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Settlement Map Marker Trouble


niston

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The Encounter Zone settings seem to have no effect at all. I made two plugins one with Enc Zone set on all the markers and the workshop and one without it being set on anything (except the location).

It works fine when coc'ing, but doesn't work when loading into an existing game. In existing game, the interior settlement marker will show exterior stats and the exterior marker will show no stats.

 

Unfortunately, the mod *must* be loaded into an existing game.

 

It's beyond my comprehension why I can't get it to work at all, when all of this does work perfectly fine with the Commonwealth GECK mod Concord Settlement, even when it's added to an existing game.

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If you didn't, you could try to assign a new location. My guess is that any changes in the location (like it being cleared) are being stored in the save, the whole location record is stored, then you load your mod which includes changes in the location that are needed for the workshop to work correctly, but your changes to the location record are being replaced because the location is being loaded from the save, so if you create a new location and assign it to the cells the data in the save will just be ignored, and will be like loading from a new game. If it is not the location, maybe the encounter zone or whatever that is vanilla in your mod that might produce the same kind of problem.

 

Edit: If it is possible to add whatever data needed to the record from scripts you might be able to modify the saved record and use it instead of replacing it with a new one. That's pretty much why leveled lists and workshop menus are injected with scripts instead of modified in the CK, because any prior data from a saved game or data from other mods can overwrite it. Editing data in runtime will always work best.

Edited by DieFeM
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The weird thing is: None of this is necessary to get the CGECK mod to work. It uses the existing ConcordLocation, the existing ConcordZone, the existing map marker and it works just fine.

 

But I wonder what kind of data it could be that could maybe added via script?

I checked with a debug script that the zone has workshop and never resets set in game.

Also tried setting the location to cleared from that script. But no dice. It shows "CLEARED" on pipboy map, but still no stats.

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Well... didn't tried it myself, but location workshop keywords maybe? you could try with https://www.creationkit.com/fallout4/index.php?title=SetKeywordData_-_Location

Whatever data that is possible to edit with scripts instead of the ck, otherwise replace it with a whole new record.

 

Edit: that's probably not going to work:

 

  • If a location does not have a keyword, and you set keyword data on it (to 1 for example) then:

     

    • LocationHasKeyword condition will return false and
    • GetKeywordDataForLocation for that keyword will return 1
Edited by DieFeM
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I got it to no longer mess up the marker stats even when added to existing game, by manually (xedit) overwriting the XLRL record on the interior map marker and setting it to the location of the interior settlement.

But the Concord marker still refuses to show any stats.

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lets see if i get it right

you have a interior settlement with his own location/encounter the mapmarker for the interior is linked to the location for the interior

but where is the mapmarker located ?, do it share the same cell as the concord mapmarker ?

 

i can remember salem had difrent mapmarkers 1 very hight in the sky for salem it self, but barny was way lower

maybe if you move the concord mapmarker higher and or to another cell, it seems they conflict with each other

just a thought

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