HeyYou Posted January 8, 2019 Share Posted January 8, 2019 I use Build High - settlements expanded, however, it appears the original author, (who hasn't been around for a while.....) didn't do anything with starlight drive in. I would like to shuffle the borders around a bit, but, poking at it in the cs, I have come to the conclusion that I don't have the first clue what to do here..... I can select the border, but, I can only move it on one axis, I need to rotate it, and then connect it with the other borders. Also, I would like to kill precombined objects, and pre-vis ONLY within the build area. (so I can scrap pretty much everything within the build area, with scrap everything.....) The CS wiki is amazingly unhelpful..... guess that is simply because of all the new tricks the cs can do. I just want to learn a few of them. :D Link to comment Share on other sites More sharing options...
SKKmods Posted January 8, 2019 Share Posted January 8, 2019 I am a total dummy when it comes to visual stuff, so when i figured out (with help, lots of) the sequence of incantations that break precombines to make settlement stuff scrappable and then regenerate, I posted it HERE (last section 17) for reference. I trust it can help you ... Link to comment Share on other sites More sharing options...
HeyYou Posted January 8, 2019 Author Share Posted January 8, 2019 I am a total dummy when it comes to visual stuff, so when i figured out (with help, lots of) the sequence of incantations that break precombines to make settlement stuff scrappable and then regenerate, I posted it HERE (last section 17) for reference. I trust it can help you ...Indeed, helps quite a bit. :) Some of it is over my head, but, when I actually go into the CS, it should make more sense. Now, just need to figure out how to put the borders where I want them..... Is there some trick to making the area within the borders 'buildable'? Or does that just automagically happen? Link to comment Share on other sites More sharing options...
SKKmods Posted January 9, 2019 Share Posted January 9, 2019 Step (10) is the trigger box(es) that activate the build area. Look at your Workshop LinkRefsTo on keyword WorkshopLinkedPrimitive that will show the build area triggers. I believe (may be wrong) the green border thing is just visual fluff and not actually required to activate build mode (as I sometimes forget to add 'em). Link to comment Share on other sites More sharing options...
pra Posted January 9, 2019 Share Posted January 9, 2019 (edited) The green border is just visual fluff, yes. The real building area is made up of one or more DefaultDummy objects, linked to the workbench via WorkshopLinkedPrimitive. To breaking precombs/previs, you can either disable it for the whole cell, or break specific objects out of it. I'm somewhat certain that you don't need to link your objects to something, like SKK tells, and instead the mere existence of an override in your mod breaks it out. It might be enough to just move them all to a separate layer. However, linking them all to something definitely works, I've done it for my Fairline Hill settlement mod this way. I never managed to actually regenerate precombs/previs, though. Absolutely no idea how to properly make it work... Edit: select the build area box, then press "2". That should give you this 3D cross made out of 6 arrows. Then just drag the arrow which points upwards to make the box taller. Edited January 9, 2019 by pra Link to comment Share on other sites More sharing options...
HeyYou Posted January 9, 2019 Author Share Posted January 9, 2019 Thanks folks. I will likely poke at this a bit more later today. Wish me luck. :D Link to comment Share on other sites More sharing options...
HeyYou Posted January 9, 2019 Author Share Posted January 9, 2019 (edited) Ok, I can get to the cell, I can grab the bounding box for the build area. I can even move it around, what I can't seem to figure out though, is how to change its shape...... I see dimensions for it on one the tabs in it's properties window, however, I don't want to try and 'guess' what size I really want it to be, by randomly altering the numbers. Is there some way I can just grab and edge/corner, and drag it to where I want it? Also, I am not entirely sure that a 'box' is going to work..... I note that in some settlements, the borders are rather irregular. How do I accomplish that? Multiple boxes?? Can there Be More than One? (highlander reference. :smile: ) Edited January 9, 2019 by HeyYou Link to comment Share on other sites More sharing options...
SKKmods Posted January 9, 2019 Share Posted January 9, 2019 (edited) To see how this stuff is put together, use a base game template: Select the workshop StarlightDriveinWorkshopRefClick on the Linked From tabCheckout all those WorkshopLinkedPrimitive link references pointing at StarlightDriveInBuildableArea0xIn cell view type StarlightDriveInBuildableArea and step through the Starlight cells .. see what you find. ps dunno about the green border I always use the airport template and just linear resize it. Edited January 9, 2019 by SKK50 Link to comment Share on other sites More sharing options...
pra Posted January 9, 2019 Share Posted January 9, 2019 Ok, I can get to the cell, I can grab the bounding box for the build area. I can even move it around, what I can't seem to figure out though, is how to change its shape...... I see dimensions for it on one the tabs in it's properties window, however, I don't want to try and 'guess' what size I really want it to be, by randomly altering the numbers. Is there some way I can just grab and edge/corner, and drag it to where I want it? Also, I am not entirely sure that a 'box' is going to work..... I note that in some settlements, the borders are rather irregular. How do I accomplish that? Multiple boxes?? Can there Be More than One? (highlander reference. :smile: )-> Edit: select the build area box, then press "2". That should give you this 3D cross made out of 6 arrows. Then just drag the arrow which points upwards to make the box taller.If you don't get that transformation thing, you maybe selected the wrong object. A mist, maybe, mist markers are always in the way. As for actually making a custom border, what I did last time was building it out of those plane pieces which come with the automatron DLCs, with some tweaks.Rumors are, there is also a tool for generating them in the works... Link to comment Share on other sites More sharing options...
HeyYou Posted January 9, 2019 Author Share Posted January 9, 2019 (edited) Ok, I can get to the cell, I can grab the bounding box for the build area. I can even move it around, what I can't seem to figure out though, is how to change its shape...... I see dimensions for it on one the tabs in it's properties window, however, I don't want to try and 'guess' what size I really want it to be, by randomly altering the numbers. Is there some way I can just grab and edge/corner, and drag it to where I want it? Also, I am not entirely sure that a 'box' is going to work..... I note that in some settlements, the borders are rather irregular. How do I accomplish that? Multiple boxes?? Can there Be More than One? (highlander reference. :smile: )-> Edit: select the build area box, then press "2". That should give you this 3D cross made out of 6 arrows. Then just drag the arrow which points upwards to make the box taller.If you don't get that transformation thing, you maybe selected the wrong object. A mist, maybe, mist markers are always in the way. As for actually making a custom border, what I did last time was building it out of those plane pieces which come with the automatron DLCs, with some tweaks.Rumors are, there is also a tool for generating them in the works... Thank You. :smile: I missed that part. Trying to select the correct object in the render window is proving 'fun'...... but, I am getting there. Seriously people, I DO appreciate the help. :D Edit: Is there a way to move DOWN faster with the camera after pressing "T" for the top down view????? Edited January 9, 2019 by HeyYou Link to comment Share on other sites More sharing options...
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