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turn in game area into mod


Cyberrader

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I am sure this is probably a dumb question but I want to rework the vault 119 mod to offset an issue I am having. I have already cleaned up the area to work for me, but what I would like to do is essentially build a vault in game then export it into a mod pack then actually add design element and furnishings to it. Any ideas as to if this is even possible? or should I just do it all via the creation kit?

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@cyberrader (pronunciation: s-eye-ber-rah-der? rhymes with vader?)

 

there's no such thing as a 'dumb question'!

I'm just trying to better understand what you're asking and what you envisage,

so as to better point you in the right direction of who to ask, or how to find some answers hehe.

 

 

 

so, you've cleaned up an area to use as the entrance etc.

importantly, you followed the guides here*;

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

 

there are several potential ways to then put an empty vault with door/elevator there;

using "any door to any where" and "place anywhere",

you can put the entrance elevator anywhere you want. This includes, with override priority system, overwridden through solid mesh.

this is a great kludge.

you then put the exitdoorportal ref in the new-lands interior cell,

and bingo-bango-bongo, you have made a new vault,

which Preston Garvey doesn't know about!

 

If you want that to be a custom working settlement,

I recommend reading the mod author from Red Rocket Settlements guide on making settlements properly.

or ChuckSteel's how-to, which can be technical, but covers a lot of awesome stuff.

 

 

 

----

I am unsure of the next part;

from post #1

sic "I would like to do is essentially build a vault, in game, then export |the vault| as a mod pack, and then add 'design elements and furnishings' to that.

 

does that mean;

"I want to |share this custom settlement| and be able to |change only the interior fitouts|?"

or

I want to build settlement parts packs, and setllement building components, which are compatible with Vault-Tec look and style etc,

so as to give folks more options for vault-themed settlements?

 

If you want to share a settlement, there's a few ways to do that,

I recommend looking into "SimSettlements" and Settlement Transfer mods,

as they show you ways to part-merge extant settlements, including "parasettlements" for the same cell.

that allows you to share the 'bare' settlement, and then have different interior fitouts,

which you can then say what dependencies are required for that.

say, you used elianora homemaker, to make your uber-settlement all custom, you could include partial or whole fitout variants of that.

I recommend making things blank-by-default, with the option for your 'vision of that settlement',

just so as to avoid unforeseen mod-conflicts etc.

 

if you want to make standalone stuff that is interoperable with the VaultTec style,

if you make it from scratch, that is cool. you can make things that will go with the 'official' vault tec parts.

a couple of folks have made FO3/FONV style parts and basements/spillways, carparks etc.

they actually look surprisingly good and mesh well with FO4,

that includes the non-skittles-colored gangways and other detail bulkheads etc.

 

standard wall-size panels, which have doorways or modular snappable stuff, like Snap-n-build stuff,

that has become very rare, especially for Vault-Themed stuff.

 

I hope this was of some use for you.

good luck making your custom uber-vault!

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Okay, to elaborate on my thought pattern is I started out downloading the vault 119 mod which is what I had been looking for in a large mostly open space where I can essentially build until my Computer explodes. However a problem I ran into was just in the basic construction of the layout I began to experience graphical tearing that got worse as I kept building. I was not having any issues with system performance just graphical issues in this one area.

 

Vault 119 is a working player settlement which does appear to be fully functional. I am not that concerned with that feature but making it look/feel like an active underground city would be a nice touch in the end.

 

Currently the area is a large open space with other then the outer walls or essentially boundaries it contains nothing made in game.

 

The Spoiler you provided does shed light on the issue that I experienced in game and was certainly an eyesore. its like no-clipping out of the map effect.

 

But the thought I did have was to create parts of the vault in game then export them to the .esp file that is vault 119 so the rooms and other building elements are set then go back and decorate. If I can figure out how to do that and avoid that beautiful hall of mirrors at the same time I will probably upload and share it as well (And of course credit the source mod and author)

 

Hopefully this will better explain what I am thinking and trying to do.

 

here is an image of the area as I have adjusted it so far for better reference.

 

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okay,

that makes a lot more sense now,

thanks for sharing.

you're wanting to build more Settlement parts AND make a standalone settlement, now that is ambitious.

 

in post #2 of this thread,

I had a spoiler partition,

in that spoiler partition - the first paragraph contains a link to Damanding's awesome "FO4 Optimization thread".

you will want to familiarize yourself with that thread,

as that is 99% of what the issues you're experiencing are.

 

cells, roombounds, doorportals, pre-batching, precombine,

all that wonderful stuff. to maintain seamless illusion, those all have to be done hehe.

It sounds intimidating - though, if done right,

that's how awesome mods like FO4 "flyable Tardis",

and Memory Den Virtual Holodeck virtual settlements/new lands

can be made.

Creation could be used in that way, to make some very awesome stuff.

 

having it all as one very large cell... Creation doesn't like that.

so, you'll have to follow cell optimization stuff.

 

to put collision on stuff,

you need nifskope and 3Dsmax or the equiv stuff in blender,

which there are some how-to's out there in that optimization thread.

i'm not going to lie - it is much trickier than it need to be,

though that's more related to the 'death-via-a-thousand-cuts' approach to rolling patching some have taken.

i digress.

 

there is a kludge possible -

aligning collision plates from other projects, and group-binding those,

you can 'fake collision' for some stuff.

It's not an ideal kludge, but can be useful for rapidprototyping,

or for 'variable geometry doors etc"...

 

you can then set the interior cell roombox/roombound as like a terra-gen or whatever 360 panoramic

(and, you'll be please to know, that roombound decal can be a adam7gif or a .swf animation playing on a loop...

up to a 4K or so... ).

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