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Custom faction won't do jobs in settlements


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Removed the loctypesynth keyword from the race, and the animations work without fail now. Good job. =)

It seems obvious...in a way that's not obvious at all!

 

Now, if only the backs of their heads would show the correct texture (ever! Always gen2synth) and their body would show the correct texture (when alive it's still gen 2synth, when dead it shows perfectly, hah). (Edit: Body fixed! Head rear fixed? Not so much)

In my time between FO3, Skyrim and FO4, new race is the biggest pain...at least for me. Though creating a new turret may prove a bigger one soon.

...that (as yet unsolved) 'missing graphical depictions (not functionality) of supply lines on the commonwealth map' thing is a close third, regardless. =/ (Edit: Fixed! )

...think I might have to eventually ask for real help with this thing...though someone you know might already give me a hand with some lines for the companion. =)

 

...Guppy Grenade is done though. ;-)

(simple mesh swap)

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removing the keyword make sense to me it seems the synts can't do farm work by default(maybe they can but don't have the animations), and having that keyword the game thinks its a synt, so no farm work(animation)

removing it make the game think its a human the other keyword means farming (animation), i never fooled around with that stuff but if i look at some things i can figure most of the time(not always still a n00b) out wats wrong

 

as for that brick wall just keep hammering it will fall/break apart in time

Edited by speedynl
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Okay, maybe it's not obvious to me because of my assumption that the subgraph data handled all of that business. AND my thinking that adding Boss to each placed actor objects location ref type (via right-click edit) would override any issues with the race itselfs loctype keywords.

However, after re-reading a bit, any keywords of that type will take precedence over the subgrapgh data, and that adding loctype (or Boss) keywords to a placed actor will be in *addition to* race keywords and *not* override existing ones.

 

...I can fully admit when I'm wrong, and you know what they say about assumptions. ;-)

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  • 1 month later...

...lame...

 

So I went to go do this again for another settlement, hand placing my custom settlers in my new settlement. Same setup, same faction, same race, same npc's that (now) work just fine in the settlements I was working on before. Only (intentional) difference is that this is an interior settlement.

 

This time, they won't even assign (let alone do the animations). Though, they are still counting towards population.

 

If I "move" them to another settlement and then back, they function correctly. However, in my other settlements, I no longer need to do that with the setup I've been using.

 

...what a pain in the butt.

They work fine in the MasterBedroom, but not in the BigStormCellar.

 

Again, as usual, I've done this before. Always leave out/forget some little step that I can't pinpoint after the fact. I just can't seem to hold onto knowledge anymore. I do something 2-3 times, one would expect I'd have it down pat, but keep making dumb accidental omissions to the process or simple mistakes that waste what precious little time I can scrape together.

...I'm getting annoyed with myself. =/

...and yes, I'm whining.

 

P.S. In the current version, I've switched to using my beacon spawned leveled npc (which are known good and work correctly when spawned from the beacon) as a test. Issue remains, however.

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So, Simplest first. ---> nav mesh check. Bad nav mesh= no function, no animation.

Workshop link check.

Location check.

Alias Keyword check.

 

I've been working on two interior settlements, and they do not both function the same. After those things, it gets more "follow the white rabbit".

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Navmesh isn't perfect (not *really* done with it yet), but I'm not thinking it's an issue (as the beacon spawned settlers function fine, it's finalized, and in that section of the cell the navmesh is spectacular...if I may say so myself, heh).

 

The hand placed npc's have their persist location set to the operative location.

 

Double checking my locreftype's now...but not seeing anything pop out and bite me.

 

Edit: And who doesn't love Jefferson Airplane, Jefferson Starship and Starship?!

 

Edit 2: In testing this, I realized I broke my worldspace's precombined geom and vis. That trumps this as my main concern, so gotta run that and post a new version.

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