ShadyZ93 Posted January 26, 2020 Share Posted January 26, 2020 Hello everyone, this is my first post on Nexus and my first foray into creating mods, so I apologize in advance if this topic isn't in the correct place or has been addressed elsewhere. The project I'm currently working on is a settlement build at Starlight Drive-In and I'm going for an Industrialized Fortress/ Enclosed city. My question is about the powered Rolling Metal Door from within the Contraptions DLC that is always present within the in-game build menu. Within Creation kit I can't locate the Rolling door however; I have found the categories that contain all the other items from the same sub menu, i.e. Warehouse walls, floors, swing doors and the like. I also looked through all the other trees and sub categories in CK for doors, meshes, and powered items and found nothing. I've been racking me head on this one so I would like to know if I'm overlooking something or if it really is missing. I wanted to make sure all the correct items are loading into CK so I've edited my Fallout4_Default.ini file on the sResourceArchiveList2 line to include the following items: Animations.ba2, DLCCoast - Main.ba2, DLCRobot - Main.ba2, DLCworkshop01 - Main.ba2, DLCworkshop02 - Main.ba2, DLCworkshop03 - Main.ba2 I also have the following line added into CreationKit.ini: bAllowMultipleMasterLoads=1 My aim for using this particular powered garage door is to replicate what I've built in my actual in game settlement so others can use and build on my preset. Any help is greatly appreciated in finding this item, and thanks to anyone that assists in this! I included a picture of it just to make sure I'm not ambiguous about what I'm looking for. Thanks, ShadyZ Link to comment Share on other sites More sharing options...
HeyYou Posted January 26, 2020 Share Posted January 26, 2020 How about the roll-up doors at almost every red rocket? Is it possible that the dlc simply added the door as a buildable item? Link to comment Share on other sites More sharing options...
VIitS Posted January 26, 2020 Share Posted January 26, 2020 If you use Better Console, it will tell you the base record as well as the reference ID when you click on it in the console in-game. Then you can search for that. Link to comment Share on other sites More sharing options...
ShadyZ93 Posted January 26, 2020 Author Share Posted January 26, 2020 I pulled up the red rocket settlement so I could grab the base ID from the garage door there, but when I went to search the object menu it brought up an activator object of the same name. For whatever reason I can't find a red rocket door that I can put down either. So you think it's possible that the DLC put the powered garage door only in the actual game's workshop and not in creation kit? Link to comment Share on other sites More sharing options...
ShadyZ93 Posted January 26, 2020 Author Share Posted January 26, 2020 (edited) Sorry, double posted my reply Edited January 26, 2020 by ShadyZ93 Link to comment Share on other sites More sharing options...
StormWolf01 Posted January 26, 2020 Share Posted January 26, 2020 Heyas Shady! Ok, I'm not sure if this is the route that you may want to go or not, but it would be much less work, and much easier to make a blueprint of your settlement in game, using transfer settlements. A lot easier to distribute, and less chance of a mod manager messing up the installation.I know that the base game version of USO has the listed in it. Possibly under barn items. I will look to see. Link to comment Share on other sites More sharing options...
ShadyZ93 Posted January 26, 2020 Author Share Posted January 26, 2020 Thank you everyone for the help so far! To VlitS I'll definitely grab that console mod, that will be extremely helpful taking out the guesswork I've been doing so far. And to StormWolf - It didn't even cross my mind about using transfer settlements but that actually might be the way I need to go. I haven't exported any settlements yet so I have a question about that - my settlement is definitely on the large side and already has some lag issues just based on the item count, will that cause performance issues for anyone that would import the settlement like that? And if it does cause a hit to frame stability, is there anything I can do before my final export besides cutting the details on the map down to barebones? Link to comment Share on other sites More sharing options...
StormWolf01 Posted January 26, 2020 Share Posted January 26, 2020 (edited) Heyas Shady!I just tried out the console mod that Vlits recommended and its nice! :D Thanks so much for recommending that, Vlits! :smile:The info I got back from that, wasID FF003040Base ID 0400D08Source: DLC - Workshop02.esm {edit} I typo'd that was supposed to be 2 not 3. {/edit} However, the number for it in Xedit is something slightly different. That's a thumbnail, click on it to expand it :wink:And yeah it's listed under activators. Most likely because it requires power, and it has motion. I have not done that yet either. Tho it's pretty much going to copy over everything that you have there within the boundaries that you set up for it to copy. So if it's causing lag in your game, it probly will after somebody spawns it from the blueprint too. (Btw, I've seen videos of that in action. It's just cool as all heck watching stuff just rise up out of the ground, and click together to start building stuff. Looks like something out of a movie!)Aside from lowering the polycount of the meshes, and lowering the res of the textures, there's not really much that I can think of. But then, you'd have to include the new models and tex along with the mod. Edited January 27, 2020 by StormWolf01 Link to comment Share on other sites More sharing options...
ShadyZ93 Posted January 27, 2020 Author Share Posted January 27, 2020 StormWolf you're an absolute genius!! The path you found in that screenshot went directly to exactly what I was looking for! Thank you so much, I was really struggling with this one. I think I'm going to try both methods you suggested just to see what I can come up with for both. That being said, I have a ton of tweaking to do in-game before I export and many hours worth in CK to see if I can improve the general layout from scratch on the design. Once I get it to a rough product I think is decent I can pass these on to you and whoever else wants to check them out if you're interested. Feedback would be greatly appreciated when I get to that point! Thank you again for finding that! Link to comment Share on other sites More sharing options...
StormWolf01 Posted January 27, 2020 Share Posted January 27, 2020 Shady - Thanks, I'm really glad that turned out well, It's always good to see that we can make somebody happy around here, and especially good to see that we've helped somebody out with making their own mods :)That mod that Vlits recommended really helped out tho, it kept me from having to go through 3-4 different DLC esms, as it gave the source of the item. So definitely props to him for recommending the usage of it. I have not used the CK, so I can't say how much of a chore it will be, putting your settlement together in it. I do know that it takes a while to learn tho. So I definitely wish you good luck there, and sending waves of patience your way ;) I really don't do much with settlements anymore. But when you've got it going to the degree that you like, you can most definitely send me a pm with some links to screenshots! :D I'd like to see how it turns out :) You're very welcome, I'm glad to help out :)-Storm Link to comment Share on other sites More sharing options...
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