m0ds1984 Posted August 23, 2016 Share Posted August 23, 2016 (edited) You will need the parent quest. I saw your other thread, but I have no idea why it crashes for you there, it shouldn't really. Have you been ultimate patient and just waited, even for 2-5 minutes, for it to try and load that screen? You were able to take the screenshot of it loaded, so where exactly was the crash, was it when you tried to click it? Edited August 23, 2016 by m0ds1984 Link to comment Share on other sites More sharing options...
greekrage Posted August 24, 2016 Author Share Posted August 24, 2016 You will need the parent quest. I saw your other thread, but I have no idea why it crashes for you there, it shouldn't really. Have you been ultimate patient and just waited, even for 2-5 minutes, for it to try and load that screen? You were able to take the screenshot of it loaded, so where exactly was the crash, was it when you tried to click it?lol it never finished loading...that screenshot was the cK frozen.I even waited for 30 mins at one attempt but it never unfroze and CK did not shutdown or show "not responding" in the task manager.Also...once you brought down that screen by clicking on something unrelated or simply using the win key to bring it down...it wouldnt come up again ( basically what a frozen app does ) Link to comment Share on other sites More sharing options...
greekrage Posted August 25, 2016 Author Share Posted August 25, 2016 (edited) step 1, place a map marker, link the mapmarker to a xheadingmarker(think the lake have already a mapmarker and center)step 2 make a location and encounter zone, first the location you need the map marker for it, encounter point it to your location(lake have those already)step 3 drop a wbstep 4 drop a settlement container link the container to wb and back( i always do wb to container/markers ans the other way around)drop 3x xmarkerheadings, give them names like xxcenter, xx attack, xx spam, link the center and spam to wb and back, link the attack to centeryou can place all 3 in the same spot, make it easyer to know where they arestep 5 drop a workshopsetownedtrigger, link it to wbstep 6 drop a emptytrigger link it to wb and back (then put the owned trigger infront of the wb, no need to make it bigger), click on the build box and hit 2 and t adjust the size to your likingstep 7 thats the big main thing the parent quest, i always use the 1 from autotron duplicate rename fill in location/zone and doneif you have done it 1's all the other times is f easy, i can set it up in like 5 min for myself i'm lazy and can't explain stuff like this to well, so i din't use the keywords that are needed but you can find them on 1st pagegolden rule to see if all work like intended go to location open wb, if it say 50% its work like intended, everything else is you did something wrong lil tip for the location keywords just copy the stack from albernaty and paste it to your location, it way easyer the put them in 1 by 1 Question :Yes the lake has its own map and other markers.Do i use those or delete them and place new ones ??Because in all my attempts i placed my own markers and left those there as well . Edited August 25, 2016 by greekrage Link to comment Share on other sites More sharing options...
m0ds1984 Posted August 25, 2016 Share Posted August 25, 2016 If a location already has a map marker, it's best to use the one that's already there. Link to comment Share on other sites More sharing options...
speedynl Posted August 25, 2016 Share Posted August 25, 2016 If a location already has a map marker, it's best to use the one that's already there.this if any of the markers is already there use those, it have mapmarker+the belonging (x)headingmarker, and the center alreadysame for location, encounterzoneif you dubble click on the location entry it will show you those if exist, only the centermarker can be a pain, beth like to hide those things a bit Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted August 25, 2016 Share Posted August 25, 2016 It was about a ~3x4 cell area (all under the Lake Pakawachapaopao, or whatever it's called location object) that GreekRage wanted build'able....of course, I didn't notice that until I was almost done.Ended up switching out one of the outlying cells with new name, location, zone, etc for ease of building. I may revert it (now that it's done and I'm fully aware of how big he really wanted it) in a follow up version, however, and go back to reusing the original objects with just display names changes. Link to comment Share on other sites More sharing options...
greekrage Posted August 27, 2016 Author Share Posted August 27, 2016 So do the above comments ONLY apply to the map marker or any other markers ?? Link to comment Share on other sites More sharing options...
speedynl Posted August 27, 2016 Share Posted August 27, 2016 So do the above comments ONLY apply to the map marker or any other markers ??if you going to use a location that have already some of the markers use those then, most common are map+heading marker and center marker lets say swan pond, it have map+heading and center already so no need to make those again, same for location/encounter a sample like gorskie house is diffrent, it have interior+exterior, the center is inside the cave, so the outside need a new 1, if you wana make the inside and outside both a settlement (like i did a long time ago), only problem is if you activate both wb's and use a beacon they always go to the cave, never bothered to find a solution for that because i use most of the time only the outside there is a location near gorskie near a lake it do the same thing if you use both int/ext and give both a wb for any other location(wilderness/newworldspace/cells) without any marker you have to make all another way to make/get settlers is take any npc make a template of it, give it a defaultsanbox, dialoge and workshopnpc script, use the template to make xx npc's give them a real name and let them make use of the template, drop them in your location, when you go there you can simple select them and send them to your location and put them at workdepending on how big your location is you can increase the wandering distance in the sandbox and or height diferend, so lets say you make 10 npc's and put 2 to work the others wander around and use beds/chairs/ ect without counting to the population, there are plenty things you can do with the ck, just try things out you can only do it wrong=try againits the way i learned things by trail and error :laugh: Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted August 27, 2016 Share Posted August 27, 2016 So do the above comments ONLY apply to the map marker or any other markers ??Mapmarker, cell name, location, zone, xmarkerheading...maybe something (it's been a few days, forgotten. To respond to Speedy:There is an extra kink in there, however. (Again, been a but since I did this, but) putting a map marker and/or xmarkerheading ref' (from/to?) another cells Mapmarker and/or xmarkerheading in a link'ed primitively causes funny'ness. And since I started out thinking that this was only a small part of that huge area, well, I took a shortcut after I realized the full extent. =/I fully admit that I've forgotten how to fix that "funny'ness" after the fact, but there should not be any issues with this setup...which is why I didn't follow up with a revert.Also, since Serenity encompasses all of old Lake PackachackaPingPong, seems fitting this way. If Speedy wants to be so kind as to take a look if you're interested in keep both locations...?I'm really having trouble finding the time, between this new contract and The Small Addition, to pull the mod up in CK again. Sorry. =(On the other hand, if end-users start having issues with it...I'll do the best I can to get back in there. Link to comment Share on other sites More sharing options...
speedynl Posted August 27, 2016 Share Posted August 27, 2016 if i understand right the mod use the same cells as lake(full) right ?, i ques depending on how big the mod is and or how many cells it use(from lake) and how big the build arena is, why not give those cells another name and add them to the new (serenity)location meaning lake have lets say 6 cells serenity use 3 of them, cut them off from lake by giving them to serenity location, tat way both locations can exist, i quess, mind me never did it before so not sure if it works, remember i'm just a n00b that trow in a idea :laugh: Link to comment Share on other sites More sharing options...
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