JKalts Posted June 18, 2017 Share Posted June 18, 2017 (edited) I am trying to add supply lines by scripts and after googling a bit I found this lines:ÃÂ ÃÂ if (! Location1.isLinkedLocation(Location2, WorkshopParent.WorkshopCaravanKeyword) ) ÃÂ ÃÂ ÃÂ ÃÂ Location1.addLinkedLocation(Location2, WorkshopParent.WorkshopCaravanKeyword) ÃÂ endif ÃÂ ÃÂ ÃÂ However I have no idea where to add such entries.Need to build a script around those and then attach it to something...and since it seems like you want to able to select settlements and create those lines by that object, you may need an interface. Sadly, that's pretty outside the scope of this thread probably, I'd say.Might want to start a new thread and outline exactly the end result you're looking for. Edit: Or maybe you're trying to have supply lines automatically created at certain junctures...? I'm not sure what is the correct value/keyword for "Location1" and "Location2" and also where do I pick those values from. Chances are you'd have to build the script with Location1 and 2 set up in the script properties; so SancLoc for 1, wherever you want them to go to as 2, using the Location associated with the settlement you want to send them to (you can right click a cell and edit it to see which location is associated with it, although most are pretty self-explanatory). No idea where you'd throw the WorkshopCaravanKeyword though; I'd assume on the actors that are taking part in the caravan, but I've been wrong before. hi speedy, whats a location edge marker, and moreso, where do you put such a thing? my nuka settlement is cutting into a couple of other cells. will that matter? i'm assuming this means you can then have it as either a raider settlement or a normal one? that would be cool, certainly. If Bradberton's got Nuka raiding enabled (sorry, being typical end user and not reading desc before downloading, heh) I *think* it's the WorkshopLinkedBuildAreaEdge keyword you'd put on the WorkshopBorder and linking to the workbench. And it'd just enable the raider vassal stuff. Edited June 18, 2017 by JKalts Link to comment Share on other sites More sharing options...
speedynl Posted June 18, 2017 Share Posted June 18, 2017 (edited) hi speedy, whats a location edge marker, and moreso, where do you put such a thing? my nuka settlement is cutting into a couple of other cells. will that matter? i'm assuming this means you can then have it as either a raider settlement or a normal one? that would be cool, certainly.it a headingmarker, in 1 of the tabs you can set it as edgemarker(forgot how it works exactly, to long ago to remember exact) just like you do as a centermarker, no linking needed if i remember correct check a original location they have them to, those markers are infact the point of attack markers, where the mobs spam tat attack the settlementsany custom need 1 if not the script will fail to find the marker and it result in not raid able place where you drop them don't make much difrent(just drop it add any edge of cell wil do, some originals have 2-3 of them but you need only 1 oww found my note for it, its a xheadingmarker, under loc ref type search for, " locationedgemarker " nothing more needed no linkingbtw you can check your location entry to see if the marker is added to location if it show there all is fine then Edited June 18, 2017 by speedynl Link to comment Share on other sites More sharing options...
m0ds1984 Posted June 20, 2017 Share Posted June 20, 2017 thanks speedy, kudos for keeping a note of it! I've added that and it shows up in location, so i await someone to say it does/does not work (as I started a new game so nowhere near nuka world's questline to test the raider stuff). thanks for the tip! Link to comment Share on other sites More sharing options...
Kodiak412 Posted June 20, 2017 Share Posted June 20, 2017 I have been putting the Nuka Island mod through a work out and I updated to 1.01. The boarder edge does show up but I think it is at best just a guide. For example the bridge on the side on the island that faces Kiddie World, the marker goes about halfway over the bridge. However I am able to build on the other side of the bridge. Not far over it but I do have a defense turret and stand on that side. If I am in workshop mode I can move about 5 feet on the other side of that bridge before it kicks me out of workshop. Basically the same thing (if I remember correctly) for the other bridge too. I can build very close to the end of bridge but that is it. In both instances the green build boarder is about halfway across the bridge, and I can see it Red if I look at it, but that does not stop me from building. I just wish I could scrap that broken lamp post in the center walkway. I have scrap everything but that object does not trigger as scrapable. I may have to try a command to get rid of it. :smile: As for a settlement raid I cannot say, I just got it up this morning and left for work. I hope this helps and so far this another addition to your wonderful settlement mod collection. Link to comment Share on other sites More sharing options...
m0ds1984 Posted June 24, 2017 Share Posted June 24, 2017 (edited) Hiya! Thanks for the feedback. Yep green border is just a guide. All green borders in my settlements and other people's are ones taken from the vanilla game, cos no-one really has the time or capacity to create their own, so they don't always fit. The rectangular one I've used was the best fit, the actual shape of the workshop border is not so rectangular. You should be able to use the standard clear/markfordelete (I forget the actual commands) for the central lamp-posts. I could add some special clearing ability to remove them, come another update. I agree they are a bit annoying. It really is the sending settlers, supply lines and turn to raider settlement that I need feedback on as I'm just not anywhere along the main quest in my current playthru to try these things really and deleted all my old saves cos I got sick of the load times (that can be dramatically reduced by clearing all your saves). But feel free to leave any further findings in the post area you used on the mod page! I intend to do 1 more at Nuka World from which I'll be able to do some further tests for myself. Edited June 24, 2017 by m0ds1984 Link to comment Share on other sites More sharing options...
fernicar Posted July 10, 2017 Share Posted July 10, 2017 can't done generating static object meshes because of error:Texture atlas build failed with the following errors:Mismatching texture counts for LOD objects (85 diffuse textures, 85 normal textures, 0 specular textures). This will cause UV mapping issues with the atlas."check the specular when generating"source: Mismatching texture counts for LOD objects Link to comment Share on other sites More sharing options...
speedynl Posted August 6, 2017 Share Posted August 6, 2017 was cleaning my desk, found some notes, they contain info about a box called (workshop/farm)relaxArena, it say abernaty/finch have those boxes (prolly sanct to, but din't mention sanct) it say they have no refs at all nor it seems they do anything, and it seems only some have those boxes, maybe they where just try outs, because not every settlement have them, or is was another group wo made those things, and din't know wat they are doing (typical beth) any 1 ever found out wat those boxes do ?, or are they just prototypes and got dropped because they did nothing Link to comment Share on other sites More sharing options...
uchenskoya Posted September 22, 2017 Share Posted September 22, 2017 The one guy who was able to write a really easy to follow and complete tutorial on the subject, took it down. The guy was turning his site into a Blog? And instead of converting ...then taking down the page. He just took it all down like a dink. MarkyMint made a video , but it sucks. So .....well s#*!. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted September 22, 2017 Author Share Posted September 22, 2017 I remember helping out both those guys back when this all started...fun days...easier days. Anywho... Stuyk put his back up.Here you go: =)http://stuyk.com/fallout-4-creating-a-new-settlement-location/(I think he refined it a bit, too, as there was an error in the original that I didn't spot on a quick browse of this new one) Link to comment Share on other sites More sharing options...
StuykGaming Posted September 22, 2017 Share Posted September 22, 2017 I remember helping out both those guys back when this all started...fun days...easier days. Anywho... Stuyk put his back up.Here you go: =)http://stuyk.com/fallout-4-creating-a-new-settlement-location/(I think he refined it a bit, too, as there was an error in the original that I didn't spot on a quick browse of this new one) PM me if you find anymore errors. I'll correct them. The layout should be much nicer and easier to follow. Link to comment Share on other sites More sharing options...
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