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New location mod weird issues i cant figure out...


greekrage

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Ive almost completed a new location mod which is also a new land mass located 2 cells away from Kingsport light house in the ocean.

 

The cells i used are all unnamed(wilderness) and have no connection to any location

 

The Settlement starts perfectly at 50% happiness and settlers arrive BUT...

 

a) they never sleep ( wont go to either beds ive added in the mod and referenced to workshop ) or even beds that i add in game.(in any location i try even if i put one right next to them ).

The whole location is navmeshed from scratch as always and tested so pathing is not the issue.

 

b)sending settlers from another settlement looks like its working but they never show up..

Spawn works fine though because i have a npc spawner in the location and they spawn without issue...

 

C) all job assignments work without issue and settlers work intended hours and go to their breaks or roam but then we have the sleep issue where they just stand there...

 

Luckily i always keep a copy of the esp prior to any data,previs etc.. so i have the mod clean to try different solutions to issues...

 

Ive done and redone the data over 10 times and always the same issues,checked and rechecked quests,location and zone and all my markers and triggers..

 

Tried changing cell locations from just the main cell tied to the location to all the cells the settlement uses....and i get the same result..

 

Ive even tried setting up data and markers all in one cell (furthest from Kingsport ) and just tested in that cell...

 

I also add both initialization quest and setowned trigger to test but no difference...(yes the parent quest is a given)

 

Im seriously thinking that the issue is cell related (note the location is right next to the map border but does NOT use the cells outside of it..(you do get the warning if you got to the edge BUT settlers that have jobs next to the border go without issue...)

nUBkYt.jpg

 

Any thoughts or solutions are welcome

Edited by greekrage
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Actors workshop AI packages (mostly WorkshopSandbox*) target the linked reference on keyword WorkshopLinkHome so query them for the value to see what it actually points to:

Keyword  pWorkshopLinkHome        = Game.GetFormFromFile(0x0002058f, "Fallout4.esm") as Keyword
...
Debug.Trace("SKK_GetActorInfo WorkshopLinkHome," + ThisActor.GetLinkedRef(pWorkshopLinkHome) )

WorkshopLinkHome should point to WorkshopLinkCenter which must be pathable for moved settlers to turn up. To visually see where WorkshopLinkCenter is in you actual running game use Move Workshop Markers.

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Actors workshop AI packages (mostly WorkshopSandbox*) target the linked reference on keyword WorkshopLinkHome so query them for the value to see what it actually points to:

Keyword  pWorkshopLinkHome        = Game.GetFormFromFile(0x0002058f, "Fallout4.esm") as Keyword
...
Debug.Trace("SKK_GetActorInfo WorkshopLinkHome," + ThisActor.GetLinkedRef(pWorkshopLinkHome) )

WorkshopLinkHome should point to WorkshopLinkCenter which must be pathable for moved settlers to turn up. To visually see where WorkshopLinkCenter is in you actual running game use Move Workshop Markers.

sorry dont know how and where to use that....

 

What i did notice was this though...it could be irrelevant but im trying to make sure my esp that only has the terrain,building and navmesh plus a map marker is ok and the base for my issue. When ever i place a map marker after removing it with fo4edit i always get the following (look at pic).... Is this normal? or is my CK glitched ?uNg9od.jpg

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Actors workshop AI packages (mostly WorkshopSandbox*) target the linked reference on keyword WorkshopLinkHome so query them for the value to see what it actually points to:

Keyword  pWorkshopLinkHome        = Game.GetFormFromFile(0x0002058f, "Fallout4.esm") as Keyword
...
Debug.Trace("SKK_GetActorInfo WorkshopLinkHome," + ThisActor.GetLinkedRef(pWorkshopLinkHome) )

WorkshopLinkHome should point to WorkshopLinkCenter which must be pathable for moved settlers to turn up. To visually see where WorkshopLinkCenter is in you actual running game use Move Workshop Markers.

sorry dont know how and where to use that....

 

What i did notice was this though...it could be irrelevant but im trying to make sure my esp that only has the terrain,building and navmesh plus a map marker is ok and the base for my issue. When ever i place a map marker after removing it with fo4edit i always get the following (look at pic).... Is this normal? or is my CK glitched ?uNg9od.jpg

 

lol just looked at another mod that i released 10 days ago that works flawlessly and the map marker is the same ( thanks Bethesda.... )

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Actors workshop AI packages (mostly WorkshopSandbox*) target the linked reference on keyword WorkshopLinkHome so query them for the value to see what it actually points to:

Keyword  pWorkshopLinkHome        = Game.GetFormFromFile(0x0002058f, "Fallout4.esm") as Keyword
...
Debug.Trace("SKK_GetActorInfo WorkshopLinkHome," + ThisActor.GetLinkedRef(pWorkshopLinkHome) )

WorkshopLinkHome should point to WorkshopLinkCenter which must be pathable for moved settlers to turn up. To visually see where WorkshopLinkCenter is in you actual running game use Move Workshop Markers.

sorry dont know how and where to use that....

 

What i did notice was this though...it could be irrelevant but im trying to make sure my esp that only has the terrain,building and navmesh plus a map marker is ok and the base for my issue. When ever i place a map marker after removing it with fo4edit i always get the following (look at pic).... Is this normal? or is my CK glitched ?uNg9od.jpg

 

lol just looked at another mod that i released 10 days ago that works flawlessly and the map marker is the same ( thanks Bethesda.... )

 

Ive never had an issue with the setowned trigger before... But lately i do a initialization quest and only have the trigger as a backup...( it only takes a few secs to do so why not.. :P )

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