Jump to content

Request for a proofread of a Settlement Mod Guide, please.


BlahBlahDEEBlahBlah

Recommended Posts

 

The more time I spend in the CK the more I understand why some mods have problems that neither the users or mod authors can figure out, cause it looks like some Beth employees got in a real hurry. I'm with Speedy on this, Beth must have had different people make just about every settlement or area, cause there doesn't seem to be much consistency in most places.

 

When I extended my Kingsport borders I was setting the wilderness cells to Kingsport Location and one of the cells was already set to Greygarden ( they must have edited that late on a Friday afternoon).

 

Now my question, has anyone found a way or know if it's possible to have an interior settlement and an exterior settlement combined and share the location resources such as people, food, etc., or can they only ever be 2 separate settlements? Also, I know NPCs can't use elevators on their own, but can they use lifts like the ones on the overpasses, or are those considered the same as elevators?

 

The problem with the elevators and lifts is the scripting, its specifically written to only allow the player to activate them, so even if the npc actually interacted with the device they would just stand there and the elevator / lift wouldn't do anything. Perhaps if someone was to rewrite the defaultelevatormaster script to allow npc's to interact with them, they may work, however it may cause problems too, as I've noticed with some npc settlers they will consistently wander back and forth between two objects while others wander around more so. I prefer using the invisible door method to make it "appear" that they used the elevator to transport between floors / cells.

 

 

in doors you'll want to use the door InvisibleLoad01HiddenMinUse and place it outside of the accessible map area in both cells, if its transferring to a outer cell, stick it under the ground where no one can get to it. Link the two doors together, then move the exit markers to the point where they would enter and exit the door, the npc's will go to the marker and teleport into the next cell after playing the 'open door' animation on the actor. If both doors are in the same cell, just make sure the door itself is outside the usable area and the markers are placed in front of the doors they will be moving between, i.e. the outside of the elevator doors.

 

The reason you want the door itself outside the physical area the player can access is so that they can't 'see' the invisible door. With the door teleport markers in place the npc's can still use the door normally.

Link to comment
Share on other sites

  • Replies 406
  • Created
  • Last Reply

Top Posters In This Topic

(Only skimming)

No door will ever be used by npc's if the navmesh isn't under it and finalized.

 

There are "invisibledoor"'s and "autoloaddoor"'s.

2 completely different things.

 

I have my transportation script for a cell to cell player only movement trigger, that I can post if need be (at least o think I do...somewhere).

 

Correction - The door doesn't have to be navmeshed, only the teleport location marker has to be navmeshed. The door can be completely outside the accessable area, but as long as the teleport marker for the doors is in a navmeshed area, the npc's can still access the doors, as they use the teleport markers, and not the doors themselves.

Link to comment
Share on other sites

Basically, what I'm trying to do is make a settlement out of Mahkra Fishpacking. I assume the exterior will have to be 1 settlement, and the interior a separate one. The interior is pretty spacious but it has a button controlled lift separating the upper and lower levels, trying to figure out an easier way to get settlers to move between the 2 areas without having to rip out the lift and place stairs, although that may turn out to be the easier solution.

 

On a side note, recently made my first settlement and everything is working properly thanks to this thread, and the great advice from all the wonderfully, helpful people here.

The help and advice is greatly appreciated. :)

Link to comment
Share on other sites

 

 

Basically, what I'm trying to do is make a settlement out of Mahkra Fishpacking. I assume the exterior will have to be 1 settlement, and the interior a separate one. The interior is pretty spacious but it has a button controlled lift separating the upper and lower levels, trying to figure out an easier way to get settlers to move between the 2 areas without having to rip out the lift and place stairs, although that may turn out to be the easier solution.

 

On a side note, recently made my first settlement and everything is working properly thanks to this thread, and the great advice from all the wonderfully, helpful people here.

The help and advice is greatly appreciated. :smile:

 

 

just a lil tip for the inside when complete done, you have to make new precombined and visbility, other wise stuff placed will be invisible

Link to comment
Share on other sites

Good, I can cross the fish packing plant off my list, yay!

 

@Vormina I would follow Caleb68's advice about the doors in the same cell, if you have to, for immersion reasons, you could place a "dummy" door in a wall, with the portal, so the settlers go to the "door" and disappear to the linked "door" on the other side (lower level I suppose in this case). The "dummy" dorr is just one that ooks like a door but doesn't actually open for the player.

 

I personally, still using Caleb's system, would just put the door portals near the entrance to the lift, and handwavium the lift not moving away as player convenience so it would stay where player left it (settlers sending it back or whatever floats your boat). I feel that would be the best way.

Link to comment
Share on other sites

Bethesda's wonderful precombined geometry and previs system causes that. If you make changes, prepare to need to do it. Do it last though, or you get to do it a lot of times. It's slightly more fun than roombounds and portals, which I am coming to enjoy, I may use them on Kenmore.

Link to comment
Share on other sites

Bethesda's wonderful precombined geometry and previs system causes that. If you make changes, prepare to need to do it. Do it last though, or you get to do it a lot of times. It's slightly more fun than roombounds and portals, which I am coming to enjoy, I may use them on Kenmore.

try occlusion planes and boxes too, they come in handy for large areas to block rendering of objects players normally wouldn't be able to see from certain angles, the main deck of the prydwen uses this method, and helps cut back on frame rate drops where room bounds & portals wouldn't be viable.

Link to comment
Share on other sites

@Vormina

sended you a pm, with a link i made the fish thing long time ago, its a complete cleaned(well almost) int and working settlement

enjoy it

 

@geno

not all int need new precombined and or vis, some works fine when disabling/changing things, but other int will be f'ed up, you always find it out when you going to build inside

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...