt Series complaining today that we'd gotten rid of the workbench at Kingsport, but he also found this thread that had re-discovered it over at the fishpacking plant. I did a bit of digging and confirmed that it is indeed the Settlement Expansion All-in-One mod that's done it, and posted the fix for our users, but I figured I'd post it here too. The best way to fix the issue is to delete the wonky reference in the CombinedExpansion4.1.esp - just search for 001654B8 in xEdit and delete the entry from his mod - it's the only workbench he's moved so I have to assume it was an accident. If you're not an xEdit user, to fix the missing workbench at Kingsport use the following commands in the console. prid 1654B8setpos x 90560.85setpos y 60331.66setpos z 1246.81setangle z 162.51modpos x 0 Save and exit once you're done, and once you reload the game should be happy with the restored workbench. You don't technically need to be in Kingsport when you run the commands, but it might be helpful in confirming that the workbench is back where it's supposed to be.
  2. In response to post #39470550. #39471095, #39485805 are all replies on the same post. The biggest (and so far unanswered) question about Console modding is how are they able to handle asset duplication between similar mods? Three quarters of the reason I use NMM in the first place is because it lets me intelligently choose which files in a file conflict actually make their way into my data directory. I realize that there's limits on the texture and mesh mods that they get to use, but even simple mod decisions like installing the UF4P will involve installing meshes and textures, if they load another mod after the UF4P that uses the same mesh, it could very well break UF4P and nobody'd be the wiser.
  3. Use 3DSMax and Fo4Edit to make yourself a milk crate to stand on, that can be picked up and dropped down - there's actually already crates and such ingame, you'd just need to figure out how to convert one into a MISC item and give it a collision mesh. At that point it's just a matter of dropping it from inventory and using the grab option to move it around (which can be admittedly tricky sometimes). You could even easily make a recipe to make them craftable in the chem station, so you could make them into single-use items if required.
  4. Like it says on the tin - I'm contemplating a mod that makes an "ownership override" against an enemy-owned power armor frame that you've managed to extract the owner out of. Normally, I'd just open the console and select the frame, then run "setownership" and the frame is mine - but I'd like to be able to make a craftable "power armor hotwire kit" or something to that effect, so that it minimizes console use.
  5. Water is doable - disabling the snap is not (to my knowledge). I'd put in a request to the guy who's doing the SimpleIntersections mod - he's got a lot of statics already tweaked, I don't think that disabling water collision would be difficult for him to add.
  6. I think that snapping is a setting actually embedded in the NIF meshes - you set the snap points in the mesh, and then the FO4 engine uses those points to determine structural bounds.
  7. I just did the same research, but apparently did a bit better. Here's a fairly good writeup on how to make a scripted installer - it doesn't get into actually telling you how to use radio buttons and checkboxes until part 6, but everything up until then is decent enough knowledge to have also. http://zumbs.wordpress.com/2009/11/08/fomm-and-fomods-for-dummies-2/ I read through the whole thing, and then used the script sample on page 6 to make a functional installer.
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