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help on settlement esm


bud9961

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so i was trying to make my first settlement and in the tutorial it had me rename my mod to..esm and change the flag in fo4edit to esm, then i went through the whole process and had it all set up and i go to hit save and it wont let me says cant save master, i tried searching for solution and tried everything for hours and even tried just saving as esm but when i did that the file was like 10th the size it was suppose to be so obviously that didnt work. anyway i tried everything and finally just closed the window and lost everything i spent hours doing :sad: , my question is when i try again how do i save the esm file? what should be checked when i load it, last time the esm mod was checked and fallout4.esm was checked, does it matter that i have the mod archived with main and texture ba2 files? did i even need to name my mod to a .esm? im at a lost i thought i had it till couldnt save, any help is appreciated

Edited by bud9961
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Unmodified CK will not save ESM files.

 

You probably don't need to change plugin type to ESM.

Turning ESPs into ESMs and back is a terrible kludge to trick CK into not stripping non-ESL/non-ESM masters from your mod.

So unless your plugin uses other ESP files as masters, you don't need to do that.

 

Btw...

 

 

CSD18-2T.jpg

 

 

 

=)

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Unmodified CK will not save ESM files.

 

You probably don't need to change plugin type to ESM.

Turning ESPs into ESMs and back is a terrible kludge to trick CK into not stripping non-ESL/non-ESM masters from your mod.

So unless your plugin uses other ESP files as masters, you don't need to do that.

 

Btw...

 

 

CSD18-2T.jpg

 

 

 

=)

ok thanks i appreciate it the tutorial wasnt fully clear it sounded like if your file is .esp you need to do that step but i reread now and kinda thought the same

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could someone explain in fo4edit how to copy location as override into your plugin? when i right click location and choose "copy as override into" then it just says no module selected at bottom and has like 6 boxes you can check that say new at the top, it doesnt show my plugin as option. sorry for the questions once i get through this once i will be set. it makes no sense to me that im copying something already in my plugin and overwriting the same thing but trying to follow the tutorial, if i click new and type in plugin name it says file already exist

Edited by bud9961
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Also note location mods as ESM is a bad idea since you take away the flexibility to play with it in the load order.

To create a patch or add-on, you'll have to. But only to trick CK. When done you can use FO4Edit to change the extension back to .esp and it will still work (as a master & plugin)

...until you open & save it again with CK.

 

The game/engine will allow esp files as master, its just the CK which removes any non .esm from the master list. Afaik.

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Also note location mods as ESM is a bad idea since you take away the flexibility to play with it in the load order.

To create a patch or add-on, you'll have to. But only to trick CK. When done you can use FO4Edit to change the extension back to .esp and it will still work (as a master & plugin)

...until you open & save it again with CK.

 

The game/engine will allow esp files as master, its just the CK which removes any non .esm from the master list. Afaik.

 

good to know.. Thanks

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its great everyone is learning stuff but im still stuck lol , im not doing esm that was a mistake in the tutorial not explaining its .esp im currently stuck on setting up location its saying to Find the Location of the cell and Copy it as override into your plugin and scroll to Location Cell Static Reference. If an entry with the keyword WorkshopRefType remove it. Then add a new entry to Actor Cell Static Reference with the same keyword as the one you removed (WorkshopRefType). Set the marker as the WorkshopWorkbench that we have worked with. Set the location to the location of the cell. Copy the Grid X and Y from the LocationCenterMarker entry

 

the problem is i made the interior cell from scratch there is nothing to override or copy and it already has both of those on Lscr im not getting why i have to move to acsr, or are they talking about the exterior cell where the door is it doesnt say int or ext, i tried that too but it adds all the links onto the the ext vanilla location instead of the interior loc so i had to delete it, it also gives me 2 locations on mod, do i need to have 2 locations when i look in f04edit or is a map marker in ext linked to xmarker in the interior cell all i need? im just trying to take a simple int cell that has door linked to commonwealth and make it a settlement i had no idea i had to override everything in fo4edit i thought i could do it all in creation kit, any help is appreciated before i go nuts as ive tried every combination i could think of that the tutorial would mean for like the last 12 hours lol even if someone could tell me if i have to do all these overrides or not it would help alot

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update: got it finished and works great, the tutorials going around are wrong on alot of things so i went with my gut and experimentation and looking off vanilla stuff and had it up and running in no time already got settlers assigned and about finished testing

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