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Question about Mapmarkers and Settlements


taryl80

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Taryl, what pra is talking about is, you need load doors that connect worldspaces also, so that the settlers can travel on foot (fast travel markers worn't work for them). The Far Harbor example is an invisible load door connecting to Commonwealth. Place the invisible door in the both worldspaces where they make sense for the settlers, and then finalize the navmesh where doors are placed (you'll get the yellow triangle on the navmesh where the markers are placed).

 

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Thanks for the tip, but that I have already make.

 

There are 2 ways to "walk" in my worldspace.

 

Way 1): You can walk from a subway-station to my worldspace (the way from 1 to another includes 2 subway interiors) and that seems to work, because otherwise, the provisioner from the commonwealth would not be able to reach my settlement. The mystery is, why I can sent settlers/companions from my new settlement to a settlement in the commonwealth, but a provisioner not. That is the only thing that runs wrong at the moment.

Way 2): Fast traveling via fast-travel markers between the Commonwealth and my new worldspace (not included in the actual mod but it will be in the next version).

 

You can see the worldspace (but not the settlement part) in my mod*: https://www.nexusmods.com/fallout4/mods/19445

 

Also a difference that is maybe important is, that I have change both interior doors between the 2 interior subway levels to real load doors. So they are no "normal" doors like in the actual mod. But everything is navmeshed and finalized so far I can say.

 

Ah, yes, if you like to take a look, just walk to Forest Grove Marsh (the sunken town, south west of Graygarden/Arcjet Systems) and move into the Subway-Station.

 

*The settlement will be located north of the bunker that is a bit east of the outskirts of a bigger town.

Edited by taryl80
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The problem is solved!

 

In my despair, I have again overworked the navmeshes in the both subway interiors. Now everything works. Damn it. I don't understand it. Why was the commonwealth provisoner not also be bugged? (I mean he had use the same way as the potential other provisoner and with it the same navmeshes -_-)

 

Anyways, guess that is one more ck mystery and we can put it to the other ton of them^^.

 

Thanks everyone for helping me out!

Edited by taryl80
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Hm. I remember reading something about a necessary change to the Nuka World worldspace to make custom settlements work there. Not sure if this is even related (and the RR there works just fine without)

the rr in nuka works with a script, you have to turn on the power first, adding the same script to any custom settlement will result in the settlement only works when power on

 

the change to the nukaworld location is needed to make a custom settlement working without the script nuka rr use, and this is only needed for nw, cw/harbor works both in the old way

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  • 3 months later...

So... After quiet some time, it was the time to finish the work on the map markers (during settlement testing time, I had not play around with the map markers, besides setting a xmarker up for easier travel).

 

I have test the script and it works, but I have also found a non script solution if someone is interested in that:

 

-Put a mapmarker in the world like always and attach a xmarker on it, how in this thread descripted.

-Put in the place where you have also put your xmarker in, a "defaultenabledisabletrigger" and a "enablemarker".

-Set the enablemarker on "initally disabled".

-Go under "Linked Ref" by your new triggerbox and link the enablemarker.

-Now go back to your mapmarker and choose via the pull down menu's by enable parent your new enablemarker.

 

... and now, everything should work just fine. Aka. after the player has move over your triggerbox, he should be able to discover your mapmarker, like every other in the game and with that he can use then your map marker.

Edited by taryl80
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