RetroBabe Posted November 27, 2016 Share Posted November 27, 2016 Hi Folks, i work on a Huge Mod, for that i want to add a Couple of NPC´s, i want that the Act, like wandering around doing Things like sit stand up swim and so on.Now i found nowhere a Tutorial, what is needed for add NPC to a special Cell/Scene/Theme.If anyone can help, so i can start this huge Mod, would be very awesome.Tysm all for Help if you know Tutorials about that.Ty Link to comment Share on other sites More sharing options...
speedynl Posted November 27, 2016 Share Posted November 27, 2016 most simple way duplicate any npc, remove template if it have any, remove faction, remove any AI package, remove scripts add a default sandbox AI package instead, tat 1 let the npc sit/talk/walk ect, change the name, drag drop it in any cell place you want if you wana use him/her as a settlers give it the workshopnpc script set the 1 batch in that script to true Link to comment Share on other sites More sharing options...
RetroBabe Posted November 28, 2016 Author Share Posted November 28, 2016 Hey tysm, you r super, may i ask, what if i want a NPC as a Scene Vendor, who sells all kinda Stuff?Cause i make some Bathhouse Mod for Public Use, means for Settlers and Citizens etc. and there i want to make like a Bar and a Seller.Tysm 1000x for your Help:) Link to comment Share on other sites More sharing options...
speedynl Posted November 28, 2016 Share Posted November 28, 2016 depends if it just for show, or as a real merchant wo sell stuff to any npc user if for show find the idle animation for bar/shop bind the npc to the idle, it always stay behind the counter then for a real merchant you can do the same but that 1 need a container and linked with a keyword (look at any real merchant) like bunkerhill, nuka world market how they are set up (looking at any npc and the way how they are set up give you all info you need to make any npc you want) Link to comment Share on other sites More sharing options...
RetroBabe Posted November 28, 2016 Author Share Posted November 28, 2016 Ok tysm, that Idea is great :)What i wanted to say is, so i did my new Interior Settlement like this Tutorial shows: http://stuyk.com/forum/viewtopic.php?f=11&t=32 Well, either he forget something or this only works for WORLD Settlements OUTSIDE, means not for Interiors.Cause i did all, he did, Settlers wont show up, even not after waiting there for 1 Week.Slowly i am frustrated :(Tysm Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 28, 2016 Share Posted November 28, 2016 Interior settlements are slightly different from exterior. We've talked a bit about it in my Settlement List thread. If I remember correctly, the exterior (where the entry way to your interior is) needs the encounter zone and location object to be set to match your interior one. ...but we know I do it the hammerfisted way, so Speedy might have a less possibly volatile/more compatible way. Edit: And it's also even a little more different if the door to the interior is in a worldspace other than Commonwealth (like Far Harbor or mine). Edit 2: Another thing to remember is that the map marker goes on the outside, not in the interior. However, the xmarkerheading (that the map marker links to) remains in the interior. Link to comment Share on other sites More sharing options...
speedynl Posted November 28, 2016 Share Posted November 28, 2016 (edited) for interior place the mapmarker+xmarker outside(where your portal is), from your xxlocation link to the mapmarker vink the little thing that say int use the xx(forgot wat it say) it should show the settlement in world map then(althoug even if it don't show the settlement should work like intended if made right) btw you mean your bath mod babe ?, i should take a look at it edit delete the mapmarker and the belonging xmaker inside, make them new outside where you zone in to the interior(fill in the name that you want to show on worldmap)when dubble click you location file you will see (world location marker ref) leave it open go to your mapmarker then click select ref pick your mapmarker as targetthen vink interior cell use ref location xxxxx seems all other is correct in a fast look Edited November 28, 2016 by speedynl Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 28, 2016 Share Posted November 28, 2016 Remind me, doing it that way will not allow one to fast travel into it, correct? Link to comment Share on other sites More sharing options...
RetroBabe Posted November 28, 2016 Author Share Posted November 28, 2016 (edited) Yea Speedynl, the Bath of Venus Mod, now where i did everything correct, no Settlers show up, i also looked into Bethesda´s Workbenches to see what they did, so it works, but, all they did, i also have in mine Workbenches, so i dont know, where the bad Dog lays, that wont let Settlers in, heh.Tysm all for your help, you are wonderful :smile:Yeah did the Changings you said with the MapMarker and XMarkerHeading, thx.Tysm 10000 Times. Btw a Question about Modding, is the Difference between Modding FO 4 and Skyrim a Big one or is it the same Mechanical and Technique?Thx i am very interested. Edited November 28, 2016 by RetroBabe Link to comment Share on other sites More sharing options...
speedynl Posted November 28, 2016 Share Posted November 28, 2016 (edited) Remind me, doing it that way will not allow one to fast travel into it, correct?yea blah it bring you just outside near the portal(i placed the marker 1's inside but then the info din't show on worldmap as of then i always put it outside) as for skyrim i think most is the same, although i mostly did conversions from daz3d stuff to skyrim forgot babe when you open the workbench the first time do it show 50% happiness ? Edited November 28, 2016 by speedynl Link to comment Share on other sites More sharing options...
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