tarsis31 Posted October 21, 2016 Share Posted October 21, 2016 Do you need to generate precombined visibility and generate visibilty from the cell where the LOD looks wrong rather than from the cell where you have actually made the changes? Link to comment Share on other sites More sharing options...
i11iya Posted October 22, 2016 Share Posted October 22, 2016 (edited) ok, I'm dunce because I didn't made generating "static object meshes" and "tree flats" just "terrain meshes" (my brain was broken an I forgot to do it). 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. Edited October 22, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
genolune Posted October 26, 2016 Share Posted October 26, 2016 Will you be adding instructions for turning existing NPCs into settlers? Of particular note, I'm working on the Crater of Atom Settlement http://www.nexusmods.com/fallout4/mods/19498/? As it stands right now, I want all the Children of Atom to be assignable. I'm not going to move them or make them provisioners. My rationale, they want to stay by the Glow of Atom. Thus far, I have the following on each of the NPCs ScriptingworkshopnpcscriptbCommandable truebIsWorker trueassignedMultiResource nonebCountsForPopulation TrueWorkshopParent auto-fill Linked RefKeyword: WorkshopItemKeyword Reference: WorkshopWorkbenchKeyword: WorkshopLinkHome Reference: CraterOfAtomTrigger I'll test it here in a minute, but I had to go through a lot of fuzzy tutorials to get this far, it might help to consolidate that information and make it cleaner and easier to follow. Feel free to download my mod and work on it in the Creation Kit to give me pointers. I added a file that'll show up describing that it's for testing and that will give you all the work I've done to date on the Crater of Atom to see if I linked anything wrong, etc. Right now the issue I am having, even though I've done some work on the keywords and all that, is that only some will show up assignable and they won't stay put. For example, I can assign Mother Isolde but she won't stay put. I also started linking their beds to shop up top in the settlement overview bar but that's not working as of yet. I have yet to place the workshopsetownedtrigger so maybe that's an issue? It wasn't mentioned in the video I used to start making the settlement. Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016 (edited) you have to setup a working settlement first, without that you are not able to put them to work(they stay at work), key words are not realy needed, but can be usedthey only need the workshopnpc script, only difrent between both is if you use the keywords you don't have to send them to your settlement, with only the script you have to send them first to xx and then assign to work(witch is handy it add none of them to count when activating the wb, give you time to setup things first)btw you can set multiresource to food(most official have it set up like that)also if you look at the template for them you will see they are immune to radiation, give/add that same thing to the template for normal settlers and they are immune to working like intended after some adjustments http://www.mediafire.com/view/d3h11ah32da2z31/glowing.jpg check your pm's things i have changed connected the wb to the centermarker(was already there, and gave it the center keyword) added atk marker to centeradded spam marker to wb, added a owned trigger to wb, gave the mapmarker the correct encounter zone, added the crater cell to location fileits kind of weird it was marked as commenwealth and a seperate cell Edited October 26, 2016 by speedynl Link to comment Share on other sites More sharing options...
genolune Posted October 26, 2016 Share Posted October 26, 2016 Funny, I just uploaded a new .esp file with a bunch of changes. I'll look at your file and see what I'm missing. Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016 Funny, I just uploaded a new .esp file with a bunch of changes. I'll look at your file and see what I'm missing.you where missing thos i mention above, + encounter zone was not set to never reset/settlement, location had no settlement keywords, and no quest to make it work Link to comment Share on other sites More sharing options...
tarsis31 Posted October 26, 2016 Share Posted October 26, 2016 Now you see why my core mods have thank yous to speedy. He gives a lot. Link to comment Share on other sites More sharing options...
genolune Posted October 26, 2016 Share Posted October 26, 2016 Try editing my 1.5beta that was my latest that I put up for others to dissect. I tried merging some of your changes into my file via FO4Edit but it freezes, so I'm trying to get your changes to my .esp (with the latest changes to everything I scrapped, plus fixed ammo box). FO4Edit is pretty handy since I can see you have the CraterOfAtom Location Reference and for some reason my items and NPC just have a Commonwealth Location Reference. I basically did a lot of the guide changes but may be missing something. I would greatly appreciate it. Speedy is definitely going on my credits. Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016 (edited) i d/l your test version, think thats the 1 you wana me to look atfirst thing i see is the encounter zone is not set to never reset, settlement, vink those on, i see a quest but that 1 is not the right 1, you need a parent quest, the esp from me have the right 1, in cell view select glowingseacrater, right click it select edit, you will see location show none, change it to glowingseacraterlocation, hit apply, map marker don't have encounterzone set, seems all other looks fine in a fast look, forgot its always good to set for everything the encounter zone, just to make sure its counted to location(your wb don't have a encounterzone set as sample) btw for copying stuff in f04edit my esp need above your esp in load order, otherwise you can't copy stuff over, it prolly tels you that it will add my esp as master but you can remove that with f04, also give 1 of the 2 another name, when trying to copy/edit them also i don't need credits, don't give a s*** about that, just trying to help those wo wana learn how to make a working settlement, the more wo know how to do it the better, less work for me :D ssttt don't tell tarsis that lil note why not using my esp and change anything you want, its simpler for you, but i ques you wana figure out the things yourself Edited October 26, 2016 by speedynl Link to comment Share on other sites More sharing options...
genolune Posted October 26, 2016 Share Posted October 26, 2016 Yes, I do. The more I understand, the more I can prevent future errors on my part as well as help others. I'm also intrigued as to the inner workings of how the variables, quests, markers, etc. interact with each other. Plus there are a lot of videos, articles, etc. out there that don't have the complete working settlement so I'm trying to learn the correct way of doing it. Link to comment Share on other sites More sharing options...
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