Andyno Posted September 1, 2019 Author Share Posted September 1, 2019 So you won't help me? :sad: Link to comment Share on other sites More sharing options...
Purr4me Posted September 1, 2019 Share Posted September 1, 2019 (edited) So you won't help me? :sad:I told you what to do, because that's what I did to fix the issues.Your plugin ran fine after I exacted the data it used from the bsa2 archives using fo4edit asset manager so I could see what it does.It runs fine. but not in the state your wanting to run the code in. If you refuse to listen, threes really no point in me hanging around.Listen I log into many peoples machines and teach them one on one and they do what I tell them to do after I show them on their own PC's what's real and what's not. You believe what you want to believe what you want to believe. People here know me, those I have helped know I don't mess around and try to convince you. You have free choice ok, I am not going to force the issue. I am sorry. but that's how things are. My time is very valuable. Do what I told you to do, follow through the entire mod's structure and where the names are all screwed up, you rename them all ,, leave nothing to chance. log into Bethesda website " Through the creation kit when it opens" before you load the plugin into the Creation kit's editing processes, before you select it. Just like the script extender relies on *.dll files and source code to be present, so does the kit. once logged on while the editor is open and you fixed all the names, load the plugin and simply save the file, close it, test it in game, it will run. Kitty Black. Edited September 1, 2019 by Purr4me Link to comment Share on other sites More sharing options...
Andyno Posted September 1, 2019 Author Share Posted September 1, 2019 I didn't do what you told me to do, because I simply didn't understand what you exactly did. But I won't bother you anymore and steal your precious time. Maybe someone else will stop by and will understand better what you thought, and help me consequently... Link to comment Share on other sites More sharing options...
DiodeLadder Posted September 1, 2019 Share Posted September 1, 2019 (edited) Hey Andyno, A good news - I got it working! Here's what I did : 1) I've just removed the strange coordinates that didn't contain any data in the Worldspace in FO4Edit.2) In CK, I edited the Worldspace like this : What fixed it, I think, was checking the "fixed dimensions". I think the strange coordinates were generated because CK didn't know where it was supposed to end. I've put in cell coordinates as 10,10, -10,-10, but I'm not sure if you need this part since this is using "small world". Can you give it a go on your end and see if it will work? Edited September 1, 2019 by DiodeLadder Link to comment Share on other sites More sharing options...
DiodeLadder Posted September 1, 2019 Share Posted September 1, 2019 The thing about "small world" - I think the reason why places like diamond city don't have the coordinates set is because they are inheriting those data from the parent worldspace, Commonwealth. In this case, you don't have the parent worldspace, so you do need the coordinates set, I think. Link to comment Share on other sites More sharing options...
Purr4me Posted September 1, 2019 Share Posted September 1, 2019 I didn't do what you told me to do, because I simply didn't understand what you exactly did. But I won't bother you anymore and steal your precious time. Maybe someone else will stop by and will understand better what you thought, and help me consequently...you got good help here, "DiodeLadder" is helping you get the job done, and I just finished repairing MY PC/laptop. got a 7 second boot t desktop all loaded.Kinda spooked me too. Good going DiodeLadder, help him out,I'm online with another client currently. Excellent Job too. Kitty Black Link to comment Share on other sites More sharing options...
Andyno Posted September 1, 2019 Author Share Posted September 1, 2019 Nice screenshots, man! :thumbsup: Until now I didn't see how my mod looks in the game! I fixed it just by removing all coordinates except those that actually contain anything, so for now I got the farther cell at -11, -14. I think Fixed Dimensions are pointless, at least now, since I don't know how far I'll go, but my estimation is -30, -60. I hope CK will understand this and won't cause any troubles. Well, now I know that those crazy -12000 coordinates caused all this mess, even I don't have an idea what caused that these coordinates actually appeared... Since you mentioned "Small World"... My mod won't have a small world, but I'm not sure where there's a limit in a worldspace, so I have to uncheck this feature. Creation Kit website says only this: This speeds up certain processing for smaller WorldSpaces. Anyway, good job... and thank you! :thumbsup: Link to comment Share on other sites More sharing options...
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