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Children of Atom Overhaul bugs and other Creation Kit questions


genolune

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So here is everything I've noticed thus far during my playtesting last night.

 

1. I changed the template of the NPC that is supposed to be recruited by the workbench to Children of Atom NPC template (same as the special beacon) in the workshop script. There was no effect after using a regular radio beacon (a regular settler was recruited). How do I get the override to stick?

 

2. Will custom settlements allow settlement raids? Currently, I have the settlement attacks turned off but will a message pop up saying "Help defend the Crater of Atom" and the corresponding attack that I have to clean up, if I enable it?

 

3. The Children of Atom beacon issues. This is goofy. It will summon the Children of Atom (directly onto the radio beacon so I need to swap out the activator object with something they won't get stuck in) who act as settlers and assign and do normal stuff.

 

The problem is their subtitles will show their settler dialogue such as vendor dialogue but no voice or lip synching will happen for whatever settler dialogue there is, however they will voice and lip synch their random Children of Atom idle quotes. How can that be fixed?

 

4. How would I set up a quest or script that would ally factions based on what you do? Example: You tell Mother Isolde you are there to worship Atom or join Far Harbor's church which would then trigger all Children of Atom factions to be friendly or allied to you as well as make them allied to each other. The reason they need to be allied to each other is that I've noticed they will attack the Children of Atom NPC template without the faction "correction".

 

5. How do I level ground? The slopes at the Crater create an issue for crops and housing as they will hang into the air. So I want to create flat "rings" around the crater where crops and houses can be placed in kind of a stadium configuration.

 

6. How would I have a quest or script that would add an object to the workshop menu or add a settlement? For example, you join Far Harbor's Church and it unlocks all the CoA settlements and the special beacon.

 

I think that's everything I had off the top of my head. The end goal is to have a proper mod with more natural and dare I say, "immersive" components to make the mod feel more like part of the game.

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1) check mine because this should just work. There really is no magic to it. Edit: I vaguely remember it had to be an lchar...?

2) depends on what you set in the script. But yes, they can (if the script is set for it) be atacked (it's why one of the xmarkerheadings is needed). Edit: Slightly misread that, but yes, the message will show up.

3) Add the workshopdialogfaction maybe? I don't remember, sorry.

5) Terrain editor. It's one of the buttons on the menu bar of the main Creation Kit window.

6) Working on something similar myself. Damanding pointed (by way of a response to another's thread) to a nexus download and instructions to do this (or at least a basic version of this). I'll see if I can find it later (or maybe she'll pop in). Scripts will be involved, but that download had it all template'd out, easy'ish like (though my brain is on vacation and has yet to find the time to actually figure it out...I'm sure you'd pick it right up).

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TERRAIN??? did someone say the magic word TERRAIN??....ahahahahaha...

 

Heres a BIG tip.

 

Start a test space and go learn how to use the tool there cause if you dont know what youre doing you can really screw up your mod location and fixing it will be a real ballbuster.

 

a) use 1 or the most 2 as a brush size till you get the hang of it..

 

b) make very small movements when raising /lowering

 

c) use the flattening tool to do flat areas starting from the highest point you want to achieve (obviously you raised it beforehand).

 

d) use the smoothing tool to blend in the surrounding area so you dont have pointed/jagged edges..

 

e) ALL WAYS!! do terrain BEFORE anything else ( at least the main areas and especially areas that you are going to build on )

 

Also very important.. carefull where you choose to lets say...eat away ,flatten when you are next to a big hill/mountain etc. because you will find out that under that land you took out was a LOD of that hill/mountain and that my friend is something that is a PURE B!TCH to fix .SO avoid it or turn on LOD in preferences of the CK so you can see whats there when youre doing your landscaping.

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Is it possible to assign two different voice packages to an NPC ie the male settler and male Children of Atom?

 

Thanks for all the help guys.

without having actual experience ...logically speaking i think..

 

a) if both voicepacks were triggered by the same event for a response that wouldnt be so good..:P

 

b) maybe if you filter out what each pack responds to..

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1) check mine because this should just work. There really is no magic to it. Edit: I vaguely remember it had to be an lchar...?

2) depends on what you set in the script. But yes, they can (if the script is set for it) be atacked (it's why one of the xmarkerheadings is needed). Edit: Slightly misread that, but yes, the message will show up.

3) Add the workshopdialogfaction maybe? I don't remember, sorry.

5) Terrain editor. It's one of the buttons on the menu bar of the main Creation Kit window.

6) Working on something similar myself. Damanding pointed (by way of a response to another's thread) to a nexus download and instructions to do this (or at least a basic version of this). I'll see if I can find it later (or maybe she'll pop in). Scripts will be involved, but that download had it all template'd out, easy'ish like (though my brain is on vacation and has yet to find the time to actually figure it out...I'm sure you'd pick it right up).

1) I checked yours and didn't see anything too different from my ChildrenOfAtomNPCTemplate and the Workshop script. Anywhere else I should be looking? How/where would I find the ichar?

2) That is good to know. So asking for community opinion here, in the Salem Crater House by Kingsport Lighthouse, would you think that raiders would attack it? I'm partially saying yes since it's outside of the Glowing Sea and partially saying no since it's so irradiated and maybe they would know not to go there.

3) My Creation Kit crashes when selecting the Dialogue in the NPC Template menu so that may be a nuisance I'll live with. As for the workshopdialoguefaction, how do I do that? All I see are -1 and 0, so if 0 means its added then I already have that.

5) Thanks I found the button.

6) Did you ever find the resource you were talking about there?

 

 

@SpeedyNL

I think you are right. I just played around with the dialogue faction stuff and it seems that I added all the doctor dialogue to all my vendors. The catch is, it's not voiced.

 

 

@Thanks Greekrage. I'll definitely keep that in mind for both of those. I don't know where the brush is or how to filter the voicepacks but between the FO4 modding community and me reading menus/buttons I think we can figure it out. Flattening and smoothing will probably what I'll need to make the rings.

 

Are there any quests that involve Kingsport Lighthouse? I thought there was a Minutemen quest to secure it as a settlement. I guess I'll find out as I do this playthrough.

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6) Did you ever find the resource you were talking about there?

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http://www.nexusmods.com/fallout4/mods/12192/? is the one.

 

As far as 1 is concerned, pretty sure it needs to be an Lchar. Search for Lchar in the object window and you should be able to get the idea. I don't have it in front of me, looking at the the workbench scripts in mine and working backwards from there should get you going. I think I remember showing Tarsis how to do it for a Red Rocket goof I did for him, maybe he'll pop in. Edit: No, I was mis-remembering, doesn't' have to be an Lchar...but there was something else I'm forgetting maybe.

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