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How to make floors "solid"?


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Oh, and just had the same issue with Vault 88, where the entrance and gear room floors aren't properly set up for object placement. A shame you can't mass add actor values, or I'd make one mod to add that to every single stock floor.

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Yeah, I know that vault very well :)

Tried modding it a few times. Failed each. Hehe. So I decided to create my own vault. ;)

 

Anyway, as for walls. Yes. Some do, some don't.

 

and I never thought of it before, but how about (fo4/x)Edit? Can that do the trick maybe?

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Dunno, I'm definitely a neophyte when it comes to FO4Edit. I tend to use it more as a way to quickly find something in a mod, then make the actual changes with the CK, unless they are stupidly easy changes.

 

But you would definitely run into the problem that not every floor piece is named "*floor", and some things named floor aren't, they just go on the floor lol.

 

Since most zones reuse the same pieces repeatedly, and if you do a Base Edit it applies to all parts with the same base, you really only end up needing to make a few fixes. I think 88 took 5, all of about 10 minutes including CK load times. Pretty sure I can poke my 95 rebuild (which I sooo need to finish) once or twice and take care of it. Other than the cave with the reactors, that is a pain to work with because dirt does not line up nicely.

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Another would be to include some of the parameters in the activators and furniture. Of course it is possible to add a workshopstacableitem to the activator, but it doesn't work like any of the options. Speech, for example, about tables, transformers, or other animated objects with a surface.
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I always thought about setting up a shared mod resource that adds this value to a lot of floors and objects. Then again it should be a community project as there is too much to do

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I always thought about setting up a shared mod resource that adds this value to a lot of floors and objects. Then again it should be a community project as there is too much to do

An example is institute meshes. I redid them for the workshop, but I don't use them. They are huge and uncomfortable.
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And then comes along a mod from an author who doesn't care about compatibility as long as it works for himself, reintroducing records *without* the actorvalue. And since their mod will have to go at the bottom of the load order, you are then stuck again with floors you can't build on.

 

Protip: In you mods, create copies of the vanilla objects you want to add this AV to, and use these copies instead of the vanilla objects to build with.

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And then comes along a mod from an author who doesn't care about compatibility as long as it works for himself, reintroducing records *without* the actorvalue. And since their mod will have to go at the bottom of the load order, you are then stuck again with floors you can't build on.

 

Protip: In you mods, create copies of the vanilla objects you want to add this AV to, and use these copies instead of the vanilla objects to build with.

Right.

Although if its a mod containing only the added actorvalue for all meshes, you could state it needs to be at the bottom of the load order.

But then again, doesn't almost every mod state that...

 

For my vault I did do the 'copy & change', but that's a lot of work and as I started over a few times, all of that needs to be redone.

& you can't copy anything (rooms & corridors and stuff) from other cells, as you need to replace all floors and walls.

 

So, both methods have their pro's and con's.

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I had this problem in a vanilla settlement, in the castle, by default you can place objects inside of the castle, but then I've installed a mod which restores the walls and the object placement stopped working properly, I wasn't able to place anything on the ground unless I've used 'place everywhere', I'm convinced that it happens when you break precombines (or they don't exist at all I guess), but I cannot guarantee it.

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I had this problem in a vanilla settlement, in the castle, by default you can place objects inside of the castle, but then I've installed a mod which restores the walls and the object placement stopped working properly, I wasn't able to place anything on the ground unless I've used 'place everywhere', I'm convinced that it happens when you break precombines (or they don't exist at all I guess), but I cannot guarantee it.

 

Nope. The restored castle mods replaces the vanilla castle with a single object. That object has no "floor", meaning the center is hollow. Only the walls exist. For the most part that's not a problem because it is sitting on solid ground (the terrain was flattened to a uniform height before placing the castle). Put that castle someplace else, even if you build a flat plane using foundation blocks, and it acts up, because the Actor Value isn't set correctly.

 

As I mentioned above I ran into the problem in Vault 88, because even in the vanilla game the devs screwed up and didn't add the Actor Values to floors and walls. Or they assumed no one would ever build there, which was just stupid.

 

Go look at Thicket Excavation mods. Everyone complains about not being able to put stuff on the big white blocks. Thing is it's an easy fix, once you know what to look for. After I asked this question and found out what was needed it took me all of 10 minutes to fix my problem, 5 of which was poking around figuring out where to add the actual Value.

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