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Request to any willing Settlement mod authors


greekrage

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I did not do General Atomics as I'm not so keen on messing with places with so much going on in them. But someone definitely did and seemed to make it work: http://www.nexusmods.com/fallout4/mods/12540/

 

In essence, I made my mods to be played, and wanted to get them on Xbox etc. As such, it's better for me personally then, to take the approach that is going to prevent 8000 people asking you questions about bugs and things... General Atomics Galleria imo has "lots of people asking lots of questions" written all over it :wink: Easy City Downs was the trickiest one for me, because literally every sqaure inch of it has something going on there. But again someone else proved its perfectly possible to keep it majority in-tact and functional AND have a settlement there. But I can only image what kind of bug reports they're getting (maybe they're lucky and aren't getting any!)

 

One of the bigger conflicts I've found is some kind of zone in a trigger box. I can't remember exactly, but there was a zone on Huntress Island for wolves, and the settlers would not enter that trigger zone (even if it was navmeshed) and I don't think you could even activate the workshop in it. I probably noob'd and deleted it rather than simply disabling it, but the wolves still worked fine and now the settlers use that space. So that's one type of thing that simply will not mix with settlements by the look of it, I didn't investigate workarounds much at that point, but on the flip side leaving a lot of stuff does just fine, ie leaving random encounters and spawn points, companion comment zones and stuff. Doesn't seem to interfere or cause any problems with settlements.

 

Future settlement tutorials ideally, should talk about a pre-planning stage. Because it's good practice and could prevent people from unwarily going into a place and finding out they have massive problems with it working later.

Edited by m0ds1984
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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.

nah...trust me when i say that snapping water doesnt work too well....it snaps anywhere but where you want it...:P

The math method...well lets just say at 55 "im too old for this sh.. " My brain has failing ram :P

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I did not do General Atomics as I'm not so keen on messing with places with so much going on in them. But someone definitely did and seemed to make it work: http://www.nexusmods.com/fallout4/mods/12540/

 

In essence, I made my mods to be played, and wanted to get them on Xbox etc. As such, it's better for me personally then, to take the approach that is going to prevent 8000 people asking you questions about bugs and things... General Atomics Galleria imo has "lots of people asking lots of questions" written all over it :wink: Easy City Downs was the trickiest one for me, because literally every sqaure inch of it has something going on there. But again someone else proved its perfectly possible to keep it majority in-tact and functional AND have a settlement there. But I can only image what kind of bug reports they're getting (maybe they're lucky and aren't getting any!)

 

One of the bigger conflicts I've found is some kind of zone in a trigger box. I can't remember exactly, but there was a zone on Huntress Island for wolves, and the settlers would not enter that trigger zone (even if it was navmeshed) and I don't think you could even activate the workshop in it. I probably noob'd and deleted it rather than simply disabling it, but the wolves still worked fine and now the settlers use that space. So that's one type of thing that simply will not mix with settlements by the look of it, I didn't investigate workarounds much at that point, but on the flip side leaving a lot of stuff does just fine, ie leaving random encounters and spawn points, companion comment zones and stuff. Doesn't seem to interfere or cause any problems with settlements.

 

Future settlement tutorials ideally, should talk about a pre-planning stage. Because it's good practice and could prevent people from unwarily going into a place and finding out they have massive problems with it working later.

Yeah that G.A.G mod didnt work...i tried it...

As for Easy city...i never did try i again after a fresh install to see if i have that same workshop closing issue when passing from one cell to the other...maybe i should out of curiosity...and then spam your bug section :P

Edited by greekrage
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