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Request to any willing Settlement mod authors


greekrage

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...or how many cells it use(from lake) and how big the build arena is...

It's quite possibly the largest settlement that's been done. It's like 3(4?)x5 cells...=P

 

And yeah, going back through and changing the other cells to use the new (Serenity) object location would probably be the easiest and less likely to cause user issue...I think.

Kind of a reverse revert'l. =P

Didn't really, super, duper check if there were any quests in the larger area...only did a spot check for the smaller area...might have to run through that.

 

I will say two things to GreekRage, however:

1) You'll almost assuredly need to up the build limit. Get like one cell done before you'll hit the cap (and no, I'm not talking about whatever outside issue that one bug report guy was mentioning).

2) you're settlement may have conflicts if anyone does a General Atomica settlement (m0ds1984, didn't you do one?) as, per your build area needs, I think they may overlap. But conflicts are always possible and, in my opinion, should not stop a mod from being created. =)

 

After Speedy's post edit:

Serenity completely overtakes Lake P (I ran out of funny names), so your first pre-edited post idea of just replacing the entirety of the lake with the new location is what I'm referring to.

If I had understood the full size at the beginning, that's how I would have done it, with just renaming all the Lake P stuff.

 

...just hard to get out there to do it.

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...or how many cells it use(from lake) and how big the build arena is...

It's quite possibly the largest settlement that's been done. It's like 3(4?)x5 cells...=P

 

And yeah, going back through and changing the other cells to use the new (Serenity) object location would probably be the easiest and less likely to cause user issue...I think.

Kind of a reverse revert'l. =P

Didn't really, super, duper check if there were any quests in the larger area...only did a spot check for the smaller area...might have to run through that.

 

I will say two things to GreekRage, however:

1) You'll almost assuredly need to up the build limit. Get like one cell done before you'll hit the cap (and no, I'm not talking about whatever outside issue that one bug report guy was mentioning).

2) you're settlement may have conflicts if anyone does a General Atomica settlement (m0ds1984, didn't you do one?) as, per your build area needs, I think they may overlap. But conflicts are always possible and, in my opinion, should not stop a mod from being created. =)

 

After Speedy's post edit:

Serenity completely overtakes Lake P (I ran out of funny names), so your first pre-edited post idea of just replacing the entirety of the lake with the new location is what I'm referring to.

If I had understood the full size at the beginning, that's how I would have done it, with just renaming all the Lake P stuff.

 

...just hard to get out there to do it.

 

i had to edit a lot to do a complete job ,mainly the water and land textures .

It would look super stupid to have the lake in 2 different water textures or the land looking like a checker board so i had to go as far as General atomics to accomplish it.

As for conflicting mods...well there isnt much one can do about that because we cant forbid someone to mod in close proximity or even the same spot...

It comes down to the user who has to make a choice of what mod to use.

I think the Devs are mainly the ones to blame in my situation...Seriously.. DUDES you want to have a lake...make the fricking water ONE piece of texture...not 16 cells !!!

 

Today i started a new location in the marsh slightly south of somerville place and to change the water from a swamp to a lake i had to go through 12 cells so i finally gave up on it... http://prntscr.com/cb8429

Edited by greekrage
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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:

its still an issue with the close by location,that being General atomics.

 

How much i edited with how big the actual building area available to the user is arent related .

 

In The case of serenity i actually made the whole area buildable as a choice not a necessity .

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"actually made the whole area buildable as a choice not a necessity ."

And it was a good choice.

After upping the build budget, I can see people setting up some fantastic shoreline towns.

mane I haven't looked recently enough, but I really do think it's, at worst, as big as anything that's been made...but most likely larger.

 

I am gonna come out and say it, though, that I'm a bit grumpy. All you Settlement builders and your download rates and endorsements...to single out this one, had 3 times my best rated mod (of my 3) in less than 4 days.

<throws tantrum>

You all suck...whack!

 

...only slightly, half, partially, semi joking...

 

...I need a really *really* good idea, or get really cracking on The Small Addition, it seems...or put naked people in lewd positions in them.

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NO my brothers...

 

The key to a crap load of endorsements is HAX...

 

I just stumbled upon a max budget batch file that went over 21.000 endorsements ....yes 21 THOUSAND for a couple of console commands in a batch that took 10 secs to do...

 

Speaking of budgets...

Can one of you kindly point me in the right direction to up Serenity by about 200% ( i read that anything above that and around 300% causes a lot of issues...so i want to play it safe)

 

I do remember something about max draws and triangles but is that all that has to be done ??

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just a question do you replace every single (water)texture with a new 1?, why not drop 1 and increase the scale size, you can cover xx cells at 1's that way

you can delete the old 1's first or put the new 1's a bit higher

yeah you have to do each one separately..

They dont expand more than a certain point and if you start having to deal with oops this cell cant reach that cell and have to adjust the other cells to meet eachother youre in for a new level of hurt... :tongue:

 

Just a tiny corner at the edge of the lake meant i had to edit the whole cell and this was the case in about 6 cells. ( the upper right edge of serenity as we look north is in contact with 3 other cells so that tiny creek that leads to the lake had to be edited in 4 cells total to get the right water. and the land had to be edited in another 6 cells or 24 quads to get the same texture just for the edges.

Edited by greekrage
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just a question do you replace every single (water)texture with a new 1?, why not drop 1 and increase the scale size, you can cover xx cells at 1's that way

you can delete the old 1's first or put the new 1's a bit higher

Btw to clarify ..

 

I dont drop any addin water...

 

I change the vanilla to another vanilla...

 

example:

 

http://prntscr.com/cbe1fd

 

Simply dropping in addin water is a pain cause its allmost impossible to get it to match/line up correctly with the next water plane hence you end up with overlapping or worse lines with no water etc...

Edited by greekrage
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Actually it's really easy to make any object align with the objects around it, right click Edit and do the prim math for the xyz coordinates. To make adjoining pieces the same height, make sure they have the same z coordinate. To make sure they aren't overlapping, figure out the width of your pieces and do the math to make sure the xy coordinates are the correct difference apart. If you have z fighting, offset by .1.

 

Edit to add, you can always use snap to grid features as well, I just come from a really old school method of prim work.

Edited by damanding
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