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Changing Settlement Objects to Scrappable (Via C.K)


ShenmueScrolls

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Who fired the Gardener?

http://s32.postimg.org/4bzmu3784/greatgrizzlyaddams.jpg

 

Edit the base of the Original Item and give it a display name that will show up when you select the item ingame

Creating a 'New' workshop_co item or you can duplicate and edit a similar item (don't edit an existing item )

In the dropdown box you should be able to select the display name. Ok & Save your esp

 

EDIT: Originally I thought that If I made a 'workshop_co_ScrapPrivetHedgePreWar01' file then it would work for all of them automatically , but you actually need to go into each cell where the Hedge appears and simply click edit and ok to confirm changes in that cell (perhaps there is a button or command to connect to all Privet01Heges?)

Edited by ShenmueScrolls
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I'm having a few issues

http://s32.postimg.org/stoshtl1x/popping.jpg

 

I think its called 'popping' . Now I have removed the Hedges, from certain angles the background objects pop in and out.

I think this is to do with the LOD, the engine is still trying to render the LOD and is simply backface culling the objects behind it.

The same things happens if you try to delete the houses from the Creation Kit

 

I'm not really sure how to deal with this issue, do I need to rebuild the LODs for each cell ??

 

EDIT: I think I solved this issue by changing the Edit Base from 'Collision Geom' to 'Bounding Box'

Edited by ShenmueScrolls
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