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Settlement Building Feels Off


Sirchase

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I was hoping to build around or even repair exisiting structures (i wanted to fortify Concord,) but looks like the main idea is building new ugly wooden shacks.

 

Good to have in the game but atm its console level and not god tier pc modding tier.

This tbh. I hope they fix it in a later patch, or maybe when the CK comes out some modders can make it better.

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This thread is full of great ideas and creative people with valid concerns. We should organize a mod team for settlement revamp while waiting on GECK. It will mostly be similar to Skyrim's toolset so we have an idea of limitations.
I feel like the mod Jaxon's Positioner is more in-depth than the basic tools from Bethesda, so I'm happy to know the modding community will make it so much better! I for one am impressed by the pathfinding, characters can get around player built structures at runtime! So the engine draws itself a working navmesh! This is GREAT for us, we can go crazy with modding!

Is there any place where modders want to make this a possibility? Flesh out the contents of settlement overhaul and stuff? Like how do we start on revamping the settlements? What kind of features do we want? I personally would like to have an effect on gameplay, so making better items could lead to buffs and stuff, no? I'd like to contribute ideas and concepts and share with a team that would liek to make it all a reality. ^^

Where could we contribute all ideas in a coherent format so that we don't lose track of what we want.

Not having the GECK right now helps not having multiple teams working on very similar things, splitting the workforce. So yeah, anyone has an idea where are the interested people and modders? :D

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Is there any place where modders want to make this a possibility? Flesh out the contents of settlement overhaul and stuff?

You have no idea how many have for plans for this.

 

For me, I plan in cleaning the places by removing junk and some plants, maybe add trees and flowers if there was meshes for those. Can be done in the first weeks when the geck comes out.

If I was able to know how, I may add many new locations, there is a dock area that I find charming and want it as my own.

I also plan to scout the wastes later and find fitting houses or places for new ones, add cells to them and a work bench for the player to build aka player house mods. But I have zero clue on how to send followers there.

 

Others want to add items, add more raid types, faction related settlement and settlers management system, true build anywhere and everything you can think of. I'm sure one modder or two will plan a full overhaul for all of this.

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Yes Boombro, but to be sure that many ideas for Sanctuary don't conflict we need one mod that effects that set of cells, having many mods that alter the same cells is a major instability. That's why I'm talking about a mod team.

Chesko has a nice concept for camping in Skyrim, there isn't 20 teams doing 20 different things with varying degrees of success for that mod. I'm thinking of the same here. Having a comprehensible mod that covers most popular complaints, that is well written with possibility of plugins like Chesko's Campfire is the way to go I think. We have 50+ comments on this thread alone so why not make a comprehensible concept out of the general feedback and all work on one big project instead of many small ones?

Edited by TwilightOne
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Yes Boombro, but to be sure that many ideas for Sanctuary don't conflict we need one mod that effects that set of cells, having many mods that alter the same cells is a major instability. That's why I'm talking about a mod team.

Easy, make those downloaders pick one.

 

One may not even want a full overhaul. I know many who just want the places clean and the system fixed. One can easily make patches and the major law applies "if they don't change the same thing, they will work fine together." not making a big overhaul as the base mod is not always a good thing.

 

 

 

Chesko has a nice concept for camping in Skyrim, there isn't 20 teams doing 20 different things with varying degrees of success for that mod.

Because he is a bright scripter and his project is not that big. It rather easy to manage on one person scale.

 

We are talking about changing many spots in the game world, with flags, keywords, markers for raids and of course scripting. It needs a team to not take month for full mod making with bug testing in mind. Can be done with one person? Yes, but the modder will cry and lose hair. It easier to do than campfire, but it why larger of a project.

 

 

We have 50+ comments on this thread alone so why not make a comprehensible concept out of the general feedback and all work on one big project instead of many small ones?

Nice idea, but after looking into different websites about the system, everyone has the same ideas about what to improve and. Those listed above in my last comment.

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I am having a blast with the settlement building aspect of the game.
That said, without using the same stuff MrOcD mentioned in his thread.. it would be much harder to work with.

The electro-part of it all is rather broken, leds should not pass on electricity, only recieve.
No AND, OR, XOR, Selector, Not, etc gates.
(I innitially wanted to make pong with this, for manure and giggles... but need to wait untill a modder with electro-knowhow adds in new features in the power section)

The collision and grid are a pain to work with, especially smaller things like crates, chairs, etc all have very weirdly made collisions, and.. the collisions occasionally work fine and other times it just ignores grid/collision rules altogether.

Here is a video of my drive in settlement (1080p one should be finished soon):


Edited by Luos83
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