LethalThreat Posted July 17, 2016 Share Posted July 17, 2016 Hey everyone, I'm trying to create a mod and need some help. My mod idea is basically this, I want to make doors in the workshop that teleport into a cell. Very similar to Basement Living but with a different concept. Instead of entering a preset location it will teleport you to a blank cell that will allow you to create your own interior. Sounds simple - and it probably is - but I can't figure out how to for the life of me, even after dissecting other mods. Would go into more depth but I know the risk in sharing mod ideas and then someone comes along, takes the idea, makes it, takes all the credit and it becomes popular. :down: Thanks,LT Link to comment Share on other sites More sharing options...
radiumskull Posted July 19, 2016 Share Posted July 19, 2016 The idea of a 'blank' cell is a little odd. If you've ever built an interior cell with gaps, you'll know that it causes smearing of the white void all over your display. Not really what you want. Plus, I think a lack of floor might make the player fall continuously toward nothing-- but I'm guessing there. Looking around the existing FO4 cells from within the CK, it's apparent that the level designers use the term 'warehouse' to mean any sort of test cell that they build in order to make sure things are working correctly. There's one for traps, for example. These always have some kind of interior space, usually from the Warehouse kit. Your mod could be called 'Workshop Warehouse' and be a big empty room to build in. That would make more sense in terms of the way the game is set up. Link to comment Share on other sites More sharing options...
LethalThreat Posted July 19, 2016 Author Share Posted July 19, 2016 Thanks for the extra info :thumbsup: , yeah I know it sounds odd and is kind of hard to explain what I'm trying to do. I actually got most of it working perfectly, I just need to figure out how to keep the door and the door marker together, because when you move it around in the settlement the door can move but the marker won't. For the blinding default void to get rid of it you just turn on the sky and instead of the void you'll actually have the sky in your cell, which will look good for ceiling windows but not so much for side windows. Then to prevent players from falling there would actually be a single floor that would act as a starting point, you can snap floors and walls to it to build upon and then scrap+replace the starting floor. I like the "Workshop Warehouse" name as well, nice! :smile: Link to comment Share on other sites More sharing options...
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