genolune Posted October 26, 2016 Share Posted October 26, 2016 Thanks for the help all. I'll redo it all later. I'm not going to work on it for a day or two to work on other stuff giving myself a mental break and to focus on real world stuff. Reading what tarsis is going through is helping me somewhat understand how the engine interacts with the triggers. The more I know, the more I can troubleshoot my work. Link to comment Share on other sites More sharing options...
tarsis31 Posted October 26, 2016 Share Posted October 26, 2016 Hey geno, it's early for you yet. You started too deep, just like me. First go make a simple settlement somewhere easy to test, close to sanctuary or something, until you can make it work flawlessly. Then go break it 10 ways from Sunday, and take apart someone else' mods and learn that they are way smarter than you thought. Find out that the tutorials are half wrong. Or slightly wrong. Or kind of wrong but only because you don't know enough to ask the right questions. That's how it went for me anyway. Then you can find out where the writers of the tutorials had their own mind set on how something worked, and you know differently, and then you can teach us. I will give you a couple tips for early settlement building that I wish I had followed at first. First few tries, keep everything within 1 cell. It's tiny, but you can get your style together. Also, do not forget to assign the new settlement location to any buildable cell. It seems if I build in a cell that has "commonwealth" (or whatever) as location instead of what should be settlement, I start getting errors. When testing, make sure you check that your new settlement can have people sent there from another settlement, and works in pipboy/data/workshops and on map. After that, you can teach us some stuff! Link to comment Share on other sites More sharing options...
speedynl Posted October 26, 2016 Share Posted October 26, 2016   Yeah, there is nothing fundamentally different. just smaller, and has never crossed cell borders I guess. Has worked every time for me since doing it. EDIT: Sorry, Blah, I was getting 0% or 20% most of the time with this workshop. I could get it repeatedly so I was smashing my face against it all day trying to make it work. EDIT EDIT: So, what would have broke the triggers? Like speedy said, hooked up correctly, not ref'd to anything else. Is it possible that dragging them across the cell borders "disconnects" part of the initialize script from the workbench partially breaking it? I've had settlements I've made where I have moved the bench across a border (even temporarily) after putting everything together. Nothing worked right until I put all the parts back together again. I maybe could have fixed it with a simple set owned trigger reconnect.  i don't know i never move my triggers outside my cells, maybe it break things if you move the build/owned trigger to a cell tats not connected to the location and then move it back, maybe the game(ck) still thinks the trigger is in xxx while its back, and reconnecting/new fix the (bug?) it can explain why it not worked like intended, because looking at the trigger they where set up right, reconnecting/new fixed the (bug?) so the game/ck placed the trigger and all other in the right cells and or (re)connected it like it should Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 27, 2016 Author Share Posted October 27, 2016 I do know that having triggers center point outside of the location (possibly even the cell) of certain linked things can be problematic. ...at least i think remember.Edit: I definitely do remember, that was one issue with Greekrage's first settlement. Every time I tried to move the (here's where I'm fuzzy again, I think it was the ...) map marker out of the cell that the center/originating point of the trigger was, things would get funky. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted October 27, 2016 Author Share Posted October 27, 2016 Find out that the tutorials are half wrong. Or slightly wrong. Or kind of wrong...I haven't quite decided how I'm gonna take this comment yet...;-) Link to comment Share on other sites More sharing options...
tarsis31 Posted October 27, 2016 Share Posted October 27, 2016 Good. Then you're still learning too. :) Link to comment Share on other sites More sharing options...
speedynl Posted October 27, 2016 Share Posted October 27, 2016 we all do Link to comment Share on other sites More sharing options...
genolune Posted October 27, 2016 Share Posted October 27, 2016 Tarsis, not really. I just have to sit down and do it. There's just been a lot of real world stuff backing up for a long time and I feel that it should take priority and then I'll go through with the Stuyk guide and replicate what speedynl did. I will note that Crater of Atom is 4 different cells so maybe there's a clue there to some of these things. Since I started it, I'm going to finish it. No point in quitting on it, that would just cut my learning short. Link to comment Share on other sites More sharing options...
tarsis31 Posted October 27, 2016 Share Posted October 27, 2016 Yep, and RRS took me 2 weeks longer for being stubborn too. Have fun. Link to comment Share on other sites More sharing options...
genolune Posted October 27, 2016 Share Posted October 27, 2016 I uploaded version 2.0 because I couldn't sleep and too busy thinking about the real world problems so I decided to work on it. Download and see what all needs to be done. For some reason, even though the scripts, keywords, and linked references are there only a few of the Children of Atom will be assignable, and though all their beds are linked to the workshop they don't show up on the bar. Link to comment Share on other sites More sharing options...
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