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Posted

Hi there!

 

As a complete two weeks modding newbie, I'm currently working on improving my first mod, Libertalia Settlement.

 

However, I've still some issues, which I wasn't able to resolve yet by reading and watching tutorials or Google.

 

First, setllers are coming as usual, and are accepting their assignements without a problem. But they are not sandboxing in their free time, means, they only stand still on their posts after duty and do not wander to the tavern or go to bed at night. I have placed an DefaultEmptytrigger and linked it from the workbox with the sandbox keyword, so perhaps this is no modding error but an AI script problem?

 

Second; I've assigned the trash piles onthe large barge to the workshop to be scrapable; however, the navmeshes of those are still persistent, when scrapping them in game, so the settlers are moving through thin air.

 

Third, does anyone know how to stop the boats on the ocan from floating? There are some FloatingPlatformHelpers assigned to them, but ihaven't found out if and how they can be configured or simply deleted.

 

Thanks in advance!

 

Chan

 

 

Posted

I don't know anything about the whole "settlement creation" thing, but you should put navmesh under everything that is scrap-able.

That's how I would do it.

Yes that could make it look weird when the scrap-able stuff isn't scrapped yet and the NPCs are trying to move over it, but well ...

 

To stop the boats from moving:

I would just disable / delete the FloatingPlatformHelpers. Just click on them and hit the delete key on the keyboard ...

If they aren't visible, the M key on the keyboard will show you all of the marker objects. (Normally they are invisible)

 

By the way, that is a really cool location for a settlement!

 

I hope this helps ...

Posted

Thank you!

 

I think, I need to learn mor about navemeshing. The barge under the trash piles is already navmeshed, so the settlers are able to walk on it. However, they still "think" the trash piles are there.

 

I thougt a solution would be, to make the trash pile navmesh also scrapable, but perhaps this is just a naive thought.

 

What I also don't understand ist, why my character behaves others than the settlers - if I scrap the trash piles, the character does not walt through thin air but walks as expected on the boats deck below.

 

Concerning the moving boats: I've already tested with deleting the helpers, but couldn't see any change - I will try it again, possibly I haven't deleted the correct ones.

 

Yes, first time I went into Libertalia, I thought that this would be a great settlement. And as there are no mods for this, I had no choice but start to begin learning how to make a settlement mod. :-)

 

Agein, thank you for your help!

 

Chan

Posted (edited)

But they are not sandboxing in their free time

So they have no destination for sandboxing or they can't reach them. Check the size of your location, the navmesh, the links of the objects etc. etc.

 

I've assigned the trash piles onthe large barge to the workshop to be scrapable; however, the navmeshes of those are still persistent, when scrapping them in game, so the settlers are moving through thin air.

It's not possible to put multiple different navmeshes on the same place. But you can cut out scrapable items from the navmesh and regenerate it after scrapping. Lern about precuts.

(Just an idea to test for people with too much free time: Create navmesh, delete it, create new one. FO4EDIT will undelete and disable the first one so you have now two navmeshes. Enable/Disable them via script.)

 

does anyone know how to stop the boats on the ocan from floating?

Just delete the floating helpers.

Edited by markusm1000
Posted

Thank you guys for helping me!

 

Settlers: I've placed a DefaultEmptyTrigger for sandboxing, connected all locations via bridges over the water and the Navmesh seems o.k. To test, I've put a workstation on the barge with the cages and the dead bodies and a bed just beside it; both assigned to the same settler. The settler starts working at his post as expected, but in the night, she just stands dumb behind her station and ignores the assigned bed beside her. I know, that the settler AI Scripts are not very reliable in FO4, but at the "normal" settlements, most settlers are going to bed in the night. Perhaps Libertalia is too exicting for them to go to sleep. :-)

 

Navmesh: I've done like the precut tutorial said, and it has had the effect, that the settlers doing their farm work on the barge now no longer are walking into air, but alwas get elevated to the height of the scrapped trash piles, when playing their farming animations. For example, the first guy is working in the air, while the guy right besides him stands on the barge as expected. If the working one stops working, he falls down to the ground. If the idle settler starts working, he ascends in the sky like Jesus. However, I'm not 100% sure, if this is new or just something I've noticed in detail now and I've jut not understood the navmesh tutorial.... seems I need to learn a lot of more on the Navmesh part.

 

Concerning the helpes: Deleting them hast stopped the floating of the boats. This doesn't look so cool as before, but now I'm able to decorate them like "normal" Settlement buildings.

 

Thanks again for your patience with me!

 

Chan

Posted

To test your mod, use a savegame in which the mod was not yet active.

This way you avoid artifacts that interfere with the game.

 

All functional parts (e.g. doors, furniture, containers, npcs and especially scripts) are saved in the savegame, so that no matter what you change or correct in the CK, the next time you load the game, these changes will be overwritten.

(The save is the ultimate mod, it is the last in the loadorder and wins all conflicts)

Posted

I did...however, now I have the 0 Morale Issue when activating the workbench, which I haven't had with release 1.0..... boah, this grounds me. Think, it was pure luck, that my first try worked.

 

O.k., think, it is time to start anew, from scratch.

 

I have the greatest repect for all modders, now even more than I had already before. :thumbsup:

 

Thanks!

 

Chan

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