HeyYou Posted January 9, 2019 Author Share Posted January 9, 2019 Ok, set up my build areas, moved one of the border tiles, saved, used NMM to activate the mod, went in-game, (existing save, I was nowhere near starlight on that save) and.... no changes. I saved this is a separate esp file, as a 'patch' to Build High. NMM shows it's activated....... assigns it a number in the load list, but, the border tile didn't move, and I still can't build in the area I supposedly expanded into. I basically duplicated the current 'build area', (which got a new name automagically) shuffled it around to where/how I wanted it, (them actually, I used two.....) Moved the border tile that was now in the wrong spot, put it sorta where I wanted it, and saved the plugin. Did I miss a trick somewhere? Link to comment Share on other sites More sharing options...
speedynl Posted January 10, 2019 Share Posted January 10, 2019 start a new game, its prolly the same thing as you move a wb Link to comment Share on other sites More sharing options...
HeyYou Posted January 10, 2019 Author Share Posted January 10, 2019 start a new game, its prolly the same thing as you move a wbDo you think going back to just before exiting the vault would be adequate to the task? Link to comment Share on other sites More sharing options...
pra Posted January 11, 2019 Share Posted January 11, 2019 Should be. I have a save done without any mods, standing right before the elevator. This one: https://github.com/Yagisan/Sim-Settlements-City-Plans/tree/master/modless%20save Though I think changing the build area should work. Are you sure you changed the build area box, not the sandbox area (or some mist marker? god I hate mist markers...) Link to comment Share on other sites More sharing options...
HeyYou Posted January 11, 2019 Author Share Posted January 11, 2019 Well, went back to my save right before exiting the vault. Still no new build area. The boxes I moved were the 'build high yada yada' boxes, sandbox box... wasn't touched. (and yep, I saw that one.) I had moved one of the borders for the build area as well, just to have some obvious indication of whether what I had done made any difference, but, that was still in the original place as well. Not entirely sure what's going on here..... I grabbed SKK50's 'fast start' mod, will try that later on today with a new game. Link to comment Share on other sites More sharing options...
speedynl Posted January 12, 2019 Share Posted January 12, 2019 you stated you did duplicate a existing buildbox, did you check the keywords for the (duplicated) new 1 ?, there is a good change the keywords din't duplicate over, i never duplicated a box, so i not sure about it Link to comment Share on other sites More sharing options...
HeyYou Posted January 12, 2019 Author Share Posted January 12, 2019 you stated you did duplicate a existing buildbox, did you check the keywords for the (duplicated) new 1 ?, there is a good change the keywords din't duplicate over, i never duplicated a box, so i not sure about itGonna have to check that.... Started a new game, got out of the vault, went directly to starlight drive in. No changes at all. I think speedy is correct. Duplicating the buildbox did NOT copy over keywords, or other pertinent data, so, no larger build area. That still doesn't explain why the border marker (in game) didn't move either. (though I did find a bad reference in the mod via FO4Edit...... looking at the form ID, I am pretty sure it was the border I moved.) I went so far as to check my plugins.txt to make sure that the mod was actually listed. It was. The only mod that loads after it is scrap everything, and the only conflict I saw there was the same one it has with build high.... I have no clue what's going on. :D Link to comment Share on other sites More sharing options...
pra Posted January 12, 2019 Share Posted January 12, 2019 wait, you duplicated a build area box? I thought you only wanted to resize an existing one You have to link the duplicate to the workbench using the keyword WorkshopLinkedPrimitive. That part does not get duplicated. Link to comment Share on other sites More sharing options...
HeyYou Posted January 12, 2019 Author Share Posted January 12, 2019 wait, you duplicated a build area box? I thought you only wanted to resize an existing one You have to link the duplicate to the workbench using the keyword WorkshopLinkedPrimitive. That part does not get duplicated.Yep. :) Discovered that. So, added the appropriate links, and it now works. Sorta. There is an area of overlap between two of the build area rectangles that I put in, that its really random whether I can build there, or scrap certain items. Some debris decals I can get, others I cannot. Same goes for leaf piles, and various branches. Some of the grass I can get, but, there might be a clump right next to one I just scrapped, that I cannot highlight/target/scrap. There is no previs or precombine data for the cells I am in, so far as I am aware. xEdit shows I am only changing two cells, and none of that data is present in either Build high, or, my extension to it. Is overlapping build areas not a good idea? I think, once I get a good handle on how all this is supposed to work, I may just nuke the current esp, and start fresh. Maybe do things a bit different. If overlap isn't an issue though....... I may just try and shuffle the visible borders around, to more reflect the new situation, and call it a day. I WOULD like to solve the unscrappable stuff problem though. Seeing debris floating a few inches above the ground (where a road used to be....), disturbs me. :D I think those are scrappable due to scrap everything, and the 'extra object selection' in place everywhere?? Not sure on that. Link to comment Share on other sites More sharing options...
HeyYou Posted January 12, 2019 Author Share Posted January 12, 2019 (edited) Ok, I seem to have the build area sorted, still have some odd stuff I can't scrap though. I am trying to move the visible border walls next, and once again, failing miserably. I can move them, put them in the right spot, add the proper keyword, but, if I look at the mod in xEdit, to remove inadvertent changes (darn clouds), the 'placed objects' that are highly likely to be the border tiles, have errors. "unresolved", or some such, and they don't show up in game, border is still in the old location, and next time I open the mod in the CS, it deletes them, and I get to do it over again. That is getting rather old after the fourth attempt. I just don't get it. Everything looks good in the cs, but, after I save, close it out, look in xEdit, same old errors, and same result in game. One thing I note, even though I loaded build high, but, did not set it as active file, and created a new plugin for my changes, Build High does NOT show as a master for my plugin. Could that be the root cause of the errors I am seeing? If so, how do I correct that? Edit: Also, How do I resize them? The only thing I can find is the 'scale' tool, and no matter which axis I try and shrink, it shrinks the whole thing. I don't need it very wide (Y axis), but, when I shrink it down to the correct length, it's way too short (Z axis) in comparison to the other border tiles..... Is there a way to make it grow on ONLY one axis?? Edited January 12, 2019 by HeyYou Link to comment Share on other sites More sharing options...
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