DirtyDan86 Posted August 17 Share Posted August 17 Hi everyone. sorry for being an annoying newbie, but everyone's gotta learn. And I need help. Like please… as some of you might know, I‘m working hard to republish my first mod (pool hab) after doing major cleaning and upgrades (it was a mess, definitely not intended), but I just can’t get some things to work reliably and it‘s getting more and more frustrating and exhausting. I‘ve asked at Bethesda and Starfieldmods Discord, but they keep ghosting me there, so PLEASE can anyone here help and answer these questions? What is the proper way to get containers to work reliably in a ship module? I link them to the ship module trigger, flag Force Persist, set Location Ref Type to Ship Container, disable Respawn but still most of the times they‘re either all empty or work in one hab and don’t in the other. I even started a NG+, deactivated all other mods and still… I have some containers in one hab working while the others in 2nd hab are still empty. I gotta add this is also often the case when I'm using Matilija's or Tiger's habs. The containers there are empty for me, too. Is there a way to stop NPCs from duplicating when reloading a save or rebuilding your ship? I wanted to add a barkeeper, set it to unique, but still have like 8 of them around while testing. Same thing when I created a trigger to spawn an enemy that‘s initially disabled. When reloading, crew is going crazy because a new enemy spawned… How do you link containers to a workbench in CK? I tried LinkedWorkbenchContainerKeyword and OutpostCargoLinkKeyword. Both didn’t work. Can‘t you do the „normal“ link you do in Outpost builder in CK as well? I recently encountered a problem that my ship is no longer landing center of the landing pad, but instead it's misplaced and glitches into buildings. What would cause this and how could I fix it? I often experience that my mod as an esp works just fine, but when I'm turning it into a full master esm that's no longer the case. For example the containers. When I'm lucky they are filled in my esp Testfile I'm reloading a save (with no other mods active) with the esm and they're empty again. Any help would be SO appreciated! Link to comment Share on other sites More sharing options...
aurreth Posted August 17 Share Posted August 17 4. I had one ship that did that, no matter what I did it came up off center. Something, some piece, was changing the center calculation. I'm pretty sure it was one of the landing gears. Absolutely no idea why. 5. Make sure you remove the ESP from the Data folder so the game doesn't try to load both ESP and ESM. I mean you are probably doing that, but double check. Link to comment Share on other sites More sharing options...
DirtyDan86 Posted August 17 Author Share Posted August 17 It‘s really weird. I can’t even tell if it’s my mod or not. It doesn’t happen all the time and when I‘m removing my parts it‘s still the case. Link to comment Share on other sites More sharing options...
aurreth Posted August 17 Share Posted August 17 3 hours ago, DirtyDan86 said: It‘s really weird. I can’t even tell if it’s my mod or not. It doesn’t happen all the time and when I‘m removing my parts it‘s still the case. Do you use Better Ship Flips? Mine seemed to be caused by a flipped landing gear. Link to comment Share on other sites More sharing options...
DirtyDan86 Posted August 17 Author Share Posted August 17 Oh, that's actually an awesome tip! I used to, but deactivated it a while ago. Gotta check if there are still flipped parts on my ship that might cause this. Link to comment Share on other sites More sharing options...
DirtyDan86 Posted August 18 Author Share Posted August 18 16 hours ago, aurreth said: Do you use Better Ship Flips? Mine seemed to be caused by a flipped landing gear. Thanks to you, I found what was causing the issue. It's actually some of the structural parts from DerreTech. I haven't installed BetterShippartFlips, but when I'm attaching the slopes in different positions, it bugs out. As soon as I remove them, everything is fine. Absolutely no idea, how a structural part may cause this. EDIT: It's the DerreTech Slope 2 in direction Aft Bottom for me, to be precise. 1 Link to comment Share on other sites More sharing options...
aurreth Posted August 18 Share Posted August 18 2 hours ago, DirtyDan86 said: Absolutely no idea, how a structural part may cause this. EDIT: It's the DerreTech Slope 2 in direction Aft Bottom for me, to be precise. The geometry for the part is too big, making it invisibly stick out to one side enough to alter the left/right center calculations. The visual is correct, but not the actual bounds. There are a few things I've found in Derre and it's derivative mods that do the same thing, places I should be able to walk under or around but the geometries aren't constrained properly and you bang your head. It was so much easier when mesh and geometry files were integrated, and you didn't need a degree in 3D modelling to fix stuff 1 Link to comment Share on other sites More sharing options...
DirtyDan86 Posted August 18 Author Share Posted August 18 Couldn't agree more... I haven't been into modding before. But when I'm trying to learn things from past tutorials for Skyrim, Fallout,... some things might be similar, but many things got a lot more complicated... Link to comment Share on other sites More sharing options...
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