kitcat81 Posted August 10, 2017 Share Posted August 10, 2017 (edited) Guys, can someone help me, please. I`m really bad with world creation, have not done anything like this yet. I need a small (literally one room) location. I have found some existing test location that partially fits my needs and was going to copy and modify it. The problem is that when I duplicate any location that location automatically becomes altered (gets altered sign *).And I don`t understand why. How can I go about this without altering anything? Is it even possible? Edited August 10, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
werr92 Posted August 10, 2017 Share Posted August 10, 2017 You can easily cut that vanilla cell record from your esp in F4Edit later on and the alternation mark will disappear. Didn't quite get it, do you need an interior cell or a world cell? or does it matter at all and just anything will go for teleportation there and testing? Link to comment Share on other sites More sharing options...
montky Posted August 10, 2017 Share Posted August 10, 2017 yup, you're on your way kitcat81,you'll soon have the modding bug and you'll get on a roll,pretty soon, there'll be lots of awesome mods hehe.sometimes kludges are easier to get working, and more interoperable,than 'properly' doing some stuff.when its just a few interiors or an elevator through solid mesh here or there,kludges get the job done hehe. It's not you - Creation is finicky,though it is built like Unity with "2D-3D" in mind hehe. there's a few ways to do that;- basement living and a 'cave entrance door" from Any Door To Any Where. you could use "any door to any where",and have the other door-portal ref to a new-lands.that could be as small as 1 cell if you wanted.we do need to make more 'new lands' as community resources,so as to streamline that. so, say you have a ruined building which is inaccessible,learning from some of earlier versions of Beantown,you can place a door to anywhere door in front of that,and then load to a new lands interior worldbox, much as shown on Bethnet. another mod or two which are great to learn with;Memory Den Virtual Holodeck new lands.and TARDIS interior virtual settlement new lands.those are surprisingly simple. I also recommend watching the author of"Red Rocket Player Homes/Settlements",as they made a lot of awesome tutorials. -----here's a trick/challenge;can you tie an any-door-to-anywhere doorportal,to something like RuadHan2300's portal gun? good luck,I hope this was of some use any how heheand hopefully some more uber-FO4-mod-fu'erswill help you get going or point in the direction of great tutes.we're lucky now, there's a lot more options in '17/'18 than there was in '15. Link to comment Share on other sites More sharing options...
kitcat81 Posted August 10, 2017 Author Share Posted August 10, 2017 You can easily cut that vanilla cell record from your esp in F4Edit later on and the alternation mark will disappear. Didn't quite get it, do you need an interior cell or a world cell? or does it matter at all and just anything will go for teleportation there and testing?Thank you very much! I actually used FO4Edit for cleaning my mod from accident duplicates, but I was not sure that it`s ok with locations. Probably because I don`t really understand why it gets altered after duplicating. I need a one room/house location to teleport player to for my test quest. Something isolated like a dream dimension. And I wanted to avoid altering anything. Link to comment Share on other sites More sharing options...
kitcat81 Posted August 10, 2017 Author Share Posted August 10, 2017 (edited) yup, you're on your way kitcat81,you'll soon have the modding bug and you'll get on a roll,pretty soon, there'll be lots of awesome mods hehe.sometimes kludges are easier to get working, and more interoperable,than 'properly' doing some stuff.when its just a few interiors or an elevator through solid mesh here or there,kludges get the job done hehe. It's not you - Creation is finicky,though it is built like Unity with "2D-3D" in mind hehe. there's a few ways to do that;- basement living and a 'cave entrance door" from Any Door To Any Where. you could use "any door to any where",and have the other door-portal ref to a new-lands.that could be as small as 1 cell if you wanted.we do need to make more 'new lands' as community resources,so as to streamline that. so, say you have a ruined building which is inaccessible,learning from some of earlier versions of Beantown,you can place a door to anywhere door in front of that,and then load to a new lands interior worldbox, much as shown on Bethnet. another mod or two which are great to learn with;Memory Den Virtual Holodeck new lands.and TARDIS interior virtual settlement new lands.those are surprisingly simple. I also recommend watching the author of"Red Rocket Player Homes/Settlements",as they made a lot of awesome tutorials. -----here's a trick/challenge;can you tie an any-door-to-anywhere doorportal,to something like RuadHan2300's portal gun? good luck,I hope this was of some use any how heheand hopefully some more uber-FO4-mod-fu'erswill help you get going or point in the direction of great tutes.we're lucky now, there's a lot more options in '17/'18 than there was in '15.Great thanks for all the information and tips. I will look at these mods and tutorials. I just got a litlle bit stuck with the first step. I thought that I`m doing something wrong because other things to not get altered when you copy them. It made me feel really confused. The way some things work in the CK makes no sence to me. The teleporting door idea is great, I might need something like this to help the player get out of my trap. Edited August 10, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
MissingMeshTV Posted August 10, 2017 Share Posted August 10, 2017 If all you need is a small test cell, you might consider just making one from scratch. A one room cell really should only take a few minutes to throw together just for testing...far less hassle than what you've mentioned doing. Also, there are several unused cells that are not part of the game that you might be able to use. Some are test cells made by the devs, others seem to be cut content. I do think there are a few that are "holding cells" for NPCs, so you won't want to mess with those. But honestly if you just need a quick and dirty test cell, think about making your own. Really should take only a few minutes. Plus it's good practice. :wink: EDIT: just saw you mentioned finding the test cells. DOH! Link to comment Share on other sites More sharing options...
kitcat81 Posted August 10, 2017 Author Share Posted August 10, 2017 (edited) If all you need is a small test cell, you might consider just making one from scratch. A one room cell really should only take a few minutes to throw together just for testing...far less hassle than what you've mentioned doing. Also, there are several unused cells that are not part of the game that you might be able to use. Some are test cells made by the devs, others seem to be cut content. I do think there are a few that are "holding cells" for NPCs, so you won't want to mess with those. But honestly if you just need a quick and dirty test cell, think about making your own. Really should take only a few minutes. Plus it's good practice. :wink: EDIT: just saw you mentioned finding the test cells. DOH!Thank you very much for the advice. I need a test location/cell for now. But if everything works well, it will become a part of the mod. I never touched render window at all, so I thought it would be easier to start with existing building but I `m ok with making it from scratch too. The main problem is that the CK marks any duplicated location as altered and it made me think that I`m doing something wrong. I guess I can clean it in FO4Edit, but I wanted to be sure that it`s not going to ruin something. These location/cell thing looks quite scary :D I was always scared to touch it..like if I can break something by messing with it. Edited August 10, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted September 19 Share Posted September 19 (edited) Can anyone tell me how to set up a "Dummy" location. In one mod I downloaded, it sets up a new location in Boston. In a mod I am making, I want to set up a dummy location corresponding to the Wilderness cells used so that some NPC's can then join the player when he is in the cells involved. Corrently the only way I can do it is to edit the downloaded mod to send a signal to my mod. Edited September 19 by AndyTheSaurus Link to comment Share on other sites More sharing options...
pepperman35 Posted September 19 Share Posted September 19 Andy, I think it would be more better if you created your own topic for these type of posts. Piggybacking on a seven year old post with a slightly different subject or question might be the most useful approach for you. Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted September 19 Share Posted September 19 (edited) 2 hours ago, pepperman35 said: Andy, I think it would be more better if you created your own topic for these type of posts. Piggybacking on a seven year old post with a slightly different subject or question might be the most useful approach for you. In principle you are quite right, however, I don't get much response anyway. Call it desperation. Edited September 19 by AndyTheSaurus Link to comment Share on other sites More sharing options...
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